Post by LillaThrilla on Jun 30, 2011 20:07:15 GMT -5
This assumes you're using TNM7SE.
Move's Name
Should usually be preceded with "a", "an", or "the" but there are a few exceptions (ex: spinning headscissors).
"The" should usually be limited to moves with specific names rather than generic names.
ex: "the Rock Bottom"
If a wrestler has a specific name for one of their moves different from how the move is listed in your database then use the Special Moves Wizard plugin rather than creating a duplicate of the move.
Damage
Damage is on a scale of 1 to 200. TNM's Help offers sample damage for several moves. For a much wider selection, look for similar move on one of the Moves Lists (TNM 3:16 or TNM UK).
Generally speaking, 10-20 are mostly cradles and rollups that are little more than a pinfall attempt. 20-50 are strikes, restholds, and minor slams. Nearly all moves that could commonly end a match are over 50. Over 100 are most aerial and top rope moves, really painful submissions (ex: ankle lock), and 'murderkilldeath' power moves (ex: Emerald Erosion).
Blockable
Most common example of moves that aren't blockable are splashes and variants thereof. Certain counter moves can't be blocked either like a roll away or duck-down.
Can Be Done When Wrestler Is Running
Running versions of most moves is unnecessary; instead just check off "Wrestler Is Running".
Counter 1 & 2
These are counters that could be done by any wrestler regardless of style. Ex: any wrestler can do a duck-down move.
Counters 3-??
These are commonly called Style-Specific Counters. These counters can only be used by wrestlers that have this specific style checked.
Not every move will have Style-Specific Counters. Some moves will have Style-Specific Counters for only certain styles. There will sometimes be partial overlap between Style-Specific Counters and general counters.
Technician: go-behinds, slidedowns, rollovers, rollups, certain takedowns, certain submissions
Brawler: strikes especially punches
High Flyer: slidedowns, flips, rollovers, cradles, armdrag - anything a fast and nimble wrestler would use.
Powerhouse: power moves like slams and powerbombs
Wrestler: go-behinds, suplexes, certain takedowns - anything someone with a mat wrestling background would know.
Heel: illegal moves like low blows and facerakes
Old Style: classic counters - moves that would be used by wrestlers from the 80s or earlier.
Martial Artists: strikes - especially kicks and legsweeps
Shooter: takedowns and most submissions - something that any UFC fighter would know.
Automatic Pinfall Attempt
The move always leads to a pinfall. Rollups/cradles, bridging moves, and moves like splashes where the wrestler lands in a pinning position.
Even if the move doesn't always lead to a pinfall attempt it will sometimes be followed by one.
Submission Move
All submission moves including restholds.
Neither
Any move that isn't a submission and doesn't automatically cause a pinfall attempt.
All moves must have either Automatic Pinfall, Submission, or Neither checked.
May Pin Yourself
Submissions where the wrestler's executing the move could end up with their shoulders on the mat (ex: figure four leglock) or pinning moves where both wrestlers could have their shoulders on the mat (ex: German suplex) causing a double pin.
Pinfall Attempt While In Hold
This box is only checked in addition to Submission Move.
For moves where the person receiving the hold could be pinned (ex: figure four leglock).
Throw Off Turnbuckle
Can the wrestler executing the move be thrown off the top rope? Essentially, any top rope move like a flying splash or superplex.
Brings Down Opponent
Check this if the move sends the opponent to the mat from the turnbuckle or a standing position.
If the wrestler is already on the mat and stays there then checking this is unnecessary.
Opponent Must Be On
Exactly one of the four boxes must be checked.
Turnbuckle: on the top turnbuckle (ex: superplex)
Mat: laying, sitting, or kneeling on the mat (ex: flying splash, Shining Wizard)
His Feet: standing (ex: kicks)
Any: the move can be done from more than one or all of the above positions. This is common for counter moves. It also applies to moves where the opponent can reasonably be pulled to their feet (ex: power bomb).
Breakable W/
Select a move here only for Submission moves.
This a move that can break the hold once it has already been applied. Ex: jawbreaker can break a sleeperhold.
