Special Matches
Mar 10, 2004 18:20:35 GMT -5
Post by Darth Turkish on Mar 10, 2004 18:20:35 GMT -5
I am looking for some new special matches to play by. Hardcore or not. Let me see 'em!
Here are my two favorites
Last Man Standing:
Play normally. All pin rolls, finishers, etc are "Add 1" moves. Increase the wrestler's pin up to 15 (12). When that wrestler's pin reaches 15(12), and the pin is rolled, roll for a kick out. The wrestler escapes on a '12' only; if so, continue play. Otherwise the other wrestler is The Last Man Standing.
I Quit Match.:
Play somewhat normally. The only way a person may lose is by submission or KO. So moves like "figure four leglock -3 ", or "Boston Crab-3" or Finishers like "GORDIAN KNOT" are all viable match winners. Also it is a good idea to know what the character's special moves are, such as Dark Justice's "Tar and Feather' (crescent kick for me) or Rack's "Forearm Ravager" (short arm submission/ elblow lock for me). For all submission moves, or submission finshers that require a pin roll, play normally. If the pin fails, the wrestler in the submission lock has given up; if not, the wrestler reached the ropes or the move could not be applied correctly, etc. Continue play. All moves like "power bomb-3" or "flying drokick-3" or finishers like COSMIC BIG BANG or RAMPAGE that result in a potential pin roll become "Add 1" moves. Max pin is 15 (12), so the next pin roll after this for the wrestler with the 15(12) pin would result in a KO. So, awrestler like 2118's Disaster would conceiveable have to grind and pound his way to have his opponent' s pin up to 15 (12) and win this kind of match, since he has no apparent submission moves that could have the opponent tap out give up to. Not that he would mind punishing an opponent that much!
These descriptions may be a biit hazy. Let me know about any questions and I will so my best to answer them.
Here are my two favorites
Last Man Standing:
Play normally. All pin rolls, finishers, etc are "Add 1" moves. Increase the wrestler's pin up to 15 (12). When that wrestler's pin reaches 15(12), and the pin is rolled, roll for a kick out. The wrestler escapes on a '12' only; if so, continue play. Otherwise the other wrestler is The Last Man Standing.
I Quit Match.:
Play somewhat normally. The only way a person may lose is by submission or KO. So moves like "figure four leglock -3 ", or "Boston Crab-3" or Finishers like "GORDIAN KNOT" are all viable match winners. Also it is a good idea to know what the character's special moves are, such as Dark Justice's "Tar and Feather' (crescent kick for me) or Rack's "Forearm Ravager" (short arm submission/ elblow lock for me). For all submission moves, or submission finshers that require a pin roll, play normally. If the pin fails, the wrestler in the submission lock has given up; if not, the wrestler reached the ropes or the move could not be applied correctly, etc. Continue play. All moves like "power bomb-3" or "flying drokick-3" or finishers like COSMIC BIG BANG or RAMPAGE that result in a potential pin roll become "Add 1" moves. Max pin is 15 (12), so the next pin roll after this for the wrestler with the 15(12) pin would result in a KO. So, awrestler like 2118's Disaster would conceiveable have to grind and pound his way to have his opponent' s pin up to 15 (12) and win this kind of match, since he has no apparent submission moves that could have the opponent tap out give up to. Not that he would mind punishing an opponent that much!
These descriptions may be a biit hazy. Let me know about any questions and I will so my best to answer them.