4.17.2006

IHW -- VIOLENCE Begins -- 4.17.06

IHW -- VIOLENCE Begins -- 4.17.06

Tonight marked the debut of IHW -- International Hybrid Wrestling, the brainchild of Ti'en Yangisawa. Tonight will also mark the return to the ring of Ti'en as he squares off against DiJon De Juan in the main event! Our night started off with a S-Style bout, which is stand-up only. 5 rounds, 5 minutes each. DiNk, representing Team PTFO has volunteered to take on any comers tonight, and what he got was Ronnie Dod, master of Ron Quan Doh. Dink came at him hard and fast in the first round, Ronnie getting overwhelmed and knocked down by a flurry from Dink. What we got from here was something you'd see in heavyweight boxing, where we got 5 rounds of both men hugging in the ring, afraid to hit each other. Ronnie scored a few knockdowns near the end to solidify the decision for him, but Dink kept on Ronnie throughout and had a few knockdowns of his own. Finally Ronnie got a knockdown in the 5th round that probably put him over in the judge's scorecards, and our first fight is in the books. Sadly, it sucked.

Because of the suckage of the first fight, Pete vs Martin was changed to a full on I-Style bout. Both men slugged it out, and in a shocking turn of events it wasn't Pete Batfarti that gassed out, it was Martin! Martin hits hard, but Pete's wrestling was able to counteract it for the most part. Martin showed that he had been training a little bit for this, but on the ground Pete had an upperhand. Martin gave up his back and Pete was able to slide on a Choke Sleeper for the tapout in just under 13 minutes, giving a huge win for Team PTFO. James Ray made his first appearance outside of the Blood Machina mask today as he squared off with Gago Warrior Q in what was heralded as a brilliant match. JR proved tonight that he should be considered a warrior, not a joke under a mask while Q proved that he is a multi-faceted fighter, and can hang in any style of fighting. Q worked over the arms of JR, while JR focused on the legs of Q throughout the bout. JR took the lead early on scoring a few knockdowns with his kicks. Just when it looked like the match was over for Q he launched an all-out comeback! Just when it looked like Q had it won, JR snatches his leg out of nowhere and forces Q to tapout in 19 minutes! Both men received a standing ovation after the match.

Another chapter in the MAX/Shogo fued was played out in the IHW ring, with MAX scoring the second consecutive victory over Shogo, this time in 10 minutes with a standing facelock. Shogo went after MAX's arm, but MAX's suplexes were the deciding factor in this bout. YUSUKE gets a chance to face a member of the prestigious U-File Camp from Japan, led by Kiyoshi Tamura. This proved to be quite a test for YUSUKE, as Kyosuke is a very experienced fighter, having matches in U-Style as well as many pro-wrestling companies, as well as fighting in DEEP and PRIDE. Both men are going at it tooth and nail, essentially trying to knock the other one out. The finish came when YUSUKE caught Kyosuke in a jujigatame, with the ropes nowhere in sight, and after the beating both men had taken Kyosuke was forced to submit. This was a huge win for YUSUKE, as YUSUKE went to shake Kyosuke's hand after the match, Kyosuke just stared at him and left the ring. Spunk met Team Ryder's Eddie Swan in the 6th bout. It was wrestling vs kickboxing, with Eddie trying to keep Spunk down for most of the match, but Spunk's jiu-jitsu experience, while still minor was enough to keep him from being in too much trouble. Spunk scored a few early knockdowns on Eddie, with Eddie fighting to his feet everytime. Finally a high kick from Spunk knocked Eddie down, and as hard as he struggled he couldn't answer the 10 count in time.

