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Post by bolleat on Nov 28, 2018 18:12:11 GMT
I have been trying to create something as close to a Hulk up spot as possible with priority logic. I wondered if anyone had any way they were doing it?
Currently I have a coup de grace taunt set to the shaking finger, then the combo clincher a large punch (not in front of the game so can't remember the move name). I then have that punch linked by priority 100% on large damage to I think it is called muscle shout taunt (spread arms wide), and then linked 100% to the point taunt. Sadly I wish I could link this then to a irish whip for the Big boot, but not possible.
Anyone else trying to do something like this? Anyone have success with Hogan's finishing sequences?
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Post by ligerbear on Nov 28, 2018 21:51:19 GMT
I have been trying to create something as close to a Hulk up spot as possible with priority logic. I wondered if anyone had any way they were doing it? Currently I have a coup de grace taunt set to the shaking finger, then the combo clincher a large punch (not in front of the game so can't remember the move name). I then have that punch linked by priority 100% on large damage to I think it is called muscle shout taunt (spread arms wide), and then linked 100% to the point taunt. Sadly I wish I could link this then to a irish whip for the Big boot, but not possible. Anyone else trying to do something like this? Anyone have success with Hogan's finishing sequences? Off top of my head, lot of people have big boot, to Hogan must pose , to leg drop, to pin.
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Post by DM_PSX on Nov 29, 2018 1:49:31 GMT
This is the missing puzzle piece on Ukemi. Every big babyface has their 'hulk up' moment at the end of the heat. It would be great to have an assignable taunt for the moment when it kicks in to go along with the visible bonuses.
Hogan has different set ups to his finisher.
First, set up the 'Listen to crowd' taunt to the running leg drop. Then the running leg drop to the pin.
Now you can link up the big boot running counter to the taunt. Have a big boot to the face in your O strikes and link that to the taunt You can also link a body slam directly to the running leg drop
Just be mindful of the COMBINED ODDs of any of those actions happening so you don't see it all the time.
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Post by bolleat on Nov 29, 2018 2:48:59 GMT
I have seen how most people put the listen to crowd taunt before the legdrop. The part I am trying to recreate is the comeback hulk up spot. So Hogan comes back from getting hit, points, and then throws punches. That part is the trickier thing to mimic in the game.
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Post by LankyLefty17 on Nov 29, 2018 2:56:59 GMT
Yeah the issue is not being able to set taunts in small/med/large. Otherwise you could prio a taunt into the fist throws into a running big boot into a leg drop.
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Post by DM_PSX on Nov 29, 2018 3:02:35 GMT
I have seen how most people put the listen to crowd taunt before the legdrop. The part I am trying to recreate is the comeback hulk up spot. So Hogan comes back from getting hit, points, and then throws punches. That part is the trickier thing to mimic in the game. We know. There's no way to do it. When you take enough damage from UKEMI your bonus kicks in and the comeback starts, but we can't assign a taunt to that moment, even though we should. Every one usually has something that do at that moment. Hulk 'hulks up', HBK kips up, Sting pounds his chest, etc... LankyLefty's idea of taunting your strike exchange clincher into the sequence is the best you can do.
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Post by OrochiGeese on Nov 29, 2018 3:57:36 GMT
Love this thread sooo much for the strategy talk!! 😀 I have seen how most people put the listen to crowd taunt before the legdrop. The part I am trying to recreate is the comeback hulk up spot. So Hogan comes back from getting hit, points, and then throws punches. That part is the trickier thing to mimic in the game. There are two major limitations to the Hogan spot ever RELIABLY occurring in FPW: 1) We have zero control over who wins grapples in the game. RNG decides it. 2) Spike won't let us chain priorities off of our kick-outs or off of our opponent's moves. In the majority of 80's/early 90's (pre-Hollywood) Hogan matches, the heel would hit their finisher for a 2.9 and then Hogan would get up with that look on his face and you knew it was Hulk-up time. It was the combination of the opponent's finisher plus the close kickout that actually created the Hulk-up. What Hulk did afterward was take advantage of it and that varied a little depending on match (against Andre there was no Big Boot at the end, just the body slam and the legdrop). The Hulk-Up was always about the sudden change of momentum that led into his choice of victory. If Spike allowed us to have more control over who wins grapples AND link priority chains from our own kick-outs or off of opponent pin/sub/finisher attempts, the start of the Hulk-out would be much more reliable. There's no current tool to really mimic that change in momentum. You can priority his finishing moves fairly easily but that's not what the Hulk-Out is really about. Some people point to Ukemi but I think that is a very incomplete strategy. Like DM said, Ukemi will never be the full way to simulate these types of momentum swings. Ukemi spirit boosts may be happening under the hood to stockpile huge amount of spirits but it doesn't always matter because ukemi spirit boost means nothing without the RNG going in the favor of Hulk winning the grapple. Imagine a Hulk-Up where he absorbs a few punches, shakes his head with that look in his eyes and then fights the opponent off. Imagine how absurd that would look if he never.actually.fights.his.opponent.off. It wouldn't be a Hulk-Up, it would be a Masochist-Max