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Post by Eddie Lukin on Aug 2, 2018 15:47:58 GMT
I actually have my Bret set up with two top rope fistdrops (what I use for his driving elbow) for this reason, one to go after the backbreaker, into a pin, the other to go after anything else, into the sharpshooter. [/div][/quote] Sorry, but could you please take a sec to explain why you need two fist drops equipped? Is this the only way to set up “either/or” types of sequences?
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Post by mbxfilms on Aug 2, 2018 16:01:06 GMT
For Jeff Hardy, or anyone with a good set up for a top rope move Twist of Fate > Swanton Bomb 100% Twist of Fate > Pin at Head 100% Swanton Bomb > Pin 100% This way if he does the Twist and they are in range at all for the Swanton he will try it. Otherwise if they are out of range he will just pin after the Twist. They are both 100% but it will check the top priority first. I didn't realize that this would actually work! I thought that if the first Twist of Fate priority didn't trigger (because the opponent was out of range or perhaps ready to get up in a dazed state) that the game would then ignore the second Twist of Fate priority and go into regular logic instead. I thought that in order for this to happen, you basically had to put the Swanton Bomb at less than 100% (like let's say's 90%) and then have that 10% come up for the game to check the next Priority. Simultaneous priorities work like that with a "range" bypass? This is REALLY useful information as I've wanted to do something like this for a few edits but was worry that I had to either choose Move -> Down move OR Move -> Aerial move. This gives me SO many new ideas for expanding on existing priorities!! The top priority is tried first. Then the next if the first can't happen, so it just skips if not possible. I like to link flying moves to standing onto some of the STRONG grapple moves that would set them up to make sure they will go for the flying stuff if the right position is available. But then you can otherwise have them pin after the big grapple move if they aren't close enough to the corner for the dropkick/crosssbody/ect. You could use a priority on the same move for the whole list, it will just check the top and go down to the bottom. The flying move after is at 100% here because it won't always be possible. BUT if it is, he will try to jump. ...we need more priority slots already...
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Post by heelsinc on Aug 2, 2018 18:48:01 GMT
I didn't realize that this would actually work! I thought that if the first Twist of Fate priority didn't trigger (because the opponent was out of range or perhaps ready to get up in a dazed state) that the game would then ignore the second Twist of Fate priority and go into regular logic instead. I thought that in order for this to happen, you basically had to put the Swanton Bomb at less than 100% (like let's say's 90%) and then have that 10% come up for the game to check the next Priority. Simultaneous priorities work like that with a "range" bypass? This is REALLY useful information as I've wanted to do something like this for a few edits but was worry that I had to either choose Move -> Down move OR Move -> Aerial move. This gives me SO many new ideas for expanding on existing priorities!! The top priority is tried first. Then the next if the first can't happen, so it just skips if not possible. I like to link flying moves to standing onto some of the STRONG grapple moves that would set them up to make sure they will go for the flying stuff if the right position is available. But then you can otherwise have them pin after the big grapple move if they aren't close enough to the corner for the dropkick/crosssbody/ect. You could use a priority on the same move for the whole list, it will just check the top and go down to the bottom. The flying move after is at 100% here because it won't always be possible. BUT if it is, he will try to jump. ...we need more priority slots already... Yea i hit max slots for certain edits and am always frustrated haha
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Post by heelsinc on Aug 2, 2018 18:51:22 GMT
I actually have my Bret set up with two top rope fistdrops (what I use for his driving elbow) for this reason, one to go after the backbreaker, into a pin, the other to go after anything else, into the sharpshooter. [/div][/quote] Sorry, but could you please take a sec to explain why you need two fist drops equipped? Is this the only way to set up “either/or” types of sequences?[/quote] I dont think he means he has two in the movelist just on the priority. After rereading his post depending on his percentages it would make sense to have it in two different slots on the move list. If he goes 100% back breaker to fist drop to at feet pin you would need it in a second slot if you want to set manhattan drop to fist drop (100%) to at feet large because if you set that up with the same move slot the game wont know if you want to do at feet pin on at feet large.
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Post by IamAres on Aug 3, 2018 3:43:41 GMT
I actually have my Bret set up with two top rope fistdrops (what I use for his driving elbow) for this reason, one to go after the backbreaker, into a pin, the other to go after anything else, into the sharpshooter. [/div][/quote] Sorry, but could you please take a sec to explain why you need two fist drops equipped? Is this the only way to set up “either/or” types of sequences? [/quote][/div]
It's not the only way, no, but in this instance it works out for a few reasons - the first being that the pendulum backbreaker leaves the opponent face down, while the Sharpshooter can only be done face up. See, ideally, what I would want to have is backbreaker -> diving "elbow" (the fistdrop) -> pin OR Sharpshooter. I could easily do that with the available amount of priority slots, it would just take two priorities at the end - set the pin to 50, set the SS to 100, you're all set.