Now it was time for the main event, the return bout for Ti'en Yangisawa, who hasn't seen action in almost a year now after the vicious attack by OrochiGeese. Geese, as per invitation of Ti'en came out before the bout and took his seat in the front row, ready to carefully watch this match. DiJon and Ti'en make their entrances as they square off in what turned out to be a grueling match that easily won the fans over as the best match of the night. Ti'en looked on form, and hadn' lost a step, while DiJon was DiJon. Ti'en spent the match trying to submit DiJon while Jon kept Ti'en at bay with strikes. It wasn't long before DiJon scores his first knockdown on Ti'en in what turned out to be a scary moment with a right hook to the neck! Ti'en took until the 9 count to get up, and the ref attempted to stop the fight, in fear of his neck being reinjured, but Ti'en fought on. DiJon scores another few knockdowns from strikes, as Ti'en keeps fighting back. It was down to the wire, with Ti'en already down to 1 point and Ti'en has Jon locked in a jujigatame! DiJon is in the center of the ring with nowhere to go, this could be it! DiJon struggling as Ti'en tries to hold on... But Jon gets the rope break! Both men slugging it out now, but Ti'en can't go toe to toe with DiJon, and falls to a series of rights and lefts, with the ref stopping the bout. The fans give both men a standing ovation as Geese grins and simply walks out of the arena.

1. S-Style: Ronnie Dod (R5 - Split Decision) DiNk
2. I-Style: Pete Batfarti (12:44 - Choke Sleeper) Martin Fairbairn
3. I-Style: James Ray (19:09 - Rolling Hiza Juji) Gago Warrior Q
4. I-Style: MAX (10:23 - MAX Facelock) Shogo Otsuka
5. I-Style: YUSUKE (13:59 - Jujigatame) Kyosuke Sasaki (U-File Camp)
6. I-Style: Spunk (10:54 - Saikyo High Kick -> KO) Eddie Swan
7. I-Style: DiJon De Juan (18:04 - TKO) Ti'en Yangisawa

4.13.2006

Spunk Pro Roster

Spunk-Gun



Championships: Pro-Wrestling WILD Heavyweight Championship, C-CWA Heavyweight Championship (3), 3W World Championship, GWF Tag Team Championship, AVN Championship (2), Spunk Pro World Championship, Spunk Pro Tag Championship (with Shogo Otsuka)

Finisher: Jagerbomb (Wild Bomb)
Specialties: Double Stomp
Lariat
Saikyo High kick
ClimaX German Suplex


Spunk, founder of Spunk Pro and head trainer of the Spunk Pro gym leads his team of trainees; Spunk-Gun in Spunk Pro. One-time holder of the Spunk Pro Championship (formerly Terminus Championship) and creator of the AVN (Adult Video News) Championship. Former porn actor, mafia member and avid dancer, now has focused himself on the art of fighting and honor.



Championships: Spunk Pro Juniorheavyweight Championship, Spunk Pro Tag Championship (with Spunk)

Finisher: Shogo MAX-Cross (Hanging jujigatame)
Specialties: Shogo MAX Cutter (Yokosuka Cutter)
Shogo MAX I (Standing Reverse Armbar)
Shogo MAX II (Modified Oomaplata)
Uraken

Shogo Otsuka comes from Japan, with a strong background in jiu-jitsu and kickboxing. Trained originally in Japan, then came to the Spunk Pro gym to train with Spunk for a brief while before entering the EFW Dojo. Shogo graduated the EFW Dojo only to return to Spunk Pro and become the junior ace.



Finisher: Dragon Suplex
Specialties: MAXIMUM German Suplex (High Angle German)
STO Bomber
Ankle Lock
YU-Roll (Rolling Olympic Hell)

YUSUKE is the super rookie of Spunk Pro. Only debuting in September of 2005, and already being pushed and involved in major angles. Uncanny in-ring ability mixed with natural charisma led to Spunk debuting YUSUKE earlier than most of the other trainees. YUSUKE's first fued was with none other than Spunk Pro figurehead Mr. T!

Ministry X



Championships: Spunk Pro Heavyweight Championship

Finisher: Sign of the Cross (Cross Arm TF Bomb)
Superkick
Crucifixion of the Damned (Cobra Clutch Crossface)
Final Cut

Jesus X is one of Spunk's original two trainees, and current reigning Spunk Pro Champion, holding the title for well over a year now. Jesus X's rise is of epic proportions, as he and his brother D were prominent mid-carders until Jesus X weaseled his way into getting a title shot against newly crowned champion, Dink. Jesus X then unleashed his "Seven Deadly Sins" campaign on Spunk Pro, ending it by removing Spunk, his greatest threat from Spunk Pro!

