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Post by lordryu on Jun 12, 2019 17:17:14 GMT
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Post by mortula13 on Jun 16, 2019 0:19:02 GMT
GG Allin with the dirty pile diver and unholy terror pinning sequence.
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Post by turrible666 on Jun 16, 2019 20:11:31 GMT
First, one of the greatest goddang finishing sequences I've ever seen
Then, all Garfield Vanzetti wanted to do was salute the flag and make his Facebook friends keep believing he was ever a soldier, only to be disrespected by an insane homeless man and even the referee.
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Post by Spunk on Jun 17, 2019 7:31:39 GMT
SCFL is back to bringing awful things to your screen.
Gyro has lost it.
Lady Denim fights off a possible death.
Credit Lewis has issues with shitty dads, so he goes insane.
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Post by Ramon on Jun 17, 2019 8:25:21 GMT
GG Allin with the dirty pile diver and unholy terror pinning sequence. Truly a fate worse than death! XD
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Post by OrochiGeese on Jun 19, 2019 4:10:20 GMT
Credit Lewis has issues with shitty dads, so he goes insane. I LOVE THIS SO MUCH. The low kick to the complete leg assassination with the limb break and then the submission for the finish. 👏
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Post by Spunk on Jun 19, 2019 7:24:53 GMT
Credit is one of those dudes that I've struggled to make "work" for a while now. Limb damage edits in this game can be frustrating, especially with there not exactly being a ton of moves that work whatever limb.
I feel like I've finally found a good place for him and his showing this last weekend was just great.
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Post by OrochiGeese on Jun 20, 2019 3:00:39 GMT
Credit is one of those dudes that I've struggled to make "work" for a while now. Limb damage edits in this game can be frustrating, especially with there not exactly being a ton of moves that work whatever limb. I feel like I've finally found a good place for him and his showing this last weekend was just great. I agree about limb damage edits. I've spent hours on Tetsu Gushiken (leg work) and JET Hamada (arm work) for the same reasons. The biggest issue I have is how the early build moves for arm/leg work don't do that much damage (comparative to early move for other styles) and I find them lagging behind their opponent in damage progression throughout the match as a result. So I have to increase parameters higher than I'm used to in order to keep them competitive and hope that those specific higher parameters don't lead to dominance when they are factored into the mid-match moves which are stronger. Subscribing to Credit now 😎
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Post by Spunk on Jun 20, 2019 18:43:42 GMT
I feel like Credit is a good example of doing legwork while still actually wearing down his opponent. I've had to change him up a bit in the last few months to not just be Mr. Legwork but instead a guy who actually does damage and flourishes the match with the legwork.
I think it works a lot better.
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Post by OrochiGeese on Jun 20, 2019 19:04:55 GMT
Yeah, it's good to balance out the limb work.
I 100% know what you mean about "Mr. Legwork." Early versions of Tetsu in FPR/FPW had me go way too heavy on it. I just mark out so much watching him finish a match with the standing leg grab submission 😁 But as a result of the early leg work overload, not only did he have issues getting to medium damage, he actually sometimes regressed from medium to small and even large to medium. So I took out his early leg stretches and replaced them with just strikes/stomps and that helped. I also reduced his medium damage leg stretches so they aren't visually repetitive and preventing him from advancing to the next stage. He's =multifaceted in theory since his finisher is the KUGA knee but I've had to discipline myself to keep his leg work at a lower ratio than I originally had it, especially early on. It's fine late in the match since it's either all strikes to the leg and dragon screws or his finish attempts.
JET has always had arm work but he's primary a judo-influenced edit with throws to counterbalance the low damage the arm work moves do. Still, even with that design, I hadn't really executed on a good balance. So recently I upped the offensive parameters and logic % just a little on the throws and he's able to progress matches better as a result without being repetitive with them. He also has increasingly effectively striking (and not just to the arm) and I've recently added some pinning combinations too. It's hard to find a "judo" style pinning move but I gave him the new El Culero. I believe that's a lucha move but the starting movement of the animation is kind of similar to some of his throws so I like it. He's been winning a lot of matches with it too and finishing matches in general was an issue with him in the past.