Opponent's Max Weight
Maximum weight of the person receiving the move. Certain moves cannot be done on opponent's over a certain size no matter how big the attacker is.
This uses a weight class; the classes are divided by pounds. You can bring up the screen via the Help option (click ? then click Opponent's Max Weight):
1 = under 220 lbs
2 = under 245 lbs
3 = under 280 lbs
4 = under 320 lbs
5 = under 360 lbs
6 = under 400 lbs
7 = under 450 lbs
8 or NA = doesn't matter
Any move with a Max Weight should also have a Max Weight Class difference and it should always be less (excluding moves where both are NA).
Max Weight Class Difference
Some moves are limited by how much bigger the opponent is. This number should be how many weight classes higher the opponent can be than the attacker. Weigh class difference is between 1 and 7. NA means weight class difference doesn't matter.
This is not only a matter of moves where you lift the opponent, but also some moves where you pull your opponent down; if you are too much lighter than your opponent he wont budge.
Some moves will have a Weight Class Difference, but not a Max Weight.
If you are unsure about weight differences, look at the stats on a similar move.
Max Height Difference
Height matters less often than weight, but sometimes is still relevant. Usually this is a matter of being able to reach their head.
This difference is in inches. 12 inches = 1 ft.
Illegal
Illegal moves like low blows or chokes. If the referee sees this move executed he may call for a DQ.
Double Team Move
Can two wrestlers execute this move together?
Ex: clothesline, dropkick, stomp, vertical suplex
Setup For Aerial Move
This is for the attacker's teammate to follow up immediately with a move off the top rope. This is mostly for power moves.
If the move doesn't bring the opponent down (strikes, moves where the opponent is already on the mat) or does so with minor damage (rollups, takedowns) then do not check this box.
Double Team Setup Move
A move that can knock the opponent into the waiting grasp of the attacker's teammate.
Ex: dropkick.
(I'd love some more examples here.)
Double Team Followup Move
A move that would follow a Double Team Setup Move.
Ex: German suplex
I think most moves that can be done from behind an opponent would fit here.
Even if two wrestlers aren't part of a tag team or stable, if they are are teammates in a match and their move lists are compatible then they will work together with double team moves and setting each other up for moves.
Can Be Done With A Chair
Can a wrestler hold a chair while executing the move?
Examples:
flying splash, moonsault, legdrop (Arabian Facebuster), spinning back heel kick (Van Terminator)
Can Be Done Onto A Chair
Can a wrestler execute the move onto a chair?
Ex: drop toe hold, DDT
Can Be Done Through A Table
Any move where the opponent can be throw through a table (power bomb), be laid out upon a table then driven through it (flying splash), be driven through a table leaning against another object (spear), or be driven through a table when both wrestlers are on top of the table (piledriver).
Can Knock Over The Ladder
Can the move be executed against a ladder to knock it over instead of a wrestler?
Move Must Be Sold
Does it make sense for the opponent to No Sell the move? This mostly applies to strikes. Conversely, no selling makes no sense on takedowns, submissions, and rollups.
No Rope Break
This is only for submission moves.
Checking this box means the wrestler in the hold cannot fight his way to the ropes, usually because he is being held (ex: bearhug, torture rack) but alternatively because he has no limbs free to move himself closer to the ropes (ex: nudo).
Pull Tights
Does it make sense to grab a handful of tights to inhibit the opponent from being able to kick out. This is most common on cradles.
Only Heels pull tights.
(I admit I'm a bit unsure about when this does vs does not make sense.)
Use Ropes
Does it make sense for the wrestler to illegally put his feet on the ropes to help prevent the opponent from kicking out?
Most common reason for this to be unchecked is an aerial move where the attacker lands with their feet away from the ropes. (Ex: moonsault)
Only Heels use ropes.
Move Can Be Done From Behind Opponent
Ex: back suplex, full nelson, German suplex, sleeperhold
Uncheck this if the attacker must be facing their opponent.
Ex: power bomb, vertical suplex
Uncheck this if the opponent must be on the Mat to execute the move.
Person Doing Move May End Up Behind Opponent
Examples: go-behind, slidedown
Uncheck this if the Opponent Must Be On Mat or the move Brings Down Opponent.