Jesus X's background is a mystery, as is his twin brother's. Jesus X has some sort of mind control over his followers, and claims to be the 10th incarnation of Jesus Christ, whose purpose on earth is to make believers out of the unworthy, and warn of the upcoming apocalypse through the medium of violence.



Championships: AVN Championship

Finisher: Ballad of Fallen Angels (Western Lariat)
Specialties: Last Fantasy of Christ (Burning Hammer)
Death Valley Bomb
Prophet's Call (Gorilla Clutch)
Moonsault Press

D (now Prophet D) was Spunk's first trainee, and his hand-picked ace for Spunk Pro. The gimmick of D was Spunk's initial gimmick when he worked indies, with D himself being a huge fan, later trained with Spunk. Spunk gave him the gimmick and his blessings, only for D in 2005 to side with his mortal enemy, his brother and turn on Spunk. He became impatient, and saw Spunk as stealing his spotlight by granting himself a shot at his brother after defeating D in the trial series. D's trial series was him building himself up to finally dethrone his brother and take his place as the ace of Spunk Pro. Instead, he saw Spunk taking his place, and holding him back, leading him to defect to his brother and cost Spunk the title in his match with Jesus X. This soon led to a fued between the two, climaxing in a loser leaves town match, with D defeating his mentor finally, excising Spunk from Spunk Pro.



Finisher: Infinity Bomb (Miracle Extascy)
Specialties: Chokeslam
Wildbomb Whip
Iron Claw Bomb

There really isn't much known about 001. 001 is the pet project of Jesus X, and his first disciple. He has been used as his tool of destruction, and enforcer. Many a match has been won for Jesus X because of this monster. Its been hinted at that 001 himself doesn't know who he is, or that he even has the ability to think or feel on his own. Lately has been in a slump, which Jesus X has not been happy about.



Finisher: Crucifixion Driver (Complete Dust)
Specialties: Iconoclasm
X-face (Crippler Crossface)
Headbutts
Electric Chair Drop

Imago X is the rookie disciple of the Ministry, and Jesus X is pushing him as his answer to YUSUKE. Imago X has proven to be a sound technical wrestler with a streak of brutality.

The T-Team

The T-Team is a team of rag-tag misfits living out the A-Team dream in Spunk Pro. They are fighting for youth centers everywhere, as well as equality in the unfair work environments due to their skin color. Racism, and trying to ruin youth centers is not a good idea around the T-Team.



Championships: Spunk Pro World Championships (2), Spunk Pro Tag Championship (with Lester "T" Bourbon)

Finisher: B.A.D. [Bad Attitude Drop] (Chichibu Cement)
Specialties: T-Bagger (Ore Ga Taue)
Last Ride
Chokeslams
Boxing skills

Mr. T is, well, Mr. T. Obviously, he is not the real Mr. T, but nobody wants to actually tell him that. His backstory is foggy, but he is a monster, at well over 7 feet tall. One of the original figureheads of Spunk Pro (formerly Terminus Pro) and an incredible boxer to accent his monster skills. Went through a bout of amnesia where he believed he was Clubber Lang and then BA Baracus. When he finally came to, he formed a team with Lester Bourbon due to being held down by the man. This team was not the A-Team, oh no, it was the T-Team. The T-Team was formerly Booker T and Mr. T, but Booker T started getting booked on WWE TV again, and was forced to pull out of his indy bookings. Easily the most dominant champion in our history.



Championships: 3W World Champion, 3W Tag Champion (with Jive Mac), Spunk Pro Tag Team Champion (with Mr. T)

Finisher: Axe Bomber
Specialties: Ped-O-Gree (pedigree)
Big Boot -> Atomic Leg Drop
Pounce Bomber (Diving Tackle/Axe Bomber combo)
Main Event Sleeper

Lester "T" Bourbon is one of the most storied members of Spunk Pro. Originally coming in for a few spot appearances fueding with former 3W member Renegade, and then with Druid and his Bozac Army. Had epic fueds with Spunk in both 3W and Pro-Wrestling WILD before coming to Spunk Pro. When Lester hadn't been elevated yet, he decided to join forces with Mr. T and fight the obvious racism being used against him for being orange (a man has to keep his Hogan tan up). Large Hulk Hogan and Monty Brown fan, adopted the middle T to fit into his new role.