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Post by Senator Phillips on Jun 20, 2019 19:13:48 GMT
Yeah, it's good to balance out the limb work. I 100% know what you mean about "Mr. Legwork." Early versions of Tetsu in FPR/FPW had me go way too heavy on it. I just mark out so much watching him finish a match with the standing leg grab submission 😁 But as a result of the early leg work overload, not only did he have issues getting to medium damage, he actually sometimes regressed from medium to small and even large to medium. So I took out his early leg stretches and replaced them with just strikes/stomps and that helped. I also reduced his medium damage leg stretches so they aren't visually repetitive and preventing him from advancing to the next stage. He's =multifaceted in theory since his finisher is the KUGA knee but I've had to discipline myself to keep his leg work at a lower ratio than I originally had it, especially early on. It's fine late in the match since it's either all strikes to the leg and dragon screws or his finish attempts. JET has always had arm work but he's primary a judo-influenced edit with throws to counterbalance the low damage the arm work moves do. Still, even with that design, I hadn't really executed on a good balance. So recently I upped the offensive parameters and logic % just a little on the throws and he's able to progress matches better as a result without being repetitive with them. He also has increasingly effectively striking (and not just to the arm) and I've recently added some pinning combinations too. It's hard to find a "judo" style pinning move but I gave him the new El Culero. I believe that's a lucha move but the starting movement of the animation is kind of similar to some of his throws so I like it. He's been winning a lot of matches with it too and finishing matches in general was an issue with him in the past. Thiago Gracie is all about the armwork, of course. In FPR, he was more of a pure BJJ shooter who just happened to be in a pro wrestling ring, but I've balanced him out to actually put on a pro wrestling match since I ported him to FPW. He now uses more striking, mostly elbows, and suplexes, mainly exploders and waterwheel drops to vary up his game. It took a ton of work to get him to work right without losing his proper essence, but I feel like he's one of my better edits because of it.
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Post by OrochiGeese on Jun 20, 2019 19:33:45 GMT
Thiago Gracie is all about the armwork, of course. In FPR, he was more of a pure BJJ shooter who just happened to be in a pro wrestling ring, but I've balanced him out to actually put on a pro wrestling match since I ported him to FPW. He now uses more striking, mostly elbows, and suplexes, mainly exploders and waterwheel drops to vary up his game. It took a ton of work to get him to work right without losing his proper essence, but I feel like he's one of my better edits because of it. Totally agree! It can be a real challenge to take an edit of a pure martial arts style, balance out their moves, logic, parameters, and skills so they can work more of a pro wrestling style but not lose their original essence. And it's also a challenge to continue to gently nudge that balance over time while they evolve as a character and you want to freshen them up a little. Your experience with Thiago reminds me a lot of JET's progression. His original UBL story (back in like 2012) was that of a pure judoka trying to make the transition to pro wrestling with help from Marauder and a few others in the UBL locker room. Thing is, I didn't really evolve his in ring behavior much in the early years. And when FPW came around, he was basically straight port of his FPR version but with the additional priorities made available. He wrestled almost entirely the same. Over the past two months I realized that 1) I was bored of watching the same exact edit for 7 years and 2) he never truly evolved in the way that I wanted him to. So I started to give him a bit more of an all-around style with some non-judo throws, some more strikes (not just against the arm) and the El Culero which combined the idea of a judo pin with a pin that wasn't strictly judo influenced. I also made his uniform a little more shiny 😁 The results have been REALLY encouraging and I've enjoyed watching him a lot recently.
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takuan
Steel Johnson
Posts: 154
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Post by takuan on Jun 21, 2019 11:47:05 GMT
I've had this move in the game since Modded Moves first came out and this is the first time I'm seeing it.
A tremendous example of the kinds of cool moment's View's Recovery Taunt mod can lead to.
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Post by Senator Phillips on Jun 21, 2019 19:26:46 GMT
Doesn't look like much at first glance, just a boxing result. 202 lbs Lou Nova beating 138 lbs Nicolino Locche should have been a given. But the moment I wanted to reference here was that Locche, a defensive grandmaster, spent over a full minute in a round circling around Nova, over and over, making Lou miss stupidly telegraphed overhands. Easily one of the funniest things I've witnessed in S-1 mode by a mile.
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Post by turrible666 on Jun 22, 2019 17:06:30 GMT
just witnessed a war crime, you guys
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