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Post by OrochiGeese on May 13, 2019 9:17:31 GMT
Another counter spot but this time the counter wins!
These are actually two different versions of Tetsu that I'm simming in one big league. Funny that the mirror match produced this spot! Red Tetsu goes for a dropkick to the legs but Green Tetsu counters with the leg grab submission!
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Post by LankyLefty17 on May 13, 2019 16:17:12 GMT
I genuinely love it when someone goes for a counter strike against a running person only to eat the move anyway. It's one of the cool additions in this game that just sort of happened and really adds a lot to it. This might be my favorite part of the game lately, when you're in late match, you have a guy going for a running finisher and there is legit suspense on if he'll hit the move or if it will get countered into something else...
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Post by OrochiGeese on May 13, 2019 22:06:30 GMT
Yeah, I love the suspense factor and the uncertainty of those running moves that happen against a non-dazed opponent. Sometimes they walk away entirely for a funny spot but when they stay in the path of the rampaging runner, really cool things can happen. You actually get to see a move from one category (standing) attempt to counter a move from an entirely different category (running) which rarely happens in Fire Pro.
One of the coolest spots I EVER saw in Fire Pro happened in FPR in an e-fed called EFW run by Lord Vermin. Someone was attempting to run to the corner to attack an opponent dazed in the turnbuckles but the opponent regained their control and suddenly delivered a uraken/spinning back fist which resulted in a CRITICAL! Easily top 5 spots I've ever seen in the series and an incredibly rare "move category vs. move category" spot.
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Post by amsterDAN on May 15, 2019 19:32:00 GMT
I'm falling in love with the recovery taunts mod, dudes. The flop-style recovery taunt here basically turned what would've been a wack count-out into a cool one. Also, it's always fun to see someone Worm it up on the outside; Super Bad Ass Sweet Daddy Jones picked a particularly luxurious rug to writhe upon. (Sorry that the video's even lower quality than usual; wasn't really planning on recording this match, just dicking around with VHS tracking overlays and shit.)
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Post by OrochiGeese on May 15, 2019 20:14:12 GMT
That was hilarious in its own right and a perfect way to have a countout finish!!
Those are modded taunts, right? How do you assign them? To the opponent doing the initial move (the worm) or the opponent taking the move? Can you link them to follow a move where your edit gets hit? Or is it a move you put on your edit to make the opponent flop? In either case, this is such an awesome tool!!!! 😁
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Post by brodatype on May 16, 2019 5:47:23 GMT
I'm falling in love with the recovery taunts mod, dudes. The flop-style recovery taunt here basically turned what would've been a wack count-out into a cool one. Also, it's always fun to see someone Worm it up on the outside; Super Bad Ass Sweet Daddy Jones picked a particularly luxurious rug to writhe upon. (Sorry that the video's even lower quality than usual; wasn't really planning on recording this match, just dicking around with VHS tracking overlays and shit.) This guy is amazing!
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takuan
Steel Johnson
Posts: 154
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Post by takuan on May 16, 2019 12:35:38 GMT
I'm falling in love with the recovery taunts mod, dudes. The flop-style recovery taunt here basically turned what would've been a wack count-out into a cool one. Also, it's always fun to see someone Worm it up on the outside; Super Bad Ass Sweet Daddy Jones picked a particularly luxurious rug to writhe upon. (Sorry that the video's even lower quality than usual; wasn't really planning on recording this match, just dicking around with VHS tracking overlays and shit.) I've been enjoying the 'rollover' addition to that mod. It adds a lot to selling during matches.