Championships: Spunk Pro International Championship

Finisher: B2B B2B [Back2Back Belly2Back] (double belly-to-back)
Specialties: Flawless Backdrop Hold
Flawless Backdrop
Jumping Knee

Bobo Gomez was originally a hobo.. that fought hobos. Lester and Mr. T were looking for a new enforcer when he sort of popped out of the garbage, and they instantly fell in love with him. He has now taken Spunk Pro by storm, being involved in one of 2005's top fueds with Brad Wolf.

Oni del Zokugai



Finisher: SIDS (Sudden Infant Death) Clutch (Onryo Clutch)
Specialties: Shining Kenka Kick
Sitout Powerbomb
Double Arm Facebuster
Poison Mist

DEMOS is still new on the scene, but an incredible junior force. Debuted in Bozac Pro against Dink and his girlfriend Martha Dumptruck, causes Martha to have a miscarriage in the ring using the SIDS Clutch! Was launched into rudo stardom afterwards, and formed the group dubbed by fans as Zokugai!



Championships: Spunk Pro Juniorheavyweight Championship

Finisher: MAX Lock (Just Facelock)
Dangerous German Suplex
High Bridge German Suplex Hold
Avalanche German Suplex

Amateur-turned-pro MAX was originally a tag team with Shogo Otsuka, until MAX's jealousy overcame him. MAX turned on Shogo and ever since has tried to exact his revenge on him, aligning himself with group after group, until finally capturing the gold against Shogo and aligning with DEMOS and RUINER to form Zokugai.



Finisher: R-75 (Volcanic Eruption)
Revalations (F-5)
Sliding Kenka Kick
Complete Shot

RUINER came in at the same time as DEMOS as his henchman. While still a junior is very powerful for his size, and proven to be a destructive force in his short amount of time in the Spunk Pro universe.

Walking Talking Stereotypes



Championships: Spunk Pro Tag Team Championship (with Hobo Joe) (x2)

Tag Finisher: Southern Death Drop (S2D -- Powerbomb/Neckbreaker)
Finisher: Alabama Kneelift (Takayama-style knee lift)
Specialties: Alabama Clutch (Gedo clutch)
Alabama Hangover (Rocker Drop)
Alabama Death Drop (Reverse DDT)
Deliverance Lock (Fuyuki Stretch)

Alabama Dan is one of the most accomplished wrestlers in Spunk Pro, as a part of the Walking Talking Stereotypes. Cousin of junior legend, Dink, and adopted blood brother with Hobo Joe. Alabama Dan is just an Alabama Man with an Alabama Plan, looking for mischief, anal sex and asskickery wherever he goes. Brawling, bar beating, candid photographs and being a bad ass are his forte.



Championships: Spunk Pro Tag Championship (with Alabama Dan) (x2)

Tag Finisher: S2D
Finisher: Shopping Cart Shuffle (Sliding Powerbomb Hold)
Specialties: Blowing Fire
Various Chokes
Various Headbutts
Mandible Claw

Hobo Joe is a very, very odd case. Joe took him in, as he was hungry on the streets, and both of them just caused havoc wherever they went. Together they form the most dominant team in Spunk Pro history, who briefly split but are back together, kicking ass!

Physical Speciminz



Championships: Bozac-Gun Tag Championship, Spunk Pro Tag Championship (with Shakin' Tom)

Finisher: Jewhammer (Jackhammer)
Specialties: Spear
Roll the Kosher Dice
Super Spinny Move (Turbo Drop II)

Super Jew is almost inhuman, and was driven out of Spunk Pro due to suspected steroid abuse, when he refused to take a test he was fired. Soon he got picked up by Druid to work for Bozac Pro, where him and Tom have had a good run. But they wanted revenge, and returned to Spunk Pro with more fire than before!