out. Ukemi doesn't do anything to prevent that from happening. I've had matches that go 10 f'n minutes (in FPW and real life) with one opponent not winning a grapple. Ukemi is about countering (more specifically, the choice to not counter) - it's not about grapple winning. Until Spike gives us a true way to influence grapple winning, ukemi is the next best thing but far from sufficient for these types of situations. If we could, at least, be able to use priority logic off of our own kick-outs (or submission break-outs) or opponent's moves, then we'd be able to do much more to simulate cool momentum turns. There are a few ways you can try to have Hulk seem like he's switching the momentum in his match but it would really just involve pumping ukemi up (to cause him to be countered and allow the spirit boost) then chaining as many of his late match moves into a taunt(s) and then chaining the taunt(s) into a finisher sequence. Then you have to sit back and hope that 1) he takes enough damage before that initial move hits for it to truly look like a comeback and 2) hope that he actually wins a grapple after the beatdown so the priority can happen. Honestly - there are so many things we need Spike to do that range from tech support issues to edit organization fixes but the game is always going to come up shy of a true pro wrestling simulator without any ability to control grapple winning or priority off of moves that our opponents (and tag partners) do. This is just another symptom of that issue. I have seen how most people put the listen to crowd taunt before the legdrop. The part I am trying to recreate is the comeback hulk up spot. So Hogan comes back from getting hit, points, and then throws punches. That part is the trickier thing to mimic in the game. We know. There's no way to do it. When you take enough damage from UKEMI your bonus kicks in and the comeback starts, but we can't assign a taunt to that moment, even though we should. Every one usually has something that do at that moment. Hulk 'hulks up', HBK kips up, Sting pounds his chest, etc... LankyLefty's idea of taunting your strike exchange clincher into the sequence is the best you can do. Well said and I agree that the Strike Exchange clincher is a great initiating move for a finishing sequence. Not only can we not assign a taunt to the UKEMI bonus moment, we also can't even rely on the Hogan edit winning another grapple for the rest of the match. I think that's a significant problem in creating a reliable Hulk-out moment. I mean, the same could be said as replies to my two ideas above. Even a grapple winning mechanic (set up in 2-4 damage categories similar to how other behavior is determined) wouldn't necessarily guarantee he wins the exact grapple after the Hulk-Out taunt. What would rule is if we could create guaranteed moments where an edit can win a grapple.
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Post by bolleat on Nov 29, 2018 5:17:43 GMT
Thanks for all the replies. I understand the failings of the system, but I do have something working to mimic some parts of the hulk up. I am using the following priorities: Now the biggest problem is everyone likes to jump up right after the guillotine leg drop before Hogan can pin them. Oh and Geese, I totally agree with you that improving the UI in terms of edit organization and such is a huge priority. Even making it just like Returns would be an upgrade.
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Post by view619 on Nov 29, 2018 5:37:28 GMT
Use the Leg Drop at Head if you want to guarantee the pinfall. The AI wastes too much time getting into position for running moves to pin consistently afterwards; I don't think anything can be done about that.
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Post by DM_PSX on Nov 29, 2018 6:28:34 GMT
Use the Leg Drop at Head if you want to guarantee the pinfall. The AI wastes too much time getting into position for running moves to pin consistently afterwards; I don't think anything can be done about that. Any Hogan that doesn't CRIT on the leg drop doesn't deserve to get the pin, BROTHER.
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Post by otaku2255 on Nov 29, 2018 8:59:19 GMT
Use the Leg Drop at Head if you want to guarantee the pinfall. The AI wastes too much time getting into position for running moves to pin consistently afterwards; I don't think anything can be done about that. Any Hogan that doesn't CRIT on the leg drop doesn't deserve to get the pin, BROTHER. We used to play Fire Pro D/Z/R in a large group, mostly of wrestling fans. There's one friend, a passive fan at best, and huge Hogan mark, who would spam the Leg Drop. Dude almost always hit a Critical. We still don't know how.
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Post by DM_PSX on Nov 29, 2018 11:19:12 GMT
I've noticed a few moves like that myself. The stunner is the same way, as is the outsier's edge.
I'm not sure if you remember my old thread, but one of my fake wrestlers was an alternate world Hogan named Barracuda. He had more victories via leg drop critical by a wide margin.
Maybe this was a thing from back before we had priorities to make them win more?
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Post by ligerbear on Nov 29, 2018 16:10:34 GMT
Ace crusher Leg drop King kong knee drop Vader power bomb All felt like they criticaled a lot in the series
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Post by volsportsfan on Nov 29, 2018 16:33:34 GMT
Hogan - GOAT
The fact that I have to state my opinion on this matter bothers me
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rsws
JIM MINY
Posts: 66
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Post by rsws on Nov 29, 2018 19:29:24 GMT
Hogan - GOAT The fact that I have to state my opinion on this matter bothers me Debatable..... but everyone is entitled to their opinions. No hate. Loving this thread, though. I always figured emulating Hogan in FPW would be tricky, due to prio limitations mostly.
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