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A writeup on ukemi and other vague logic things by maikeru on the forums, good stuff.
With the three levels of the ukemi rating, you can basically control if or when an AI wrestler makes a comeback. Specifically, I think it controls the hidden "spirit" meter. When an AI wrestler purposely allows the opponent to win a grapple attempt, they build a bit of "spirit" that can be used to turn the tide of the match later on. The more that they allow an opponent to do this, the more spirit they'll have when they try their big comeback.
Let's take Hulk Hogan for example. We've all seen a Hogan match. We all know the script. He comes out like a house of fire only to have the tables turned on him and take a good beating for the middle part of the match ONLY to make an epic comeback and then win.
Were I to make a Hogan edit, I'd set his low damage (early match) ukemi at 20, his mid match ukemi at 30, and his late match ukemi at 10. 20 is a fairly standard ukemi setting for many creators (who pattern it off of the default wrestler settings) and should ensure that your edit gets in some offense while also taking some. 30 is likewise a good setting for letting the opponent get some offense in while building your spirit reserve. You can set this higher but your run the risk of taking too much damage and getting beaten before you can make the comeback. 10 is a relatively low number for ukemi and should only be reserved for edits who are "supposed" to be dominant in a particular point of the match, like Hogan and his signature comeback.
But that's just one example. For a guy like Shawn Michaels, I'd probably go 20/30/20, as he tended to sort of just "hang around" in matches and make a moderate comeback that did not always work in his favor. Truth be told, I think that's a good standard ukemi setting for most main event type wrestlers.
For someone like Santino Marella who was only booked to win on rare occasion (i.e. a jobber), I'd probably have his numbers at 20/35/30.
Of course, this is all relative to the logic settings of the AI opponent. If you take my Hogan example and he's set up against a guy with 0/0/0 logic, he's going to struggle a bit more to win grapples and build up his spirit because the lack of ukemi on the opponent means that they're NEVER going to willingly let the opponent win a grapple situation. That doesn't mean that Hogan will never win a grapple against that opponent but other factors will have to play a part in him doing so. Conversely, that opponent that has 0/0/0 will never be able to make the traditional late match comeback because they won't allow the opponent to get in offense, thus building their own spirit meter.
I hope that makes a bit of sense/
Another suggestion for low Ukemi would be giants. If you want to simulate how hard they are to lift, they should be reversing almost constantly. Also, I believe setting both Offense and Defense to Giant causes the wrestler to reverse nearly any lifting move no matter what his damage or spirit is.
At all zeroes on ukemi the wrestler will counter all possible moves that can be countered during the match, but will tank out when they run out of stamina/hp.
With ukemi, they'll take some hits/grapples to sell the match when they could have otherwise countered. But when they run out of stamina/hp, they'll get a spirit and hp boost, bringing them back in the match in the late game and making them harder to pin until their spirit drops again.
I recommend some ukemi, but less than the default value of 60 (20/20/20, 15/30/15, etc). I prefer between 35 and 45 total ukemi at most.