Championships: Bozac-Gun Tag Championship, Spunk Pro Tag Championship (with Super Jew)

Finisher: Shakin' Splash (running body press)
Shakin' Press Slam
Ulimate Warrior moves
Roid Rage (he flips out and beats the fuck out of anyone in his sight)

Shakin' Tom is a bodybuilder, who claims to be steroid free, as well as a huge Ultimate Warrior fan. Yeah, right.

Sexual Deviantz/Team PTFO



Finisher: PTFO Press (Body Press)
Olympic Slam
Super PTFO Press
Belly to Belly Suplex
Karate Moves

Pete Batfarti has a storied past, and some believe to be the father of Dink. He is the actual father of Martha Dumptruck (currently retired due to misscarriage), and convicted sex offender. Has a thing for small boys, food and tons of other things. Was on the US Olympic team for wrestling, only to not make the cut, due to Kurt Angle and Matt Ghaffari being, you know, better than him. Soon after became a gym teacher and got as fat as can be. Has recently opened up a Mixed Martial Arts school and produced his own Mexican version of TUF, and is pretty damned shady.



Finisher: Banga Bomb (Orange Crush)
Various Powerbombs
Chokeslam

Former minister from Alabama who got caught on film by Alabama Dan and Hobo Joe having sex with a goat. Whoops.



Championships: C-CWA Junior Heavyweight Championship, Spunk Pro World Championship, FPN Championship

Finisher: Code Dink
Specialties: w@nt@n b@mbE (Swanton Bomb)
FU
Twyst of F@ytE (Twist of Fate)
Sk0000000000000 boi (Jackknife Schoolboy)
STFU...n00b

What can be said about Dink? He is a young, somewhat retarded Jeff Hardy fanatic. He somehow scored an upset victory to capture the Spunk Pro World Championship in a Triple Threat over 001, then beat Mr. T in a rematch, only to be fallen by Jesus X.

Strike Force



Championships: Spunk Pro International Championship

Finisher: Wolfhammer (British Fall)
Elevated Wolfhammer (Vert Rev DDT)
Wolf's Bite (Lanzarse)
Jackhammer

Brad Wolf came in and made a splash almost instantly, taking the International Championship from dojo-master Manakuro Marakuso. Wolf dominated the mid-card until Bobo T Gomez was able to take the strap off of him.



Finisher: Granite Dust (Powerslam -> Scrapbuster)
Specialties: Scrap Buster
Powerslam
Full Nelson Slam

Lee Stone is a tough-as-nails former infantry man, who served under Brad Wolf in Desert Storm. Wolf upon needing a tag partner in Spunk Pro called upon his services, and while he hasn't made a huge impact yet, his future looks bright.

4.02.2006

Shit You Should Know; Building a Match through your moveset

The moveset is one of the most glaringly obvious parts of the edit. It is how your character communicates and entertains with us. I've already gone over logic a little bit, but now is for the moveset.

A wrestlers style depends on the set of moves you pick for him. When you lose the style, all hope is lost, and the matches suck. Welcome, my son.. To the machine - E-FEDDING WITH FIRE PRO!!! From the ever boring "Spotty" edit with moves that are 'cool' tacked on, to the super HOSS that has a shooting star press, there are a lot of fucking confusing things going on with movesets in the e-world we operate in. Curious as to how to avoid being a BANNED~! edit? Or just wanting to expand your knowledge on such things, then read on my son, as I will take you into a journey to the center of.. Uh.. Pro-Wres?

I. Fight/Return Style and you (aka: Why Move Affinities can BlOW me)
II. Weak moves, and why you need them (aka: Slow Love)
III. Pick a style, bitch (aka: PICK A STYLE, BITCH!)
IV. Finish him (aka: How to win matches that don't suck)
V. Be consistant (aka: Stop updating your fucking movelist every month)
VI. Closing (aka: I'm done)

I. Fight and Return styles

Oh how I loathe you. So many fight styles, so few used. Picking the right fight style is important, but also, its not a big f'n deal as everyone acts like it is. Why people feel the need to pick a fight style that all the moves have an A affinity is really beyond me. Just about no premade character in the game operates like this. And yet, so many Fire Pro edits I see have nothing but A and B level moves. I don't know if people are just picking moves that have a high affinity, or if they are seriously that lucky to pick a moveset and somehow, end up with all A moves.

