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
Second, for what I do personally for an edit that works up to a match ending submission, I would set the logic for the submission to only have points in the large/critical column only. Any points for that move put in small or medium damage categories will more than likely provide an unnecessary and early finisher attempt while the match is building.
Third, a setup move is pretty key to prioritize guaranteeing a submisison or pinfall connects at the right time. Let's take Daniel Bryan for example. Let's say I want to set up his YES Lock with a Drop Toe Hold. I would make the drop toe hold late large/critical damage only move in front grapple and set it at like 0%-0%-7%. Below 10% is key because above that threshold, you will see that move 5-6 times a match which will really get annoying.
Then, I always set priorities to 100%-100% or 0%-100%. In this case, it would be 100% at large damage to link to the crossface.
Setup move aside, I would set the crossface by itself to be hit out of the blue at like 0%-0%-10% or less. That way, you are not seeing that move more than 2-3 times in a match given outside influences like rope breaks or an edit with the Guts ability and it gives the edit a higher probability to submit his opponent late match.
Zealot - I only put the paramaters so high to see if it would actually make a difference but it didn't seem to. I will try to lower the percentages so the move hits less.... (although my problem isn't totally how many times the move hits but rather that it needs to hit so many times for a result)... I will try to look into the move priorities as well to make sure I have it sorted out correctly
Dank kushrenada - I beieve I had Shawn's spirit set pretty high so perhaps that is giving him a higher probability of escape.
I'll try to make some adujstments :)
Just be aware that guts type wrestlers will still have a low likelihood to submit, you'll just have to hit them with it repeatedly.
Also, don't know if it helps in-game, but for realism's sake maybe use some submissions in the mid-match game. Toe holds, boston crab, leg lock. Use those mid-match to simulate wearing the opponent down and hurting the legs.
I'll try bringing down the paramaters a bit because I do tend to get some submissions not related to that actual finisher. As you suggested, I have been using some other finishers mid fight as set up moves ie half crabs and the like.
What do you mean about using points making submissions critical? Is that a special ability?
Thanks for the suggestions