The problem is that since the backbreaker has the guy wind up face down, it can't be part of the combo and still potentially end in a Sharpshooter. I could swap in the regular backbreaker instead of the Pendulum, but that would bother me immensely.
My solution was to break the whole combo into two, so he can either 1) go Backbreaker -> diving "elbow" -> pin or 2) he can hit the diving "elbow" off something else that leaves them faceup (or just hit it naturally) and then combo off that into the Sharpshooter. But in order to do that, I needed a second instance of the move, because I didn't want the first one leading into his facedown feet move half the time. So you still get a somewhat similar effect of having the move lead into multiple outcomes, you just have to use two "different" moves to do it.
In other words, I essentially have one fistdrop to hit when the guy is facedown, and one to hit when the guy is faceup, each of which lead to different outcomes.
The other reason it works out is that Bret didn't really do any other "down" moves off the turnbuckle, so he doesn't lose anything by doubling up on one. This might be an issue on another edit, but in his case, it works out quite well.
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Post by OrochiGeese on Aug 3, 2018 5:05:50 GMT
The top priority is tried first. Then the next if the first can't happen, so it just skips if not possible. I like to link flying moves to standing onto some of the STRONG grapple moves that would set them up to make sure they will go for the flying stuff if the right position is available. But then you can otherwise have them pin after the big grapple move if they aren't close enough to the corner for the dropkick/crosssbody/ect. You could use a priority on the same move for the whole list, it will just check the top and go down to the bottom. The flying move after is at 100% here because it won't always be possible. BUT if it is, he will try to jump. ...we need more priority slots already... I agree 100% that we need more priority slots!! Thanks very much for the clarification. I had no idea this type of sequence stacking was possible. I knew that you could set up a situation like this: 1) Body Slam -> Top Rope Splash 90% 2) Body Slam -> Pin 100% I knew that if the 10% ("do not continue" to use FPR terminology) hit, that the Pin would happen 100% of the time. I have a lot of "grouped" priorities like that and have had since FPR. However, what I didn't realize (or remember) that we could ALSO do this: 1) Body Slam -> Top Rope Splash 100% 2) Body Slam -> Pin 100% With that situation, I thought that Sequence 1 out-prioritized and (if set to 100%) completely nullified Sequence 2. I didn't realize that if the second move in Sequence 1 simply can't happen (due to ring positioning) that Sequence 2 would then take over from the same move that started Sequence 1 as long as they were the same move. I'm not sure if this was changed in FPW from FPR, if I was wrong all along, or if I just completely forgot LOL. This makes me think of some very interesting possibilities, for sure!! ( I just got a really weird sense of deja vu. Did we have this exact same conversation at the Arena last year? ) Yeah, along similar lines you can have guys switch up the pin they use after their finisher. 75% they do a normal pin attempt, and then for the next slot 100% chance they do the dramatic "back hook leg" pin attempt. So if the first pin attempt doesn't trigger, it will always do the other one.There are a lot of great ideas for other stuff to use in this thread. :) Agreed, this thread is really helping me. Thanks for the cool pinning idea as well :)
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Post by IamAres on Aug 3, 2018 5:56:09 GMT
However, what I didn't realize (or remember) that we could ALSO do this: 1) Body Slam -> Top Rope Splash 100% 2) Body Slam -> Pin 100% With that situation, I thought that Sequence 1 out-prioritized and (if set to 100%) completely nullified Sequence 2. I didn't realize that if the second move in Sequence 1 simply can't happen (due to ring positioning) that Sequence 2 would then take over from the same move that started Sequence 1 as long as they were the same move. I'm not sure if this was changed in FPW from FPR, if I was wrong all along, or if I just completely forgot LOL. This makes me think of some very interesting possibilities, for sure!! Yeah, if it can't do a move, due to not being the right position, it just ignores it entirely. If there's a second priority off the same trigger, it proceeds with it like the first one doesn't exist.
It's not so much that it was "changed" from FPR as that the situation couldn't exist. Priorities at that point could only lead to your basic downed attacks, rollover, and pick up - no running or diving moves. You couldn't for example, be unable to hit your X attack but still be in position to roll the guy over. It's only now that we have moves that only work in some positions (like a diving or running move) that you can even have a situation where one priority can't trigger, but another one can.
