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Dace59

Building A Good Moveset

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Right people, this one needs to go up as well. Just for reference. And so a set will be complete as it where.

 

 

Building a good moveset (This will need input)

 

Firstly:

Start at the top. Look at your wrestler’s gimmick, style and stats. These should all be interlinked and set up already. It’s obvious if you have a cocky face cruiserweight, you want lots of flashing high flying and fast offence. And on the flip side, you wont have anything that needs lots of lifting or power as you wont be able to hit it on many people.

 

Secondly:

Next order of business if your finisher. Good Finisher will cover what makes a good finisher and how to pick it. This is what a lot of your moveset should be built around. It’s there to end the match, so you need to be able to set it up and work your opponent over to hit it.

 

Thirdly:

Placing and spacing. Stick to the order of things in the way the fed sets out moves.

 

Rare moves should be rare and something special (as it says, moves that push the limits of you stats a little bit.) This is a good place for Cruiser to have their Cruiser Killer moves like an Orange Crush. It pushes their strength, but they can just break it out against other small guys in big matches when it’s needed.

 

Common moves. These really shouldn't have names unless it’s your characters gimmick (eg Taz’s Tazplex thing. So having an old Snap Suplex in there would be a Snap Vertical Tazplex but that’s it.) There shouldn’t be anything flashy or fancy in here. Defiantly none of this Tiger/Dragon/Exploder, etc etc Suplexes. Things that are complex or hard hitting don’t fit here. Things like DDTs, Backbreakers and all are what fit there (but that’s not to say they can’t be sig moves if they fit your character either. See Danny Williams’ Elbows, Duran’s DDT, etc) What’s common will depend on your character. A mat wizard like Flesher has his Front Facelock Takedowns, where as a monster like Janus as his Powerslams.

 

Signature moves. This is where all your stylish stuff goes. The moves that show what your character is. These moves can be pretty much anything within the limit of your stats, what isn’t so flashy or hard fitting it’d be a finisher.

Good Character talks a bit about what shouldn’t be in signature moves. These can be things that could be common moves maybe, but if it’s specialised to the character and they’re good at it, it can make sense. This is where the Moonsaults, the DVDs and the Yakuza Kicks come in.

 

Fourthly:

Focus again this has been talked about in other places. All your sig moves should be built around your main style and your finishers. Target the same area as your finisher does, just with small moves to add damage. That or if should work to set them up (eg a Cruiserweight hitting lots of fast DDTs and diving kicks and tackles and stuff to get someone down on the mat long enough to go up top and fly) There’s no point having lots of Shinbreakers, Single Leg Crabs and Knee Crushers if your finisher is a Triangle Choke.

 

Fifthly:

Common Sense. As covering in the Finisher’s article. Don’t use moves you can’t write yourself or because they’re flashy and cool at the time. The moveset should be part of the character almost. Look at Tom Flesher, his low end offence is all technical, amateur wrestling based stuff that he uses to again control and dominate people. His high end offence is powerful, hard hitting and works on almost all of the fed. It all gives him room to be cocky and down right insulting to his opponents. That’s Tom Flesher’s character and that’s what the moveset fits for him.

 

Sixthly:

Some of the old, some of the new. Some things you have to keep constant in your moveset, so they can become over and credible in a range of situations. There’s no need to be changing your common moves around every few days because you’ve seen another simple move you like. The more the little things stick, the more you can really focus on the character and the more familiar you’ll be with writing a match based around those moves. But on the other side, you have to change a few things every now and again. Maybe bringing out a new move during a long feud and dropping one you haven’t written in changes or just changing one move for one that better fits your character.

 

Seventhly:

Talk to people. If you have a good character, you should know how they will wrestler and the types and moves they’d use. Doesn’t mean you’ll be able to think of them all the time though. Ask for advice of where a move might fit or what else you can use to make it better. Also ask if your moveset works to right against, because other people have to be able to use it and not just you. If all else fails, PM me. I know enough move crap to at least give a load of ideas.

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This article says it all, basically. Christ, Dace is working hard these days.

 

A couple of small points I'd like to add-

 

 

No using someone else's finisher as a sig move.

 

No using loads of established finishers as sig moves whether someone else has them or not (yes Blazenwing, I'm looking at your abortion of a moveset).

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Guest Horse hockey!

Now I wish I'd waited to join just a little bit longer, heh.

 

All these articles are great. I'll definitely being going back over my stats.

 

Many thanks.

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If I can make a slight addendum...

 

Probably one of WWE's most coherent movesets - that is, one that would fit "the rules" set forth in this piece - is Christian's. The guy does every DDT known to man, but in the current state of WWE, a DDT is more or less worthless. So what does he do? He uses them to soften his opponent up for a Bigger, Better DDT in the Unprettier.

 

It works. I promise.

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Guest Beingz0wningj00

"No using someone else's finisher as a sig move."

 

 

I believe this one needs some clarification. When your wrestler follows a certain style, and has his limited vital stats, it brings on the credibility of the move and the wrestler. I mean, if I used the Untamed on Flesher... it'd be totally suitable for him to kick out. The reason why is, I'm not nearly powerful enough to make the chokeslam an effective maneuver. Shitloads of people use the Sweet Chin Music as a common move, for example Rikishi. How many people use a powerbomb?

 

I bring this to mention, because there is two ways of looking at it. The character and credibility of the move. Flesher using a power move to make fun of his opponent is all good and dandy... but if he were to use my cross kneebreaker on someone... I'd be pretty fucking pissed. My reasoning being, Flesher is an expert amateur/technical wrestler. He knows how to make submissions effection and painful... him doing it and not scoring a submission destroys the credibility of the move.

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And again JD beings a very interesting point. There's a line to walk with how as to how far you can get away with doing things like that, but some of them can be justified to some love.

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*switches moveset to "Nothin' But Headlocks" in preparation for my new comeback under the name Technical Tod deKindes.

 

Nahhh.

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