Of course, things like Panther and Giant are some of the worst ones around. And yes, they are banned or restricted. So don't even ask. Actually, I won't flat out say they are banned, its just that you can't use them. If your character over time, adheres to a certain style, and impresses me enough, you can be awarded one of those devilish fight/return styles. But for the record, if you give me an edit with any of those, you will be turned away. So don't bother. Tough luck. They just aren't fair. And what people need to realize is that, affinity really means jack shit in the grand scheme of things. There are degrees where its just overwhelmingly cheap, like edits with all A and B moves won't get tired as easily, and will just keep coming. This really isn't fair, because just about no pro-wrestler can do this.

I mean, by all means, pick a different fight/return style, but just make sure it works.

II. Weak moves, and why you need them

Building up to your bigger moves is a must. A MUST. So many people neglect the early parts of their movesets and jump right into adding strong grapple moves and picking the 'cool' looking A and AB level grapples. This isn't WWE, where after a few punches, someone hits a DDT, a spinebuster, a few more punches and then a finisher.. Or a Kurt Angle match where after a few punches, its time to go for about 40 german suplexes. You should have a moveset that not only makes sense when it comes to crunch time, but that makes sense throughout. If you do no armwork, and are a high flying junior, why do you have a flying cross arm bar from a standing strike? Its stuff like this that baffles me, really.

Some of the most oft abused moves sections are the standing strikes and running/run counter moves. Just because every move is available in both run and run counter moves, doesn't mean you need to have two high level moves. You don't need, for example, 4 different kinds of lariats or kneel kicks. Just because at standing AB you can select a high kick or a standing side kick, doesn't mean you should. It is generally a good rule of thumb to select 2 weak strikes, and yes, they need to VARY.. I fucking HATE those edits that have a 1 in punch and have all kicks assigned, and vice versa. You aren't fooling anyone, that you are a cheap ass prick.

Small damage grapples aren't as pointless as everyone thinks they are. The first few minutes of the match is going to be largely these moves, so just assigning whatever is just going to piss me off. You probably don't need a dragon screw if you are a high flying junior that doesn't have a single leg lock in your moveset, and you should be a bit more creative than the 'ole standby of junior using the arm drag, a body slam and a snapmare followed by a dragon screw. Make your weak grapples build logically to your medium and strong grapples. There are a good amount of strikes in there for a reason, because its a good way to start working over a body part, and yes.. There are moves that affect every body part in the weak grapples. Check it out sometime, you'll be surprised.

Moving onto medium damage, there is a world outside of the standard DDT, piledriver and snap suplex. These can be some of the most important moves in your moveset. Lets say you have the double arm suplex hold or a Tiger Driver as a special.. Well, why not throw on a double arm suplex to the fray? So now you will be doing a move that logically, you have built up to. Lets go back to the DDT, its a great transition move, especially if you work up to bigger and better things from the front facelock. Like for example, Spunk has a DDT in medium level, and a neck chancre in strong grapple. Right there, I've linked those moves together, and logically showed how my character changes his tactics throughout a match.

Large damage is where, sadly, people still have major problems. This is why the 'Big Freaking Moves' rule was brought in. Quite honestly, I don't want to see edits like I used to see. Its generally a good idea to at least have one strike or submission, and maybe one pinning move in the fray. There is nothing more boring than an edit with a bunch of huge moves that make no sense. My advice for you is to go watch a Giant Baba match and stuff a sock in your mouth.. Look! An exciting wrestler that isn't using all head drops and high impact moves! DEAR LORD!

III. Pick a style, bitch

Sorry Jay, but this is the Jay Rudawa syndrome. One of the most confusing edits I've ever witnessed, I couldn't figure out why he was doing half of the moves he was doing anymore. High kicks, Lygerbombs, Iron Claws, along with shoot stuff, all the while pulling off highspots all the time, while wearing bright red pants!? Dear lord, I'm sorry, I just don't get it. This also applies to people that have a power oriented moveset, and decide they need an array of Michinoku Drivers and a 450 to top it off. Leave the high flying to the light-heavies, son. Not everyone can be Keiji Mutoh.. And even then, Mutoh, whom started off as a junior doesn't do skytwister presses, his 'high flying' is limited to moonsaults and missle dropkicks.

