SYSH: CPU Logic
Feb 14, 2007 22:32:42 GMT -5
Post by OrochiGeese on Feb 14, 2007 22:32:42 GMT -5
Note: This guide was written and donated by Spunkwhy, and slightly adapted by Motosada. I'm posting it here since the PW-W site (it's original home) had some issues and I just want to give this guide a home here along with the NDP site I re-found it on. Thanks to Moto for storing it and helping me out with posting it. A lot of this guide has logic limits from other feds. As you know, OG-Joshi doesn't have real hard and fast rules, rather: just guidelines. So you don't have to change your edits to match rules listed by PW-W and NDP here. This is just intended for reference. I do recommend the "Personality" section below the most as its the most flexible and full of ideas rather then rules from other feds. Remember, these "Sh*t you should know guides are just for helpful reference, they aren't OG-Joshi rules even though I do sometimes follow the theories mentioned here.I linked this guide in the "How to Join OG-Joshi" thread months ago, so now I'm just posting these guides. No one needs to change their edits now
"Why call them a FAQ? These aren't really Frequently Asked Questions.. More of like, '@#%$ you need to know, or don't know.. SO GET IT~!'
CPU Logic is, by far one of the most important aspects fo the edit. Tweaking just one or two things can turn your edit from a Showa J style jobber, into a Lord Vermin-esque squasher. No offense to either, of course. Just examples from the past of Pro-Wrestling WILD and even, well, pretty much with those two, GWF. So, what is there about CPU logic that you need to know. You already have the PW-W rules, and stick by them. Thats great, and I thank you, as do the rest of us for sticking by the rules.
But the rules are there just as a simple guide for you. Simply abiding by the rules can't make your edit a Haley Cannon, Diane Cavuto, Kaori NiGHT, or SleepyGoose! Nope, it takes a ton of tweakage. So lets get down to it.
I. Know Your Limits
II. Spreading the Love Out
III. My Signature Move!
IV. HIGH SPOTS~!!!!
V. Personality
VI. Closing
I. Know Your Limits
In the NDP rules, there are a lot of limits, huh? And some of them seem a bit more severe than the rest. Well, limits are of course, there for a good reason. To keep you from having like, 40% on your finisher at all settings. Not only would your edit get reversed constantly, but if he finally got to his finisher, you would see it like 20+ times a match. And I don't know about you.. But I want to see a more varied match than that.
So, you go by the limits we give you. Well, use personal discretion here. 18% max on grapples, it sounds a bit harsh, right? And on small grapples, its not a crime to set something at 18%. Even on Medium Damage. But when it comes to Large Damage/Near Death, this is where your mindset should change. Your Large Damage moves are the moves you are going to use to finish the match. These are your big moves, and you should consider the fact these moves are going to be used to finish the match, not just as wear down moves. So, use caution with these. IMO, anything above 14% on a Strong Grapple Move at LD/ND is just way too much. These moves will be doing the most damage, and should be looked at differently. Remember, we aren't in this to win anymore, we are just in this to put on great matches. If you want to win, you came about three years late to the party.
II. Spreading Your Love Out
So now you that we've talked about logic limits.. You just turned down your Strong Grapples, and have all of these CPU logic points left over. First instinct says what? Irish Whip? Medium Grapples? Well, while adding to those is something I'd definatly suggest, don't forget about Small Grapple moves as well. No, you don't want to be winning matches with body slams and elbow pats usually, but the chances of that are slim, unless you are Jason Blackhart, really.
And while NDP might put an emphasis on sports-entertainment, that doesn't mean our matches work the same way. A wrestler should do almost nothing but big moves near the end of a match. NDP edits should try and stick to a more traditional style; a slow match build into an exciting match and into a good, believable finish. Thats what we are aiming for here. To have a match build.
Submissions should be a good example of how to balance your CPU logic. If you use a submission at the start of the match, you probably shouldn't be finishing a match with that same move. If you have a Nagata Lock II/Crippler Crossface, and use it at Small Damage, and then at Medium Damage, get rid of it for Near Death. Put the rest of the logic on pins, stomps, roll over or pick up. Pick up or roll over is my advice really. Of course, this is basic ring pyschology.. But, we'll touch on this in a later '@#%$ you should know' alright?
III. My Signature Move~!
Yep, there are heavy restrictions on signature moves in the NDP rules. But, this still needs to be discussed. There are a few ways to look at your special and finishers.
