I got a few questions: First why is the base power bomb in game a pinning move? Does date back to "stacked pin" bombs from Japan in 1990's as oppose to the Sid power bombs of the same time? Second why do lump sitout bomb variations with non-sitouts? For example Splash Mountain is used for both the traditional Razor's Edge style crucifix power bombs and the sitout variations like seen more so in Japan or done by Roman Reigns. Another example would be Tiger Driver for the sitout pearl river plunges or the more jacknife variations as seen with Regal and Jamie Noble. I wish I could say it is an issues of unused variations, but yet Burning Hammers, Emerald Flowsions and Gano Bombs are in the game and are far more "rare" as a normal move than a Razor's Edge or jacknife double underhook bomb.
When TNM was first created, there were wrestlers who used the power bomb as a finisher (Sid, Tenryu, ...) and there were wrestlers who didn't. However, the wrestlers who used power bombs in matches always pinned after executing the move. That's why it was modelled this way.
Everything else is because the person creating a certain export file decided to do it this way. We had a few people who were lucha specialists, a few people who specialized in indy wrestlers, I did Japan (guys), two guys did the joshi wrestlers, and so on.
Ever since Peter and I started working closely together about five years ago, this has been more of a surgical process where even minute consequences to match flow are discussed, tested, and tweaked until they are as accurate as possible in the current match engine setup. But before then, it's obvious today that there were different levels of understanding the consequences of the design choices.
Peter and I have been tweaking existing moves for the past year or so which is the reason why every TNM installer now comes with the option to replace existing moves in a database you're importing with the most recent versions.
The tricky part has always been that once a move is in your move database, it will not get replaced anymore when you import wrestlers who may have a more recent version of that move. The reasoning behind this is obvious: many users make changes to their move databases to better suit their preferences, and if I were to just overwrite their changes every time they imported a wrestler, let's just say there wouldn't be a lot of happy faces ;-)
The upside to this is that if you don't want the power bomb to be a pinning move by default, just change it on your copy and you will never have to deal with it again.
I was looking at updating Akira Taue like I have done with some other TMM7 era Japan exports. I was wondering what his Dynamic Suplex would be in game? I can't say I've seen him do it. It is described as a reverse double overlook suplex. Is that like a trapping suplex?
Also I was wondering if the belly-tp-back side slam, the hiptoss neckbreaker and the vertical suplex side slam would work as his variations of the Nodawa Otoshi (Chokeslam) in those spots.
A kneelock submission starts out as a spinning toe hold and then the wrestler stops mid-motion and twists the knee to the side.
A kneebar is a move where you scissor the opponent's leg with yours and drop back to the ground in a straight motion.
A kneebar is a legit MMA move (just ask Brock Lesnar) while I'm thinking a kneelock not so much?
A kneebar is also basically an armbar, but to the leg. Which would probably be clearer if wrestling announcers didn't also use the term armbar to refer to wristlocks, standing armlocks, arm wringers, and various other restholds that twist/pull/bend the arm but aren't true armbars. (Jericho's 1004 Moves presumably distinguishes between all of these.)
Confused on two moves, or are they the same move with two different name? The double leg cradle and the backward bridge. I know the double leg cradle is basically the jack-knife cradle/pin, but what is a backward bridge?
"Stupidity is infinitely more fascinating than intelligence.Intelligence has its limits while stupidity has none." - Claude Chabrol