Also, not every wrestler is fit for submission wrestling, or for using mounts. Use them wisely. Armbars, legbars, etc really aren't for the Stone Cold brawler type.. Look at Jason Blackhart, no jujigatames (arm bar) there, because he isn't a submission wrestler.. He just has his sasorigatame (sharp shooter) to finish with.

Don't try to limit yourself by thinking you have created a 'new style of your own' or anything. Pick moves that make sense, build up to each other, and that the character would be doing. A high flying junior shouldn't be doing triple powerbombs, and a Power wrestler shouldn't be going up top to do anything Vader couldn't do.

IV. Finish him

Lets be clear on something here, not everyone can be a Kenta Kobashi or a Misawa with a long list of moves that are capable of pulling out the dupe. Submission wrestlers have a bit more leighway, like for example Ti'en winning with a hiza jujigatame ('leg bar') is no big deal. No, its not a special, but he is a former shoot fighter, and thats his angle: Winning using his submission skills. Not everyone should be finishing with submissions out of the blue. Sure, young guys winning with a boston crab is cool, they are looking to win with anything..

And I know people like to have big, rare, killer moves. Like their own Burning Hammer or TD '91. Not everyone needs to have a big killer move. I can't stress this enough. It devalues big moves when you have someone using it as a 'big killer' move, when really, they don't need it. Your edit should be getting the job done without having to resort to big moves.. And if they do pull out a big move, it should be a rare mark out. Some of the most abused moves are the back suplexes in this way of thinking. The Cobra Clutch and Chickenwing suplex are the ones most seen, and for no real reason. Not every man needs a giant headdrop to finish people with. Maybe after your character is a couple of YEARS (yes, I said YEARS) old, you will have the need for a super rare big move. This also applies to top rope moves like the SSP and phoenix splash. I refuse to see a match where this is happening for no reason (deMun, I'm looking at you, brah).

Specials and finishers are of course, moves you WANT to be winning with, but that doesn't mean that you can only win with those moves. Sometimes a flash pin with a roll up or a win with a powerbomb or german suplex hold can be just as awesome as winning with your finishing move. Try to stay away from those ground tech pins as your only pins at near death though.. As there is nothing more of a buzzkill than someone hitting like, a spicy drop finisher, then winning with a jacknife hold.. I mean, you just hit your BIG MOVE, and you had to win with a fucking roll up? It devalues the move you hit for the win, and just confuses the people watching.

V. Be consistant

A huge problem is people lose their frame of mind, and decide to scrap the edit and change it all over. We have probably seen about 234239048234092384 Judge edits in the past year. This is bad because he could never really settle on something, and there's just a huge time where you don't know wtf is going on.

Its very hard to 'mark out' for moves when they are changing all the time. Part of having a finisher is to finish with it, and finish with it for a period of months so people buy it as a finisher. You can equate certain moves to certain people, and that's the way it should be. Jason Blackhart, Decepticon Driver.. Dave Fairbairn, MetsuKen (You hear that Dave? :P).. Spunk, Spunk Shot.. Geese, Raging Bolt.. Once you find a finishing technique and specials you like, TRY to stick with them. It helps to make them more legit over time. Moves like Dave's Fatman Slam, Spunk's ClimaxXX German and Wren's GCF are moves that have always, and probably will always be at least a special on the moveset.

VI. Closing

Hopefully you've picked up a few pointers on how to build a moveset that will lead to a good match through this.. If not, I dunno..

Until next time I feel like typing up a rant like this, later.

4.01.2006

Shit You Should Know; CPU Logic

Why call them a FAQ? These aren't really Frequently Asked Questions.. More of like, 'Shit 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 WILD 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 legend. 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 Pro-Wrestling WILD logic 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 WILD might put an emphasis on oudou, 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. WILD 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 'Shit you should know' alright?

III. My Signature Move~!

Yep, there are heavy restrictions on signature moves in the WILD 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 lariat and German Suplex 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 shit 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.