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Post by OrochiGeese on Aug 3, 2018 6:19:41 GMT
Yeah, if it can't do a move, due to not being the right position, it just ignores it entirely. If there's a second priority off the same trigger, it proceeds with it like the first one doesn't exist. Wow, that's great! I wish I would have realized that for the past few months!! I can think of a few edits who can really benefit from this situation. Of course, this just makes me want even more priorities! LOL It's not so much that it was "changed" from FPR as that the situation couldn't exist. Priorities at that point could only lead to your basic downed attacks, rollover, and pick up - no running or diving moves. You couldn't for example, be unable to hit your X attack but still be in position to roll the guy over. It's only now that we have moves that only work in some positions (like a diving or running move) that you can even have a situation where one priority can't trigger, but another one can. That's an excellent point and completely explains why we never ran into this situation before :) I suppose I never thought to try this but I can't shake the deja vu of having a discussion like this about a year ago where someone told me this was possible or discussed if it was and then I just completely forgot.
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Post by mbxfilms on Aug 3, 2018 11:48:43 GMT
Yeah if you want the lowest/bottom priories to take over at the end if all else fails, then they need to be %100 at the end to ensure one of the pins or something. Otherwise those leave holes where he might just stomp or pick them up after the Twist of Fate or Swanton instead of covering them.
Like the Swanton ones, 50% chance he will pin at the head, then if that doesn't happen there is another coin flip for pinning at the feet, but if that coin flip fails then it won't even pin them at all.
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Post by TheDenizen on Aug 4, 2018 14:49:01 GMT
One of my favorite uses for priorities is stomp loops. Like for example you have a Stomp to the face in the Standing By Head (Big) slot and do this:
100/100 Stomp (face) -> Standing by Head (Big)
Edits will usually get in 3 or 4 consecutive stomps before the opponent manages to get up. Great for brawlers and heels.
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Post by heelsinc on Aug 4, 2018 17:27:40 GMT
One of my favorite uses for priorities is stomp loops. Like for example you have a Stomp to the face in the Standing By Head (Big) slot and do this: 100/100 Stomp (face) -> Standing by Head (Big) Edits will usually get in 3 or 4 consecutive stomps before the opponent manages to get up. Great for brawlers and heels. And Randy Orton, and you can do it with Hulk Hogan too, he used to do repeated elbowdrops. I think Lex Luger might have too. Garvin stomp!
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Post by IamAres on Aug 5, 2018 0:12:57 GMT
Yeah, I like to link stomps to themselves, especially if they're ones that target a specific body part, and even more especially if they can come after a prior move that works that part. For example, an edit that I'm working on right now (using Tigermuppetcut's Reinvigorate rules) does a shoulder armbreaker to a stomp to the arm to itself.
One thing I do like to do with stuff like that, though, is not set it to quite 100%. That way, I don't get a set-in-stone "do this move then stomp the guy till they get up" but rather, a tendency. Just making it a little more likely that we're gonna focus on that body part for a little bit.
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Post by El Marsh on Aug 5, 2018 13:53:12 GMT
A bit selfish but my favorite personal priority is my Xouxou Chen's Reverse Drop > Dragon Clutch
Given that she's a judo-themed submission expert, this 1-2 sequence perfectly fits her character/moveset and looks really cool to boot.
One thing that I never thought about until this thread is the idea of taunting after hitting a big move. I typically equate big move with a finishing attempt but for a high charisma edit that likes to appeal to the crowd, it really makes some sense.
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Post by IamAres on Aug 5, 2018 23:17:11 GMT
A bit selfish but my favorite personal priority is my Xouxou Chen's Reverse Drop > Dragon Clutch Given that she's a judo-themed submission expert, this 1-2 sequence perfectly fits her character/moveset and looks really cool to boot. One thing that I never thought about until this thread is the idea of taunting after hitting a big move. I typically equate big move with a finishing attempt but for a high charisma edit that likes to appeal to the crowd, it really makes some sense. You can even do both if you don't use the taunt for anything else. Big move -> the "that's it" taunt (I think it's officially Two Hand Cross Cut) -> pin. You just can't use the taunt for any other purpose (other than after another big move) or he'll pin after it. Well, more accurately, you can't use it when the person is down. If they're standing it should be fine, unless someone else knocks them down while he's doing the taunt, lol.
You could even combine this with pinning normally. Prio 1: move into pin, let's say 70%. Prio 2: move into taunt, at 100%. Prio 3: taunt into pin, 100%. Net result: he always pins after his move, but SOMETIMES he'll throw a little taunt in there first. That's the kind of thing that can add a lot of life into an edit, and was never possible until relatively recently.
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Post by El Marsh on Aug 5, 2018 23:29:20 GMT
O_O that's friggin awesome I'm just about to fire it up and you can bet your bum I'll play around some more with this
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