Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you want to compromise I suggest replace "German Suplex Whip" in the Back Grapple slot with "German Suplex" and add "Overhead German Suplex" to the Front Grapple slot (it looks similar to "German Suplex Whip" and can throw opponent outside)
You might need to increase the chance to initiate Back Grapple or add a Back Switch move or both to make the AI have an easier time to access the new German Suplex which is now located in the Back Grapple slot
Tan looks a bit too red. Default skin colour 3 works for most Japanese wrestlers.
Opponent Down Near Corner is for top rope moves she does on opponents when they're on the floor, so she shouldn't have points in the missile kick or diving hip attack or diving body attack here.
Opponent Dazed Near Corner is for top rope moves she does on standing opponents. She shouldn't have points in diving guillotine drop here.
Back spin kick is one of her important moves so you might want to increase the percentage in Opponent Dazed. It's currently 0% on critical and 2% on large. I think around 15% would be better, and consider adding a pin priority after it.
I would do the Circle Opponent logic differently. It's good that she has the octopus stretch but she never does it at small damage, and in real life it doesn't usually end matches. Putting submissions at high damage makes them always potential match enders. I'd reduce the back solebutt and face crusher percentages at small damage and increase the octopus hold and german suplex percentages.
Body choke sleeper at large damage only is fine but you might want to make it higher than 15% because it's one of her signature moves and you want to make sure people actually see it in a match, and back grapples are more rare than front grapples.
Same with the jumping hip attack in the irish whip menu. In real life she always does it in the early match, you don't need to save it for later. It's more important to give her moves she actually does than a wide variety.
There's a 60% chance she'll do some kind of dive out of the ring when her opponent leaves. That's high for her. Missile kick is 20% and I don't think I've ever seen her do a top rope dropkick to an opponent at ringside.
If you want dazed corner moves to happen more commonly, you need a setup move in a (BIG) slot, since those moves are designed to make an opponent stand up in a groggy state. Something that isn't priority chained to a pin.
Any other front or back grapples, including (SML)+(MED), are not a guaranteed dizzy and are better suited to down dives instead.
i never see "climbing, waiting the enemy to wake up, then descend without doing anything" happen. If the AI descide to wait on top of the turnbuckle then it's guaranteed that the opponent will wakeup dizzy
Top rope moves have a unique quality that was added sometime in early access -- when a wrestler uses one, most of the time it actually adds recovery frames to the opponent, I think only one time per knockdown, to ensure that the move can connect and be linked to a pinfall. This was added specifically to buff the Vaulting Body Press/Five Star Frog Splash, IIRC, since the attacker would often end up selling it for longer than his opponent. Performances work in a similar way.
Basically:
SML moves in front/back grapple add a small amount of time to the down/stun timer in-game. If it knocks the opponent down, the timer starts immediately. If it's a move that keeps the opponent standing, like an elbow or face rake, it doesn't start ticking until the next move that knocks them down. It's usually just about enough for a downed diving move in large damage/near death state. If a wrestler has a big diving sig or finisher and they don't really have anything that sets it up otherwise, I'll usually use this as the priority gate for that move, i.e. bodyslam -> moonsault.
Along with doing more damage, regardless of whether it's a small or medium move, MED moves in front/back grapple add a longer period of time to the down/stun timer.
If I recall correctly, BIG grapples add less down frames than a MED move -- though it might actually be the same. But in any case, barring submission/pin techniques in these slots, these moves will cause an opponent to stand up in a groggy state every time. This makes them good for setting up running moves, top rope dives to standing opponents, and also diving moves to the outside of the ring. Putting one that leaves the attacker in a standing state and the opponent in a down state is also one of the few reliable set-ups to a corner to center attack for the AI from outside of the corner.
SML+MED moves do more damage, use up more stamina when used, but also have a longer down timer than MED moves - which is why they're usually used both as a finisher set-up for diving moves, as well as the finisher slot for a wrestler.
Thanks, for your input. The reason I have her do the German Suplex in the front is to emulate her leg catch into German Suplex signature move. Instead of a slow walk around to a Back Grapple, Kana quickly goes into it.
I don't know where I can insert a Back Switch in. Kana is loaded as it is and taking out anything would leave a big hole in her play style.
_ _ _
Thanks for all the suggestions!
When I originally created Kana on the FPW Returns Running Dangerous Kick wasn't in the game and I didn't even know it existed.
As for Kana's skin tone it looks fine on my computer. One thing I noticed with FRWW is that color 1 automatically adds a slight red hue to whatever color you manually input. I was thinking of switching to color 2 (all white) for all my CAWs. As for how I get skin tones/hair/outfit colors is I color pick them from images. I then might have to adjust from there to get a perfect match.
The Back Spin Kick I admit I forgot to reconfigure. I was doing so many changes I forgot to go back and re-up those kick values.
Another things to note is that your avalanche counter moves are "Elbow Butt" and "Backhand Elbow Butt" but there is no follow up jumping from post attack in the CPU Logic. Without a follow up move, your wrestler will counter the opponent with elbow move, then she will wait and sit on top of the turnbuckle doing nothing while her opponent lying prone on the mat and for some reason the refree will start counting you. So you need to add combo in the CPU Logic: Priority Attack for both Avalanche Setup Counter moves.