Post by ViciousLothario on Jan 18, 2018 21:06:38 GMT -5
When you are creating your e-wrestler you need to give some thought into it even if you aren't a rookie. I usually lose a lot of time doing this.
In all my e-fed's experience, one of the most common mistakes of rookies and sometimes even "veterans" it's the character creation. So here I will leave you a few tips to do it better:
- First, create an original moveset you will get more joy out of it and your wrestler isn't Undertaker, or Shelton Benjamin... It's YOUR wrestler! It can contain a lot from your favorite wrestlers but being unique is rewarding for you, for the readers, for everybody.
- Second, don't just throw some moves into the moveset because you like them. Pick with standards. You need to understand what do you exactly want your wrestler to be in-ring and understand what fits and what not. When you are defining your Finisher think about the opponent's body area that would be affected and try to set some moves to wear down that body area. Also beware, if you're a Big Powerhouse it wouldn't be a good idea to apply an Hurracarana.
For example, if we want to win a match with a Powerbomb it would be a good idea to work the opponent's back first with other moves. You can archieve this in many ways, throw his back against everything you can think of, kicks, knees and elbows to the back even diverse types of Backbreaker (notice, diverse), you can even apply submissions like Boston Crab or aerial moves like Diving Leg Drop into the back.
Attention match writers, this also works for you. Targeting is very important and to direct a wrestlers offensive towards a certain body area it's already half way to write a good match and this is possible with any style of wrestling.
- Third, go into the EWE Rules and Info there you will find another board named EWE Roster. And this one will give you loads of information. Look at the moves that are more applied and try to run away from them. People tend to forget - myself included - that the most important thing to make their wrestler stand out is what he does and not what he says. Which will make go into the diversity theme again. If you want to do a slam and everybody has slams either you look for a slam that no one has on his move-set and that fits your wrestling style or if you don't manage to find one and it's really an important move to you try to do it in the most classical way, for example the old Scoop Powerslam that is applied by many WWE stars, like Randy Orton, CM Punk and others more.
I ask for the match writers attention again, if you have to look for something different try to remain classic according to the wrestler style. For an example, most of the times it's better to apply a Crossbody or a Splash with a light and agile wrestler that doesn't have a strong High Flying game than applying a Corkscrew Moonsault or SSP's. This is what is essential when you define a style, understanding where our wrestling can do more specific moves or not. Obviously, he doesn't have to be a specialist at something and can have more simple moves from a wide range of styles.
For example, Cena's strengh is his brawling but he also as an aerial move of simple execution, Diving Leg Drop Bulldog, he has a more complex submission, STF, but it's a finisher (his logic got better on that move, so when he applies it he really wants to win), has various moves from a Powerhouse....
To finish this I will leave you a good process to define your wrestler.
Credits to: Miths (an old portuguese friend)
In all my e-fed's experience, one of the most common mistakes of rookies and sometimes even "veterans" it's the character creation. So here I will leave you a few tips to do it better:
- First, create an original moveset you will get more joy out of it and your wrestler isn't Undertaker, or Shelton Benjamin... It's YOUR wrestler! It can contain a lot from your favorite wrestlers but being unique is rewarding for you, for the readers, for everybody.
- Second, don't just throw some moves into the moveset because you like them. Pick with standards. You need to understand what do you exactly want your wrestler to be in-ring and understand what fits and what not. When you are defining your Finisher think about the opponent's body area that would be affected and try to set some moves to wear down that body area. Also beware, if you're a Big Powerhouse it wouldn't be a good idea to apply an Hurracarana.
For example, if we want to win a match with a Powerbomb it would be a good idea to work the opponent's back first with other moves. You can archieve this in many ways, throw his back against everything you can think of, kicks, knees and elbows to the back even diverse types of Backbreaker (notice, diverse), you can even apply submissions like Boston Crab or aerial moves like Diving Leg Drop into the back.
Attention match writers, this also works for you. Targeting is very important and to direct a wrestlers offensive towards a certain body area it's already half way to write a good match and this is possible with any style of wrestling.
