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High Flyer tips?
I'm trying to create a unique roster and my latest character is a high flying luchador. However, I can't seem to find any way to get opponents dazed in a corner to pull of the better moves. It's hard to even get him to climb up the turnbuckle. I've got him set to always ascend, set his showmanship, discretion, flexability high. I was also sure to make sure that downed opponent jumps and dazed opponent jumps were set up for the right type of opponent stance. Any idea what I'm doing wrong?
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Đang hiển thị 1-12 trong 12 bình luận
SkullKraken 21 Thg07, 2017 @ 1:50am 
Bump
Ancient Ways 21 Thg07, 2017 @ 2:39am 
Flexibility might be your problem. The more flexibility the more leeway you give the character to go outside it's set logic script. So if it feels it be more effective by a ground move than a flying move then it's not going to climb any turnbuckle.

To give an example, I have a boxer type character that has a bodyslam on small damage grapples. I have him set to do a bodyslam 10% of the time on small damage and medium damage.

When I had his flexibility set at 85% I never once saw the boxer do any bodyslam. When I set flexibility to 0 suddenly he does an occasional bodyslam

When you set flexibility to 0% you're telling the character "do what I tell you to do damnit".
Lần sửa cuối bởi Ancient Ways; 21 Thg07, 2017 @ 2:44am
SkullKraken 21 Thg07, 2017 @ 3:28am 
I tried setting flexibility to 0% and Discretion to 50% and it seemed to work better. I still don't understand what Discretion is, though, really.

My problem now is that Venom (my Lucha) climbs up the turnbuckle waiting for the opponent to stand up, but when they get up he just climbs down. I think it's because they aren't dazed, but I can't for the life of me figure out how to daze them.

I read one topic that said that BIG moves have a good chance to daze opponents, and I've programmed all my wrestlers to start using their big moves towards the end of the match, but still no luck in dazing opponents near the corner. Any ideas?
Ancient Ways 21 Thg07, 2017 @ 3:53am 
The problem with wrestlers climbing to the top turnbuckle and just staying there until they have to get down is a very old problem. I had Fire Pro G for the original psx in the late 90s and what happens in this game feels exactly like what happened in that game.

I have an edit wrestler that has a 30% chance to do a flying move to a downed opponent. No other kind of flying moves in his movelist. He sometimes does this very thing. Just climbs up the turnbuckle and just sits there until the ref makes him get down.
TeamSuk 21 Thg07, 2017 @ 4:56am 
It's working much better now since last night's patch but with high flyers you have to have the percentages high. Put Discretion high unless he's a cheating or hardcore wrestler. I do my luchadors at 100% discretion.

Flexibilty 0% , Showmanship 100% and make sure that when you're doing high flying moves, keep logic options at 0-5% like don't ascend or leave ring for outside top rope dives and load up your flying moves with high percentages. Lower the percentage if they are doing it to much.


Lần sửa cuối bởi TeamSuk; 21 Thg07, 2017 @ 4:58am
SkullKraken 21 Thg07, 2017 @ 3:25pm 
Thanks guys! Things are working a bit better but I've got a few follow up questions;
1 - Now he will climb the turnbuckle once in awhile, but more often than not, he drags them out of the corner to perform a submission move or he picks them up. Is there any way to priortize post moves?
2 - Post moves seem to be divided into down moves and dazed moves. Should I program him to always use the down moves when the opponent is down and the daze moves when they are dazed? Or should I have the dazed moves when they are down too, incase they stand up dazed?
3 - Speaking of dazed opponent, how the hell do I do that? It seems to me that a lot of my character's finishers (Frankensteiner, DDT) require the opponent to be dazed, but my character just never stuns them. It's not like he isn't doing enough damage, because he wins more than he doesn't (usually with a Shining Wizard->Pin combo). Is there a trick to this?
SkullKraken 21 Thg07, 2017 @ 4:13pm 
Also;
4 - I noticed in the default programming that at critical/high damage, the wrestlers have zero percent chance to pin. Is that because at that point they are programmed to do a finisher and follow it with a pin?
SkullKraken 22 Thg07, 2017 @ 3:39am 
bump
MURDER ROW 22 Thg07, 2017 @ 5:40am 
As an aside, Discretion affects how often your wrestler will go for the win or will prioritize inflicting damage as well as when to breathe. So if you have low Discretion your wrestler will very likely keep going for damage and will wind themselves often while higher will see them go for a lot more pins or submissions as well as pacing their stamina more.