A) Rare Finisher - Match Ending Specialties. I'll use my own edit as an example here. I keep lowering and lowering my finisher. The current Spunk, with the Emerald Frosion has the EF at 4% Large Damage only. So when it happens, it has more meaning than someone pulling off a few of their finishers. This is of course, up to you. If you want to have your finisher happen 12 times a match, go for it, I guess. But your finisher will be totally devalued in most people's books. You want to keep your finisher legit, remember that. Having someone kick out of 14 finishers does nothing but put them over, and make you look like a jackass. Using Spunk as an example, you are probably going to lose via the STF. You will definatly see a Ganmengiri at least once. The Kutabare lariat and ClimaxXX German are a bit more rare, and are more likely to be finish moves. This then puts over your finisher as a stronger move. The fact you didn't hit 12, then finish them with some random sub. But, you don't have to have your specials as the move to finish every match. Its also likely you'll lose to a TF Bomb or even a Dynamite Knee strike when facing Spunk..
B) Weak Finisher - Rare Specials. Jason Blackhart comes to mind here. Not saying the Decepticon Driver is ghey or anything, just that you will rarely see it finish a match. But still, this can be a good thing. Some people have finishers that can put you away, but after doing them, they will be too tired to cover, or cover late, thus giving you time to recoup. So then, they can pull out a Special Move to finish you off. This is from Jason's old edit, but stuff like the top rope tombstone were extremely rare from him, and should be regarded almost like a Burning Hammer for the effects it does. The Moose Violation is not as rare, but still doesn't happen often. While this could be considered his main fin, as he wins most of the time with it, still, winning with this puts over his other moves as powerful.
C) Strong Finisher - Weak Specials. I can't think of many edits in PWW that adhere to this, maybe Dink, MAYBE. But think of like, Keiji Mutoh when he debuted the Shining Wizard. While he could still win a match with his 'specials' which could be considered the Dragon Screw, Figure 4, Face Crusher and Moonsault Press. The moonsault and Figure 4 were a bit rare, yet you could still expect to see them, and see them busted out of. The Dragon Screw and face crusher were just to wear down the opponent. You can do this too, hell, be my guest. Use specials that build to the finisher, works for me. So when you finally hit it, boom. Its over.
D) Weak Finisher - Weak Specials. Read: Almost every E-Fed edit, ever. We don't have this problem THAT MUCH anymore. But this @#%$ happens. Every other move is a special or a fin. Modern Keiji Mutoh style really. This doesn't add anything to a match, just makes it a spotfest. And simming these is a bitch. If you get jobbed out by the simmer, that is their call, and your call. Its your call on putting together an edit that is entertaining.
IV. HIGH SPOTS~!!!
High spots! Exciting stuff, right? In moderation, hell yes. A big spot, a sick bump, a huge dive, big combo all rock. But then again, when all you see is that kind of stuff, it grows very stale, very fast. This mentality, is also one you see in E-Feds often. People just want the matches to reek of RVD vs Jerry Lynn. Just set up the spots, pull them off, rest, big spot, etc, etc, etc, pin. There is nothing wrong with a spotfest once in a blue moon. But, in most cases, you want to hold back on this.
A good way to limit this is too tone down how often you go up top, or onto the apron. If you are going up top over 70% of the time, we need to talk. Unless you WANT your edit to be like Dink or Jeff Hardy, you should probably take a look at how he/she performs. Big, top rope moves are great spots to get a match flowing, in moderation. When using a move that pins especially, it should be kept at LEAST under 30%. Non pinning ones you can have a bit more leeway on, seeing as though you have to get up and make the pin, which might take a while depending on the beating you have taken. As with Strong Grapple moves, you want to keep these moves special, and remember that they are possible match enders here. You don't want to finish the match after the 12th moonsault, now do you? Just horrible build, and a horror show to watch.
V. Personality
Now, I don't believe in forcing you to one standard like Lord Vermin in EFW believes. I think that under the right control, the personality settings can make or break your edit. Certain edits are just jobbers under controlled logic. You need a lower entertainment, or higher discretion to perform the way you want. This is still up to you, but be warned, while its up to you.. We make the final decisions. Entertainment should be at least 80 or so. And discretion should never exceed the 75-80 mark.