- Third, go into the EWE Rules and Info there you will find another board named EWE Roster. And this one will give you loads of information. Look at the moves that are more applied and try to run away from them. People tend to forget - myself included - that the most important thing to make their wrestler stand out is what he does and not what he says. Which will make go into the diversity theme again. If you want to do a slam and everybody has slams either you look for a slam that no one has on his move-set and that fits your wrestling style or if you don't manage to find one and it's really an important move to you try to do it in the most classical way, for example the old Scoop Powerslam that is applied by many WWE stars, like Randy Orton, CM Punk and others more.
I ask for the match writers attention again, if you have to look for something different try to remain classic according to the wrestler style. For an example, most of the times it's better to apply a Crossbody or a Splash with a light and agile wrestler that doesn't have a strong High Flying game than applying a Corkscrew Moonsault or SSP's. This is what is essential when you define a style, understanding where our wrestling can do more specific moves or not. Obviously, he doesn't have to be a specialist at something and can have more simple moves from a wide range of styles.
For example, Cena's strengh is his brawling but he also as an aerial move of simple execution, Diving Leg Drop Bulldog, he has a more complex submission, STF, but it's a finisher (his logic got better on that move, so when he applies it he really wants to win), has various moves from a Powerhouse....
To finish this I will leave you a good process to define your wrestler.
An e-wrestler for all the purposes is a fighter, a figure that has a personality beyond what he does on the ring. And what he does on the ring has to have a logic and has to transmit what his character is.
A character needs to have 4 essential things:
- Physical Description (Height, Weight, Clothing, if he's ripped, toned, skinny, etc...)
- In-Ring Description (Strikes, Moves, Taunts, etc...)
- Historical Description (Character's Background - Name, Origin, What has he done in live, etc...)
- Psychologic Description (Heavily connected to the alignment but shouldn't be only defined by this...)
Study Case #1:
I was listening the music "Taxman" from Beatles and I thought "this is the perfect song for a debt collector". As an exercise, I will pass this idea to pratice.
My method: First define the character about the picture people get when they see him for the first time, only then I will create an history for the character and in the end I will define his/her psychologic.
The main idea is a debt collector. A guy that accepts money from a person, to get back the money someone owe's to this person. Or even just give him a few punches. Obviously, a debt collector is a gut with a menacing physique, but in my perspective also agile. He won't be the most technician wrestler, but someone who trusts more in his fists and anything around him to hit the opponent. Let's call him "The Debt Collector" Charles Crowley
Let's start filling some options:
Height: 6'4ft | 195cm
Weight: 256lbs | 116kg
Fighting Style: Striker/Powerhouse
The 3 first options I filled out will conditionate directly what my character does in ring. This must be a big concern for every one of us. We should make our wrestler the most distinguished according to the competition and original, as possible. It is what a real wrestler would do, he would try to distinguish himself from the competition to win a place in the company or in the card, in case of indy promotions.
The logic behind this wrestler moveset is this: He is a big guy, heavy and technically limited. High Flying and Mat/Chain Wrestling will most likely be discarded, however he can do an aerial move or a particular submission, but they should be simple given that he doesn't have much technique. I always advise to have a submission move in tour moveset even if it's simple, it gives a lot of help to the people who will write your matches.
Let's then define a moveset for this future character:
Finisher:
- Flapjack Lift into Sitout Spinebuster – Powerfull move, that you can see once in a while (Tommy Dreamer and Lance Cade recently) and it adapts to the character cause mainly it requires strength. Name Proposition: PAY TIME!
Signature Moves:
- Deadly Right Hook – As a Striker, he should have an impact move that can end the match at any second. Can use this to give the character some kickboxing background for example.
- Diving Shoulder Block – Running or diving from the second rope, agility and raw strength.
- Jumping Knee Drop
- Bicycle Kick – A great kick in the head. A typical striking movement and also fits in the category end this with a strike.