Move's Name
Should usually be preceded with "a", "an", or "the" but there are a few exceptions (ex: spinning headscissors).
"The" should usually be limited to moves with specific names rather than generic names.
ex: "the Rock Bottom"
If a wrestler has a specific name for one of their moves different from how the move is listed in your database then use the Special Moves Wizard plugin rather than creating a duplicate of the move.
Damage
Damage is on a scale of 1 to 200. TNM's Help offers sample damage for several moves. For a much wider selection, look for similar move on one of the Moves Lists (TNM 3:16 or TNM UK).
Generally speaking, 10-20 are mostly cradles and rollups that are little more than a pinfall attempt. 20-50 are strikes, restholds, and minor slams. Nearly all moves that could commonly end a match are over 50. Over 100 are most aerial and top rope moves, really painful submissions (ex: ankle lock), and 'murderkilldeath' power moves (ex: Emerald Erosion).
Blockable
Most common example of moves that aren't blockable are splashes and variants thereof. Certain counter moves can't be blocked either like a roll away or duck-down.
Can Be Done When Wrestler Is Running
Running versions of most moves is unnecessary; instead just check off "Wrestler Is Running".
Counter 1 & 2
These are counters that could be done by any wrestler regardless of style. Ex: any wrestler can do a duck-down move.
Counters 3-??
These are commonly called Style-Specific Counters. These counters can only be used by wrestlers that have this specific style checked.
Not every move will have Style-Specific Counters. Some moves will have Style-Specific Counters for only certain styles. There will sometimes be partial overlap between Style-Specific Counters and general counters.
Technician: go-behinds, slidedowns, rollovers, rollups, certain takedowns, certain submissions
Brawler: strikes especially punches
High Flyer: slidedowns, flips, rollovers, cradles, armdrag - anything a fast and nimble wrestler would use.
Powerhouse: power moves like slams and powerbombs
Wrestler: go-behinds, suplexes, certain takedowns - anything someone with a mat wrestling background would know.
Heel: illegal moves like low blows and facerakes
Old Style: classic counters - moves that would be used by wrestlers from the 80s or earlier.
Martial Artists: strikes - especially kicks and legsweeps
Shooter: takedowns and most submissions - something that any UFC fighter would know.
Automatic Pinfall Attempt
The move always leads to a pinfall. Rollups/cradles, bridging moves, and moves like splashes where the wrestler lands in a pinning position.
Even if the move doesn't always lead to a pinfall attempt it will sometimes be followed by one.
Submission Move
All submission moves including restholds.
Neither
Any move that isn't a submission and doesn't automatically cause a pinfall attempt.
All moves must have either Automatic Pinfall, Submission, or Neither checked.
May Pin Yourself
Submissions where the wrestler's executing the move could end up with their shoulders on the mat (ex: figure four leglock) or pinning moves where both wrestlers could have their shoulders on the mat (ex: German suplex) causing a double pin.
Pinfall Attempt While In Hold
This box is only checked in addition to Submission Move.
For moves where the person receiving the hold could be pinned (ex: figure four leglock).
Throw Off Turnbuckle
Can the wrestler executing the move be thrown off the top rope? Essentially, any top rope move like a flying splash or superplex.
Brings Down Opponent
Check this if the move sends the opponent to the mat from the turnbuckle or a standing position.
If the wrestler is already on the mat and stays there then checking this is unnecessary.
Opponent Must Be On
Exactly one of the four boxes must be checked.
Turnbuckle: on the top turnbuckle (ex: superplex)
Mat: laying, sitting, or kneeling on the mat (ex: flying splash, Shining Wizard)
His Feet: standing (ex: kicks)
Any: the move can be done from more than one or all of the above positions. This is common for counter moves. It also applies to moves where the opponent can reasonably be pulled to their feet (ex: power bomb).
Breakable W/
Select a move here only for Submission moves.
This a move that can break the hold once it has already been applied. Ex: jawbreaker can break a sleeperhold.
Opponent's Max Weight
Maximum weight of the person receiving the move. Certain moves cannot be done on opponent's over a certain size no matter how big the attacker is.
