|
Post by LankyLefty17 on Nov 18, 2019 20:05:03 GMT
Take this as nothing more than subjective conjecture, but I've noticed these types of priority chains being way less reliable since a patch or two ago on edits I havent touched.. So its possibly a glitch/bug, or potentially some combination of bad RNG and hidden logic chain preventing the scenario from playing out.
|
|
|
Post by faulknasty on Nov 18, 2019 20:32:40 GMT
I know I have recently had an issue where I have 100% pin priority after one of my wrestlers finishers and it seems like most of the time he just picks his opponent up afterward. I have not been able to figure out why. Oh this also has changed over from his opponents no selling his finisher what seemed like half the time.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 19, 2019 16:17:08 GMT
Is it PC? You can check out the meters to help. Is there any chance that the downed state could be the factor? The edits they are wrestling might be working against you. Slightly related, I have noticed for example, when testing a set up similar, if I hold X down to keep the wrestler I am controlling down, the edit I am working against won't trigger a top rope move, even if continue to hold X down to lay there. The game knows the timing to an almost exact degree, but also is off just enough to make misses sometimes occur.
It's a fun thing to route out, I am using the PS4 and I think I have noticed some wonky priorities type behavior lately but at this point my logic is so different than what everyone else does it can be hard to tell at times. Keep us informed.
|
|
|
Post by Dawnbr3ak3r on Nov 19, 2019 16:48:40 GMT
I'll probably take a look at this sometime this afternoon.
I have a couple of edits with diverging sequences like this. I know taunts have a habit of fucking up sequences, but I don't see it too often. It happens the most with random taunt percentages.
|
|
|
Post by view619 on Nov 19, 2019 16:49:13 GMT
Is it PC? You can check out the meters to help. Is there any chance that the downed state could be the factor? The edits they are wrestling might be working against you. Slightly related, I have noticed for example, when testing a set up similar, if I hold X down to keep the wrestler I am controlling down, the edit I am working against won't trigger a top rope move, even if continue to hold X down to lay there. The game knows the timing to an almost exact degree, but also is off just enough to make misses sometimes occur. It's a fun thing to route out, I am using the PS4 and I think I have noticed some wonky priorities type behavior lately but at this point my logic is so different than what everyone else does it can be hard to tell at times. Keep us informed. . The AI checks downtime/stun time before deciding whether to proceed with certain actions. So even if you actively keep your wrestler down the AI won't treat it as valid for top rope moves. It's similar to C2C moves which can be triggered as long as the opponent is down near the center; the AI only cares about situations where the opponent cannot avoid the follow up attack.
|
|
|
Post by Dawnbr3ak3r on Nov 19, 2019 20:58:38 GMT
Maybe somebody here can help me out because this is blowing my mind. By my understanding, this should cause the edit to go for a moonsault 100% of the time at high damage if they are able to after the body slam, but do the taunt if they can't. Problem is, I've never seen the moonsault go off of this sequence. I didn't think about it for the longest time, but recently I've noticed times when the opportunity was clearly there and the moonsault just didn't happen. The taunt happens every time instead, which goes against everything I know about sequence logic. I tested this for a bit this afternoon and can say with a decent amount of certainty that the edit won't go for the Moonsault because the Taunt is overriding the sequence. I'm not entirely sure why it's happening, but that appears to be what's happening (at least from my experience). I tested the Bodyslam in multiple slots and got the same result. The Moonsault Priority would be skipped over and the Taunt Priority would activate. I set the Bodyslam to 100%, then followed it with the Moonsault 100%, with the Taunt set 100% in another sequence, as originally provided. I did not try SML + MED, but I assume the same would happen. For what it's worth: Bodyslam -> Taunt -> Moonsault does work. This evidence supports my theory that the Taunt sequence ignores or overrides the original sequence. Plus, Taunts are considered sequence enders, so the A.I. will follow up with whatever it feels like executing, unless it's told to do something otherwise. I have an edit that does Pedigree -> Spool Taunt -> Oedo Coaster and that completes the full sequence. She also has Pedigree -> Pin in the next sequence, but has never used it. This also leads me to believe that Taunts will always trigger when they're able to, regardless of position on the priority chart. The closest the sequence is to the top of the chart, the more likely they are to trigger, if another sequence doesn't interfere. Also: Taunt Loops work this way as well. The edits I have that spam Dance Loops are set up so they trigger a Dance Loop, but then have a secondary taunt to end the loop so that they don't spend the whole match spamming the taunts. In conclusion: That's just how it is. I don't know why the sequence breaks and follows through with the taunt, ignoring the original Moonsault trigger.
|
|
|
Post by Love Wilcox on Nov 19, 2019 22:20:47 GMT
Weird. I have an edit that has:
European Uppercut Rush (that has them stand up dazed) -> Jump from post Big 100% European Uppercut Rush -> Taunt 3 100%
If his opponent is within range, he'll almost always go for the jump from post move (though occasionally he'll jump up and then get down again then taunt)
|
|
|
Post by unimportantguy on Nov 19, 2019 22:23:18 GMT
So, if I'm understanding correctly: * Slam > Moonsault will be overwritten by Slam > Taunt > Fist Drop * Slam > Taunt1 > Moonsault will *not* be overwritten by Slam > Taunt2 > Fist Drop.