Flexability is a bit different. Almost all pro-wrestlers should keep this pretty high.. But then again, if you want to be a bit more stubborn and not learn, lower it a bit.. Its all up to you, as long as your edit works well with the other edits, ya know? Touchwork is another thing altogether. Honestly now guys, if you aren't in a tag team, you shouldn't be THAT talented.. And if you want to get over as a super face, you might want to tag out less and take more of a beating in a match. Just simple, wrestling know how here.
VI. Closing
Thats it for now really. Just a few hints, reminders and a bit of advice from me. Gotta give credit to RnR, Vermin and a few others for the whole rules and enforcement thing, as well as calling my edits cheap to get me to start working on them to make them juuuuuuuust right.
"Why call them a FAQ? These aren't really Frequently Asked Questions.. More of like, '@#%$ you need to know, or don't know.. SO GET IT~!'
CPU Logic is, by far one of the most important aspects fo the edit. Tweaking just one or two things can turn your edit from a Showa J style jobber, into a Lord Vermin-esque squasher. No offense to either, of course. Just examples from the past of Pro-Wrestling WILD and even, well, pretty much with those two, GWF. So, what is there about CPU logic that you need to know. You already have the PW-W rules, and stick by them. Thats great, and I thank you, as do the rest of us for sticking by the rules.
But the rules are there just as a simple guide for you. Simply abiding by the rules can't make your edit a Haley Cannon, Diane Cavuto, Kaori NiGHT, or SleepyGoose! Nope, it takes a ton of tweakage. So lets get down to it.
I. Know Your Limits
II. Spreading the Love Out
III. My Signature Move!
IV. HIGH SPOTS~!!!!
V. Personality
VI. Closing
I. Know Your Limits
In the NDP rules, there are a lot of limits, huh? And some of them seem a bit more severe than the rest. Well, limits are of course, there for a good reason. To keep you from having like, 40% on your finisher at all settings. Not only would your edit get reversed constantly, but if he finally got to his finisher, you would see it like 20+ times a match. And I don't know about you.. But I want to see a more varied match than that.
So, you go by the limits we give you. Well, use personal discretion here. 18% max on grapples, it sounds a bit harsh, right? And on small grapples, its not a crime to set something at 18%. Even on Medium Damage. But when it comes to Large Damage/Near Death, this is where your mindset should change. Your Large Damage moves are the moves you are going to use to finish the match. These are your big moves, and you should consider the fact these moves are going to be used to finish the match, not just as wear down moves. So, use caution with these. IMO, anything above 14% on a Strong Grapple Move at LD/ND is just way too much. These moves will be doing the most damage, and should be looked at differently. Remember, we aren't in this to win anymore, we are just in this to put on great matches. If you want to win, you came about three years late to the party.
II. Spreading Your Love Out
So now you that we've talked about logic limits.. You just turned down your Strong Grapples, and have all of these CPU logic points left over. First instinct says what? Irish Whip? Medium Grapples? Well, while adding to those is something I'd definatly suggest, don't forget about Small Grapple moves as well. No, you don't want to be winning matches with body slams and elbow pats usually, but the chances of that are slim, unless you are Jason Blackhart, really.
And while NDP might put an emphasis on sports-entertainment, that doesn't mean our matches work the same way. A wrestler should do almost nothing but big moves near the end of a match. NDP edits should try and stick to a more traditional style; a slow match build into an exciting match and into a good, believable finish. Thats what we are aiming for here. To have a match build.
Submissions should be a good example of how to balance your CPU logic. If you use a submission at the start of the match, you probably shouldn't be finishing a match with that same move. If you have a Nagata Lock II/Crippler Crossface, and use it at Small Damage, and then at Medium Damage, get rid of it for Near Death. Put the rest of the logic on pins, stomps, roll over or pick up. Pick up or roll over is my advice really. Of course, this is basic ring pyschology.. But, we'll touch on this in a later '@#%$ you should know' alright?
III. My Signature Move~!
Yep, there are heavy restrictions on signature moves in the NDP rules. But, this still needs to be discussed. There are a few ways to look at your special and finishers.
A) Rare Finisher - Match Ending Specialties. I'll use my own edit as an example here. I keep lowering and lowering my finisher. The current Spunk, with the Emerald Frosion has the EF at 4% Large Damage only. So when it happens, it has more meaning than someone pulling off a few of their finishers. This is of course, up to you. If you want to have your finisher happen 12 times a match, go for it, I guess. But your finisher will be totally devalued in most people's books. You want to keep your finisher legit, remember that. Having someone kick out of 14 finishers does nothing but put them over, and make you look like a jackass. Using Spunk as an example, you are probably going to lose via the STF. You will definatly see a Ganmengiri at least once. The Kutabare lariat and ClimaxXX German are a bit more rare, and are more likely to be finish moves. This then puts over your finisher as a stronger move. The fact you didn't hit 12, then finish them with some random sub. But, you don't have to have your specials as the move to finish every match. Its also likely you'll lose to a TF Bomb or even a Dynamite Knee strike when facing Spunk..
