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Post by Recall on Jun 22, 2019 14:03:40 GMT
Latest tweet highlights which two moves will be done..inbetween the other DLC projects.
“Thank you very much for contributing to the free additional skill questionnaire, to all of our professors. As a result of the survey, we will adopt 2 techniques of "Knee standing middle kick hit" and "reverse horizontal chop to sitting condition". Delivery time will be undecided due to the trade-off with other DLC etc, but it will be delivered. #ファイプロ”
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Post by DM_PSX on Jun 22, 2019 14:22:30 GMT
LOL 2 moves.
HIRE SUNEED, they've made 12 new moves in the time it took me to write this reply.
Holy shit, he litterally DID post a new move while I posted this
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Post by Recall on Jun 22, 2019 16:00:10 GMT
For official moves you do have to bug test a little bit more than just splicing two moves together hex editing frames.
The main devs/publishers are always slower than the creative public, it’s always been the way with the modding communities.
That get behind the opponent modded move you posted is amazing!!
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Post by Floki X Harley Quinn on Jun 23, 2019 4:27:06 GMT
Both moves look really cool.
when will they be ready for the game?
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Post by view619 on Jun 23, 2019 5:26:05 GMT
For official moves you do have to bug test a little bit more than just splicing two moves together hex editing frames. The main devs/publishers are always slower than the creative public, it’s always been the way with the modding communities. That get behind the opponent modded move you posted is amazing!! Community move creators bug test as much, if not more so, than the devs; not to mention putting together existing frames in creative ways and creating brand new ones. At this point, there's not much difference in terms of quality and performance between the two sides; the devs just have other things to focus on than creating moves. If anything, official moves are even worse because the devs tend to miss out on small things as they rush to finish their quota (a number of paid DLC moves have weak sounding impacts and are missing crowd cheer frames).
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Post by DM_PSX on Jun 26, 2019 22:14:22 GMT
Isn’t Crotch Tear the Bronco Buster? No. That would be the anal tear. Though I guess pretty much your entire area down there could get messed up from that move. ... Could it be the Penis Suplex?
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Post by Deleted on Jun 30, 2019 18:33:22 GMT
Hey all. I noticed that FPWW does some things better than FPR, but I've noticed Returns has some things that are superior to World. One of the main things Returns has over World are the list of venues. Returns had the No. 1 Ring, Town Hall, M.A. Dome and West Dome. Also, I prefer the Dojo in FPR over the Dojo in World.
So, I was wondering, does anyone know of any plans by Spike-Chunsoft to add more arenas/venues? I'd like to see a Bingo Hall, No. 1 Ring (for Shin-Kiba 1 Ring), Town Hall (for a high school/community gym feel), and an outdoor venue, like a baseball field as there have been events in the US and Japan that were held in baseball stadiums.
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Post by eskiman on Jun 30, 2019 18:43:29 GMT
Hey all. I noticed that FPWW does some things better than FPR, but I've noticed Returns has some things that are superior to World. One of the main things Returns has over World are the list of venues. Returns had the No. 1 Ring, Town Hall, M.A. Dome and West Dome. Also, I prefer the Dojo in FPR over the Dojo in World. So, I was wondering, does anyone know of any plans by Spike-Chunsoft to add more arenas/venues? I'd like to see a Bingo Hall, No. 1 Ring (for Shin-Kiba 1 Ring), Town Hall (for a high school/community gym feel), and an outdoor venue, like a baseball field as there have been events in the US and Japan that were held in baseball stadiums. It was on the roadmap spike released ages ago, but haven’t heard anything since then www.spike-chunsoft.com/news/fpww_dlc/
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Post by Deleted on Jun 30, 2019 22:32:16 GMT
Hey all. I noticed that FPWW does some things better than FPR, but I've noticed Returns has some things that are superior to World. One of the main things Returns has over World are the list of venues. Returns had the No. 1 Ring, Town Hall, M.A. Dome and West Dome. Also, I prefer the Dojo in FPR over the Dojo in World. So, I was wondering, does anyone know of any plans by Spike-Chunsoft to add more arenas/venues? I'd like to see a Bingo Hall, No. 1 Ring (for Shin-Kiba 1 Ring), Town Hall (for a high school/community gym feel), and an outdoor venue, like a baseball field as there have been events in the US and Japan that were held in baseball stadiums. It was on the roadmap spike released ages ago, but haven’t heard anything since then www.spike-chunsoft.com/news/fpww_dlc/Thanks, considering that the venues are listed with custom music and Spike did deliver on that, it'll just be a matter of time.
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Post by Deleted on Jun 30, 2019 22:33:36 GMT
I tried quoting but goofed...thanks eskiman, considering thy delivered on the music, I can only imagine they have it on the to do list. I imagine rendering unique arenas will take them time.
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Post by Floki X Harley Quinn on Jul 3, 2019 11:10:07 GMT
I would pay for more arenas, i relly want a school / gym which is used in most indie promotions.