I actually have the edit open right now and am doing some general tweaking anyway, so lemme try this.
Edit: No wait I see. It should be Slam > Taunt, and then branching Taunt > Moonsault and Taunt > Fist Drop prios. I can read, I swear.
|
|
|
Post by IamAres on Nov 19, 2019 22:36:16 GMT
So, if I'm understanding correctly: * Slam > Moonsault will be overwritten by Slam > Taunt > Fist Drop * Slam > Taunt1 > Moonsault will *not* be overwritten by Slam > Taunt2 > Fist Drop. I actually have the edit open right now and am doing some general tweaking anyway, so lemme try this. Edit: No wait I see. It should be Slam > Taunt, and then branching Taunt > Moonsault and Taunt > Fist Drop prios. I can read, I swear. That sounds like it should work.
|
|
|
Post by faulknasty on Nov 20, 2019 1:27:26 GMT
I've got a couple of guard/soldier/muscle types I need to figure out move sets for and I'm not sure who I can model then after. Anderson & Gallows was the closest I could think of but they aren't quite what I'm looking for. Anybody else come to anybody's mind? I know they're are more examples out there.
|
|
|
Post by OrochiGeese on Nov 20, 2019 5:06:15 GMT
I tested this for a bit this afternoon and can say with a decent amount of certainty that the edit won't go for the Moonsault because the Taunt is overriding the sequence. In conclusion: That's just how it is. I don't know why the sequence breaks and follows through with the taunt, ignoring the original Moonsault trigger. That is some top notch Fire Pro research and experimentation!! 👏 So it looks like this really was a glitch the entire time even if it may have been a Spike desired one. We'll all have to keep this in mind if we try any alternate priorities with the taunt ender as the lower priority. This also leads me to believe that Taunts will always trigger when they're able to, regardless of position on the priority chart. Very good to know!! 💡
|
|
|
Post by unimportantguy on Nov 20, 2019 8:03:11 GMT
Another discovery I made while testing earlier: Entrances are tied to the save slot, not the edit. I made a separate version of Lina to test, and while I was there, tweaked her custom intro. When I was satisfied and copied her on the old save slot, she had the old entrance.
|
|
|
Post by OrochiGeese on Nov 22, 2019 6:50:02 GMT
I've noticed something weird the past few weeks.
Edits appear to be doing run counter moves late in the match that they aren't set up to do.
Some of my edits have early match sleeper holds that are only accessible via small damage in the run counter category. However, I've noticed them doing them in large damage in one specific scenario.
Some of my other edits have priorities like this:
"Strike exchange clincher -> Taunt Taunt -> Running attack"
When these edits go for running attacks, the opponent is not dazed and counters. Many of these edits that have early match sleeper holds are using them to counter the running opponent despite the fact it's too late in the match for that move to trigger. I don't know why this is happening. They don't attempt the move when they irish whip the opponent themselves, just when the opponent comes running at them as they are standing up.
I just saw it happen a few minutes ago. The sleeper hold was in the "Run Counter []" position but i'm pretty sure I've seen it happen with edits who have a sleeper in "Run Counter X" position too.
|
|
|
Post by Dawnbr3ak3r on Nov 22, 2019 20:46:23 GMT
I've noticed something weird the past few weeks. Edits appear to be doing run counter moves late in the match that they aren't set up to do. Some of my edits have early match sleeper holds that are only accessible via small damage in the run counter category. However, I've noticed them doing them in large damage in one specific scenario. Some of my other edits have priorities like this: "Strike exchange clincher -> Taunt Taunt -> Running attack" When these edits go for running attacks, the opponent is not dazed and counters. Many of these edits that have early match sleeper holds are using them to counter the running opponent despite the fact it's too late in the match for that move to trigger. I don't know why this is happening. They don't attempt the move when they irish whip the opponent themselves, just when the opponent comes running at them as they are standing up. I just saw it happen a few minutes ago. The sleeper hold was in the "Run Counter []" position but i'm pretty sure I've seen it happen with edits who have a sleeper in "Run Counter X" position too. I'll be taking a look at this today since I've got nowhere to be and I'm curious about it anyways.
|
|
|
Post by Dawnbr3ak3r on Nov 24, 2019 7:13:21 GMT
My bad; I forgot to post my findings from the other day.
Basically, it appears that the Irish Whip Counters are bugged. It appears that the Medium Counter Move will activate no matter what percentage you have the moves set to. I suggest not using a Submission or Pin Counter in the Medium Slot. I'm not sure if they'll ever fix it, or if it's intentional (probably isn't). I never really noticed it and it doesn't bother me so much because the edits I have that have flash pin Counters do a ton of flash pins anyways.
|
|