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Post by amsterDAN on May 16, 2019 19:17:31 GMT
That was hilarious in its own right and a perfect way to have a countout finish!! Those are modded taunts, right? How do you assign them? To the opponent doing the initial move (the worm) or the opponent taking the move? Can you link them to follow a move where your edit gets hit? Or is it a move you put on your edit to make the opponent flop? In either case, this is such an awesome tool!!!! 😁 So assigning the taunts is actually quite a bit simpler than that, because they just happen at random. You set the taunts either by fight style or individual wrestler, and you can set one for small, medium, large, and critical phases. They occur at random but happen more frequently the higher a wrestler's charisma is set. The mod comes with one animation, just a good old rollover which as Takuan said really adds to the selling of moves (though depending on how tightly you like to orchestrate the action, could mess with wrestlers who heavily rely on moves putting people into specific face-up or facedown positions). I've loaded seven other taunts in that View provided in some packs, and yes they are essentially just custom moves. Some of them are really basic, like a gassed-looking way of staggering back to their feet, and there's also ones that return the edit to the downed state like the flop in my video and a failed attempt at standing up. I also quite like the frustrated pounding the mat while getting back up, pretty cool for grouchy heels and such. Then there's some pretty wild taunts that you'd probably only want for specific edits, like the Undertaker-style sit-straight-up (as well as a failed attempt to do so where they flop back down) and the kick-up where an edit leaps to his feet from flat on his back, which is just phenomenal for lucha types and like spirited athletic babyfaces making a dramatic comeback. I've used it for about a week now and I don't think I'd be able to go without this mod anymore, it adds a really exciting new dimension to the action, and used with precision can add some additional layers of character to an edit's in-ring behavior.
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takuan
Steel Johnson
Posts: 154
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Post by takuan on May 16, 2019 19:52:30 GMT
Mechanically, these 'recovery' taunts give the wrestlers a slight spirit boost when they trigger. They can happen between 1-5 times per match, I think, depending on the wrestler's charisma and some randomness.
They can also trigger after doing a move, not just for selling(for moves that leave the person doing them in the 'down' state), so you can get things like Hits Finisher->Does A Kip Up.
It's a great mod.
Though like Dan said, there is the potential of it messing with certain priorities.
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Post by amsterDAN on May 16, 2019 20:27:33 GMT
They can also trigger after doing a move, not just for selling(for moves that leave the person doing them in the 'down' state), so you can get things like Hits Finisher->Does A Kip Up. Yeeeeeeeeeeuuuuuuh boooooyyyyyeeeeeee. My favorite happy accident so far with these recovery taunts was I gave an A-charisma edit the kip up for small and med, and he happens to be a snap-and-vertical-suplexin' fool, so he often administers a suplex and then springs back to his feet to really really nice effect.
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Post by OrochiGeese on May 17, 2019 4:29:42 GMT
Thanks so much for the explanation, guys!! 😃
I can definitely see how they add a ton of character to the specific edits and to the matches themselves too.
So you are only allowed one of these taunts per damage state, right? But you could choose a different one for each damage state? Or can you only choose one per edit overall?
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Post by amsterDAN on May 17, 2019 7:01:01 GMT
Thanks so much for the explanation, guys!! 😃 I can definitely see how they add a ton of character to the specific edits and to the matches themselves too. So you are only allowed one of these taunts per damage state, right? But you could choose a different one for each damage state? Or can you only choose one per edit overall? You can choose a different one per damage state, so for most of the basic fighting styles I just did progressively more gassed-looking taunts. For example, just the rollover in small and med, the super gassed looking stand up in large, and the failure to stand in critical. The cool thing is that when a match goes long, this makes the wrestlers act really beaten up by the end of it.
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Post by Senator Phillips on May 18, 2019 0:43:04 GMT
ZIP is awesome. This is one reason why:
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Post by Dawnbr3ak3r on May 18, 2019 8:39:52 GMT
I was running some test sims the other night and I really really wish I was running them at 100% and not 400% because this ruled:
I ran Didi Taylor vs Kagaya Kashima. It's a contrast of styles between Highflying (Didi) and Hybrid-Junior-Style (Kagaya).
Didi hits the C2C Meteora Double Knees (I forget what it's called in the game) with a running start approximately 80% of the way across the ring; Kagaya kicks out at 2.9 (roughly 29 minutes into the match). Kagaya gets up, whips Didi into the Right-Hand Turnbuckle, hits a Reverse Superplex, and follows it up with a Shining Triangle for the win. The visual was absolutely fantastic.
This'll teach me to run test sims at 100% from now on and have OBS running in the background, heh.
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Post by OrochiGeese on May 18, 2019 21:54:41 GMT
That's an awesome spot that probably looked pretty funny at 400% too, like superheroes! 😁
I don't know how resource-intensive OBS is. But if having the program running in the background slows things down too much, you could always use the native Windows Game Bar and set anywhere from a 5-60 second buffer so that anything you see happen is actually recording in the background and you just need to press a hotkey to capture it. Most of the clips I post these days are from running FPW in another window, randomly switching to it at just the right time to see a cool spot, then capturing that using a 30 second buffer.
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