I am aware of what the shine/heat/comeback is, but in a game like Fire Pro, which is built around the RNG (bear in mind I've simmed a crapton of edits), it usually doesn't work as well as one would expect. (unless you're REALLY dedicated to making it work, and even then RNG can crap all over that, with either side dominating a match, or it being a dead even stalemate) Usually what happens is, you get a fairly close match, a somewhat even, but not exactly down to the wire match, or an outright squash. The majority of the time, once the edit starts losing grapple after grapple after grapple, taking every shot in the book, what happens is, they usually lose quite handily, unless the opposing edit has really docile AI (mostly they rarely go for a match ending move), they have an extreme RNG outlier and win every grapple out of nowhere, win a clincher off a strike exchange (which if the damage gap is large enough, the battered fighter will do disgusting amounts of damage), or have some sort of perk like Reborn to allow them to soak up that much damage (and even then, that may not do much if they're taking a ridiculous beating and not fighting back) and those are all big IFs. Which is why my normal output tends to favor methodical, King's Road esque slow building matches favoring back and forth action. (Given how similar Fire Pro itself is to the King's Road style, this kinda writes itself, and even that's not a fail safe due to the way the engine works)
Next point refers to said personal edit, which I assume is Professor Voodoo. Now first, Voodoo doesn't have a weapon stab attack, as it didn't fit him to pull out a fork. Next, the scythe. 4% SML, 9% LRG, 9% ND, with extra bias from his head point taunt. If you saw him spam it to the high heavens, it was RNG. (the usual sim or so will see him pull it out at least 2-5 times, maybe even less) I saw Orange Slush pull out his ultra rare, 1% Burning Hammer 3 times in a single match (much to my extreme chagrin), which is a result of the RNG deciding to use that 1% category 3 times. (Now obviously, this isn't the norm, and higher numbers DO make differences) And as for the brawling, the majority of Voodoo's ground offense is basic stomps, (with the occasional basic stretch hold and dick kick) and I'll probably say you're kinda right on him being a WEE bit aggressive with one particular attack, because Voodoo has a 6% SML 9% MED, 6% LRG Bite % for his front grapple, which I will explain reasons for shortly. The vast majority of his grapple offense comes off punches, headbutts, and judo throws. (first 2 being standard dirty fighter fare) Next, I will say Voodoo slightly differs from my norm, given that he's a hybrid of my normal, King's Road based style, and the more aggressive (but not TOO aggressive for Voodoo, my style takes priority a bit more) FPCPP/FPWA style. The slightly liberal use of biting serves two purposes. 1: He's a dirty fighter, and dirty fighters cheat. In his case, he's also meant for deathmatch use, so he's gonna want to spill some blood. 2: It serves as a decent counterbalance to the MMA mount (the mounts do a fair chunk of spirit damage, moreso when adding extra transitions, and the extra spirit drain from attacks) happy edits that are part of said alliance, as the biting (mostly due to high bleed chance and repeated bleed stacking) will drain spirit fairly well, unless the opponent runs Heel or Mysterious, which will give them a spirit boost instead. His early match corner attacks are standard stomps and knuckle punches, then he'll gravitate towards running dropkicks and sandbag drops (my nickname for Waterwheel drops).
Now on to the neutral and side grapples being strikes, with grappling attacks accompanying the other positions. I can definitely see the logic behind this, it's something I'd use fairly often too, unless there's something else I think I can stick into that position that would fit it and the edit better. (Cases like using a side suplex for the side grapple function, or a front necklock for neutral, although submissions being put in neutral is rather common)
As for the whole put 2 moves with identical/near identical %s thing, I still stand behind this, depending on what you're aiming for. Bear in mind that this game is very much about playing around with the RNG, and if there's no reason to have a major bias for one move over the other (let's say a headbutt, and headlock punches), then it's not wrong to let the RNG decide which move will be used. Case by case basis.
Now for that duplicate move thing. View's probably right in that it COULD be beneficial for human players to not have to deal with duplicate moves, but how many people actually play the game on even a semi regular basis to warrant shoehorning a move in for that purpose? The front grapple slots have enough options to where it isn't really warranted to use duplicates (though if you wanna, go ahead), but what about other slots? Note these are specific examples I am pointing out (which is where such limited movesets would make sense), and don't apply generally. You said "everyone can do a backswitch". What about the extremely obese, out of shape slob who can't legitimately wrestle to save his life? The run counter, uh, yeah you can normally load those with basic strikes if need be, so I'm not gonna dwell too much on this one. What about the straight up Fighter type that's inserted into a wrestling context, and really doesn't know much about running strikes? Would it make sense to add a bunch of pro wrestling-style run strikes? Probably not. (though if you wanna go for it and think it fits well with the character, go for it). Extremely limited fighters do exist. Now these examples are outliers of course, which is how the limited movesets should be utilized, for those uncommon edits, but I'm just saying don't be afraid to use them if you think it makes sense. And now for some EXTREME examples. Barravento from the Amiga game, "Barravento: O Mestre Da Capoeira", who's a martial arts edit. His entire move pool consisted of basic toe kicks, or pump kicks, or maybe both, low sweeps, and a roundhouse. Now obviously I had to add actual moves besides that for things like ground strikes and MMA counters, but he's a source accurate character, and acts as such. Now the most extreme example I can think of is the One-Punch Man, given that he's all about winning with one punch. (granted I think he does lift, so you could put, say some lifting moves in, but One-Punch Man, character wise, is known for well....one punch)
Edit: Your Siberian Stomper edit is a case of using duplicated moves, with his back grapple double knee backbreaker using 2 slots, which as I have pointed out, is perfectly fine if it fits the character to do so.
Really, at the end of the day, it's how you choose to build around your edit that counts most.
Last edited by Professor Voodoo
on Sun Jan 07, 2018 9:10 pm, edited 1 time in total.