However, I do believe priority attacks followed with a pin supercedes low Discretion.
MURDER ROW 22 Thg07, 2017 @ 5:51am 
Nguyên văn bởi Dash Harber:
Thanks guys! Things are working a bit better but I've got a few follow up questions;
1 - Now he will climb the turnbuckle once in awhile, but more often than not, he drags them out of the corner to perform a submission move or he picks them up. Is there any way to priortize post moves?
2 - Post moves seem to be divided into down moves and dazed moves. Should I program him to always use the down moves when the opponent is down and the daze moves when they are dazed? Or should I have the dazed moves when they are down too, incase they stand up dazed?
3 - Speaking of dazed opponent, how the hell do I do that? It seems to me that a lot of my character's finishers (Frankensteiner, DDT) require the opponent to be dazed, but my character just never stuns them. It's not like he isn't doing enough damage, because he wins more than he doesn't (usually with a Shining Wizard->Pin combo). Is there a trick to this?

1. In the CPU Logic settings when you get to the "near corner" categories do you have them with high likelihood to ascend? That could be the problem with them not climbing the turnbuckle more than you'd like them to. Reminder that it is flagged as "Do Not Ascend" so the lower percentage the better.

2. I would do this, yes. The dazed moves are better suited for things like the Diving Lariat while ground are better for things like the top rope Elbow Drop. The computer itself seems to 'know' when the opponent is going to stand back up though sometimes you get those situations where they simply sit on the top rope and do nothing. Hopefully they do fix that.

3. What you could try to do is set the values to pick the opponent up to be higher under opponent down - face up/ face down. If you don't want them to win via submissions and want his submissions to be more along the lines of mid-match moves or restholds just set them to 0% under critical conditions.

SkullKraken 22 Thg07, 2017 @ 9:24pm 
Thanks guys. I'm still a little unclear on one thing though;
- How do I ensure an opponent gets dazed near the corner? Is there specific grapples/strikes I should be using, or is there a way to set the logic to make sure that my wrestler will wait on the turnbuckle until the opponent stands up? Also, I lied, one more question ...
- How does dazing work? Is there specific moves that do it? I've also read that BIG attacks more reliably daze opponents. Anyone know how that works?
RemyDuron 22 Thg07, 2017 @ 11:25pm 
Nguyên văn bởi Dash Harber:
I tried setting flexibility to 0% and Discretion to 50% and it seemed to work better. I still don't understand what Discretion is, though, really.

Discretion controls how likely your edit is to stop to breath. It also may control how often they pull their opponent away from the ropes.

Each grapple move button has a different effect on the opponent. Small button moves will leave the opponent down for a short time. Medium button movies will leave the opponent down for longer. Big button moves will leave the opponent down for a short time, but they will get up dazed. The small+medium move will leave them down for a long time.

All Big button moves can/should daze. May be a very fast daze early in the match.

It's basically luck if they end up doing a big move close enough to the turnbuckle to do a high flying move. And it seems it doesn't always use those tables when they are near the corner, and even if they do they start at high damage so you won't see it until later in the match.

Something that can cause the sitting on the top rope then just stepping down without doing a move is messing up the logic. Be sure you set all flying moves meant for a standing opponent to 0 in the "Opponent Down Near Corner" section, and make sure you set all moves meant for a down opponent to 0 in the "Opponent Dazed Near Corner" section.
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