This uses a weight class; the classes are divided by pounds. You can bring up the screen via the Help option (click ? then click Opponent's Max Weight):
1 = under 220 lbs
2 = under 245 lbs
3 = under 280 lbs
4 = under 320 lbs
5 = under 360 lbs
6 = under 400 lbs
7 = under 450 lbs
8 or NA = doesn't matter
Any move with a Max Weight should also have a Max Weight Class difference and it should always be less (excluding moves where both are NA).
Max Weight Class Difference
Some moves are limited by how much bigger the opponent is. This number should be how many weight classes higher the opponent can be than the attacker. Weigh class difference is between 1 and 7. NA means weight class difference doesn't matter.
This is not only a matter of moves where you lift the opponent, but also some moves where you pull your opponent down; if you are too much lighter than your opponent he wont budge.
Some moves will have a Weight Class Difference, but not a Max Weight.
If you are unsure about weight differences, look at the stats on a similar move.
Max Height Difference
Height matters less often than weight, but sometimes is still relevant. Usually this is a matter of being able to reach their head.
This difference is in inches. 12 inches = 1 ft.
Illegal
Illegal moves like low blows or chokes. If the referee sees this move executed he may call for a DQ.
Double Team Move
Can two wrestlers execute this move together?
Ex: clothesline, dropkick, stomp, vertical suplex
Setup For Aerial Move
This is for the attacker's teammate to follow up immediately with a move off the top rope. This is mostly for power moves.
If the move doesn't bring the opponent down (strikes, moves where the opponent is already on the mat) or does so with minor damage (rollups, takedowns) then do not check this box.
Double Team Setup Move
A move that can knock the opponent into the waiting grasp of the attacker's teammate.
Ex: dropkick.
(I'd love some more examples here.)
Double Team Followup Move
A move that would follow a Double Team Setup Move.
Ex: German suplex
I think most moves that can be done from behind an opponent would fit here.
Even if two wrestlers aren't part of a tag team or stable, if they are are teammates in a match and their move lists are compatible then they will work together with double team moves and setting each other up for moves.
Can Be Done With A Chair
Can a wrestler hold a chair while executing the move?
Examples:
flying splash, moonsault, legdrop (Arabian Facebuster), spinning back heel kick (Van Terminator)
Can Be Done Onto A Chair
Can a wrestler execute the move onto a chair?
Ex: drop toe hold, DDT
Can Be Done Through A Table
Any move where the opponent can be throw through a table (power bomb), be laid out upon a table then driven through it (flying splash), be driven through a table leaning against another object (spear), or be driven through a table when both wrestlers are on top of the table (piledriver).
Can Knock Over The Ladder
Can the move be executed against a ladder to knock it over instead of a wrestler?
Move Must Be Sold
Does it make sense for the opponent to No Sell the move? This mostly applies to strikes. Conversely, no selling makes no sense on takedowns, submissions, and rollups.
No Rope Break
This is only for submission moves.
Checking this box means the wrestler in the hold cannot fight his way to the ropes, usually because he is being held (ex: bearhug, torture rack) but alternatively because he has no limbs free to move himself closer to the ropes (ex: nudo).
Pull Tights
Does it make sense to grab a handful of tights to inhibit the opponent from being able to kick out. This is most common on cradles.
Only Heels pull tights.
(I admit I'm a bit unsure about when this does vs does not make sense.)
Use Ropes
Does it make sense for the wrestler to illegally put his feet on the ropes to help prevent the opponent from kicking out?
Most common reason for this to be unchecked is an aerial move where the attacker lands with their feet away from the ropes. (Ex: moonsault)
Only Heels use ropes.
Move Can Be Done From Behind Opponent
Ex: back suplex, full nelson, German suplex, sleeperhold
Uncheck this if the attacker must be facing their opponent.
Ex: power bomb, vertical suplex
Uncheck this if the opponent must be on the Mat to execute the move.
Person Doing Move May End Up Behind Opponent
Examples: go-behind, slidedown
Uncheck this if the Opponent Must Be On Mat or the move Brings Down Opponent.