Since they are plannig new venus sounds good
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Post by faulknasty on Jul 3, 2019 19:11:37 GMT
So I really struggle trying to figure out move sets when creating edits. Usually at best I have an idea for their finisher and maybe signature move or two. Trying to fill out a full moveset is overwhelming. Would someone be willing to help me whether it's help me with a guide to conceptually have a moveset build to a finish or just help me fill out some move sets for original edits?
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Post by jameshilliv on Jul 4, 2019 3:40:47 GMT
So I really struggle trying to figure out move sets when creating edits. Usually at best I have an idea for their finisher and maybe signature move or two. Trying to fill out a full moveset is overwhelming. Would someone be willing to help me whether it's help me with a guide to conceptually have a moveset build to a finish or just help me fill out some move sets for original edits? Read through the guide section, there is valuable information there. One thing that a lot of creators do is have certain types of moves for the different direction buttons. For example, up + weak would be something like a body slam and up + medium might be a suplex.
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Post by jetlag on Jul 4, 2019 7:37:44 GMT
So I really struggle trying to figure out move sets when creating edits. Usually at best I have an idea for their finisher and maybe signature move or two. Trying to fill out a full moveset is overwhelming. Would someone be willing to help me whether it's help me with a guide to conceptually have a moveset build to a finish or just help me fill out some move sets for original edits?
There is a Guide to Original Edits in the Guides section that talks a little bit about this.
Here are some general rules/things to consider that I use when creating movesets:
- Purpose - try to create a moveset that builds towards something. The most basic way is to build to your edits finisher by working over the body part that it targets. For example, if your edit uses the Figure 4 as a finisher, you may want to fill up his moveset with moves that target the leg specifically, and later in match, moves that will have your wrestler end up in position to use the Figure 4. Something simple like a Dragon Screw -> Figure 4 priority can work wonders. Instead of simply working a body part, you can also try to have your wrestler progress towards his big moves logically by using similiar moves early in the match. For example, if his signature is a Tiger Driver, why not give him a Tiger Suplex earlier? If he likes the Bulldog, why not tease that with a couple side headlocks earlier? Also keep setup in mind: if your wrestler goes for high flying, running or grounded moves, make sure he has enough moves in the medium/strong grapple section that will allow him to hit those moves properly.
- Personality - this goes back to how you want your wrestler to come across. Who is he? What is his background? Is he a showoff who loves to surprise the crowd with the most flippy nonsensical moves he can come up with? Is he a cool headed old school technician who sticks to bread and butter holds and pin combos? If he has spent time in europe, he may really like the european uppercut and side headlock. Does he have some kind of sports background? If he used to be an olympic wrestler, obviously he would go for a more throw/suplex based moveset. Maybe he was once a star basketball player and loves to do moves that show off his huge vertical leap. Does your wrestler follow a certain strategy, for example gaining the advantage using strike combos early on and later moving towards dropping bombs? Think off some real life wrestler archetypes and you will get ideas for this.
- Usability - a match where one wrestler goes for complicated big moves all the time will end up being rather boring. Try to mix it up and create a balanced moveset to create a more realistic match flow (of course, if that isn't your thing, you can ignore this advice entirely). Remember, an elbow combo is much easier to execute than a wristclutch exploder. Try to atleast include a few moves that allow your wrestler to make a believable comeback every once in a while.
- Variety - this is something that may not fit every wrestler, but it's something to keep in mind. If your wrestler particularily likes a specific move, why not include a few variations? The more different ways your guy has to hit his move, the more unpredictable and exciting the match becomes. Think of Shinya Hashimoto: he really loves the DDT, and instead of only having the plain old standard DDT, he would hit the jumping DDT, DDTs from running, reverse DDT from the back grapple, and finally the vertical drop DDT and even a Fisherman DDT to finish off the toughest opponents. Think of DDP and the ten thousand diamond cutter variations that he used.
Also, while it is fun to stick to LOGIC and CONSISTENCY, don't be afraid to throw in a few surprises. You wouldn't expect Stan Hansen to do a suicide dive or monkey flip from looking at him, so it's all the more awesome when hits those moves.
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Post by faulknasty on Jul 5, 2019 3:17:19 GMT
Ok I guess I had better understanding then what I'm letting on. I've used the guide I guess what I'm asking what works as a build from a start of the match to the end of the match how do I round out all the moves to a wrestler. I have built some themed wrestlers like my undead goalie and pitcher who have moves that are mostly themed around what they used in the sport. The goalie has mostly open hand hits and kicks. while the pitcher is mostly punches and sliding/low kicks.
When I have watched wrestling their full moveset doesn't stick out to me and I don't have the time to carefully watch a wrestler to really figure it out. So I guess my problem is rounding out a full moveset.
Despite all of that there are some good tips here I can work with so thank you for that.
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