B) Weak Finisher - Rare Specials. Jason Blackhart comes to mind here. Not saying the Decepticon Driver is ghey or anything, just that you will rarely see it finish a match. But still, this can be a good thing. Some people have finishers that can put you away, but after doing them, they will be too tired to cover, or cover late, thus giving you time to recoup. So then, they can pull out a Special Move to finish you off. This is from Jason's old edit, but stuff like the top rope tombstone were extremely rare from him, and should be regarded almost like a Burning Hammer for the effects it does. The Moose Violation is not as rare, but still doesn't happen often. While this could be considered his main fin, as he wins most of the time with it, still, winning with this puts over his other moves as powerful.
C) Strong Finisher - Weak Specials. I can't think of many edits in PWW that adhere to this, maybe Dink, MAYBE. But think of like, Keiji Mutoh when he debuted the Shining Wizard. While he could still win a match with his 'specials' which could be considered the Dragon Screw, Figure 4, Face Crusher and Moonsault Press. The moonsault and Figure 4 were a bit rare, yet you could still expect to see them, and see them busted out of. The Dragon Screw and face crusher were just to wear down the opponent. You can do this too, hell, be my guest. Use specials that build to the finisher, works for me. So when you finally hit it, boom. Its over.
D) Weak Finisher - Weak Specials. Read: Almost every E-Fed edit, ever. We don't have this problem THAT MUCH anymore. But this @#%$ happens. Every other move is a special or a fin. Modern Keiji Mutoh style really. This doesn't add anything to a match, just makes it a spotfest. And simming these is a bitch. If you get jobbed out by the simmer, that is their call, and your call. Its your call on putting together an edit that is entertaining.
IV. HIGH SPOTS~!!!
High spots! Exciting stuff, right? In moderation, hell yes. A big spot, a sick bump, a huge dive, big combo all rock. But then again, when all you see is that kind of stuff, it grows very stale, very fast. This mentality, is also one you see in E-Feds often. People just want the matches to reek of RVD vs Jerry Lynn. Just set up the spots, pull them off, rest, big spot, etc, etc, etc, pin. There is nothing wrong with a spotfest once in a blue moon. But, in most cases, you want to hold back on this.
A good way to limit this is too tone down how often you go up top, or onto the apron. If you are going up top over 70% of the time, we need to talk. Unless you WANT your edit to be like Dink or Jeff Hardy, you should probably take a look at how he/she performs. Big, top rope moves are great spots to get a match flowing, in moderation. When using a move that pins especially, it should be kept at LEAST under 30%. Non pinning ones you can have a bit more leeway on, seeing as though you have to get up and make the pin, which might take a while depending on the beating you have taken. As with Strong Grapple moves, you want to keep these moves special, and remember that they are possible match enders here. You don't want to finish the match after the 12th moonsault, now do you? Just horrible build, and a horror show to watch.
V. Personality
Now, I don't believe in forcing you to one standard like Lord Vermin in EFW believes. I think that under the right control, the personality settings can make or break your edit. Certain edits are just jobbers under controlled logic. You need a lower entertainment, or higher discretion to perform the way you want. This is still up to you, but be warned, while its up to you.. We make the final decisions. Entertainment should be at least 80 or so. And discretion should never exceed the 75-80 mark.
Flexability is a bit different. Almost all pro-wrestlers should keep this pretty high.. But then again, if you want to be a bit more stubborn and not learn, lower it a bit.. Its all up to you, as long as your edit works well with the other edits, ya know? Touchwork is another thing altogether. Honestly now guys, if you aren't in a tag team, you shouldn't be THAT talented.. And if you want to get over as a super face, you might want to tag out less and take more of a beating in a match. Just simple, wrestling know how here.
VI. Closing
Thats it for now really. Just a few hints, reminders and a bit of advice from me. Gotta give credit to RnR, Vermin and a few others for the whole rules and enforcement thing, as well as calling my edits cheap to get me to start working on them to make them juuuuuuuust right.