- Running Single-Leg Low Dropkick - Same
- MMA Style Elbow Strikes
- Spinning Reverse Kick
- Gourdbuster
- Jumping Front Powerslam – It affects the oponnent's back with the impact on the floor and also the chest with our wrestler falling over his chest.
- Corner Body Splash – Raw Strenght
- Two Handed Choke Suplex – Hurts the back
- Gutwrench Overhead Backbreaker – Hurts the back
- Hangman´s Facebuster
- Tilt a Whirl Slam
- Torture Rack – The submission move I spoke about earlier. It's simple, it requires strength and it affects the same area as the finisher. O tal movimento de submissão.
Character's Background: Since we already defined how is he going to act in-ring let's go to the character history.
Looking at our moveset we can realize 2 things - a lot of strength and strikes. This reminds me immediately of some stuff and from this things we can get to another:
- He trained Kickboxing from 12 until 17 years old.
- Body Builder after he was 16.
- He went to the army from 17 until 20 years old
- Disco Security from 20 until 23 years old.
- Debt Collector until now after he was 23 until now... (26 years old for example)
With this curriculum it would be very logic to join wrestling. From here we can include stuff about his family, about his emotional bons with people that appear over the course of his life, about all phases of his life, etc...
He can come from Las Vegas, given the immense ammount of nightlife there.
His Psycholgic: everything starts by defining if he is going to be Face/Tweener/Heel. Afterwards, we accentuate points of his background that are the most interesting for his description:
- As a Face, Highlight his sports passion, the sportsmanship Kickboxing gave to him and the sense of honour for being in the army, for example.
- As a Heel, you can say that the army sent him home because of his reckless conduct his lack of brain and the brutality he applied on his functions afterwards as disco security and as debt collector.
Obviously you can give add better or worse characteristics to accentuate or subtract the characters load: It's not so good to fall into the stereotypes of super-hero or horrible villan. If you give one or two negative aspects to a face isn't bad, and some redemption charecteristics to a heel.
After some thinking I think it's better for him to be a heel.
Physical Description:
- He has the typical body of an bodybuilder, biceps like Scott Steiner, mega freak. He has a marine haircut, is blonde and very white.
- He uses black pants, black boots that cover all the area from the foot to the knee and black MMA Gloves with the "fingers cut".
And that's it. Now I submit this, wait to be approved and I will start roleplaying.
A character needs to have 4 essential things:
- Physical Description (Height, Weight, Clothing, if he's ripped, toned, skinny, etc...)
- In-Ring Description (Strikes, Moves, Taunts, etc...)
- Historical Description (Character's Background - Name, Origin, What has he done in live, etc...)
- Psychologic Description (Heavily connected to the alignment but shouldn't be only defined by this...)
Study Case #1:
I was listening the music "Taxman" from Beatles and I thought "this is the perfect song for a debt collector". As an exercise, I will pass this idea to pratice.
My method: First define the character about the picture people get when they see him for the first time, only then I will create an history for the character and in the end I will define his/her psychologic.
The main idea is a debt collector. A guy that accepts money from a person, to get back the money someone owe's to this person. Or even just give him a few punches. Obviously, a debt collector is a gut with a menacing physique, but in my perspective also agile. He won't be the most technician wrestler, but someone who trusts more in his fists and anything around him to hit the opponent. Let's call him "The Debt Collector" Charles Crowley
Let's start filling some options:
Height: 6'4ft | 195cm
Weight: 256lbs | 116kg
Fighting Style: Striker/Powerhouse
The 3 first options I filled out will conditionate directly what my character does in ring. This must be a big concern for every one of us. We should make our wrestler the most distinguished according to the competition and original, as possible. It is what a real wrestler would do, he would try to distinguish himself from the competition to win a place in the company or in the card, in case of indy promotions.
The logic behind this wrestler moveset is this: He is a big guy, heavy and technically limited. High Flying and Mat/Chain Wrestling will most likely be discarded, however he can do an aerial move or a particular submission, but they should be simple given that he doesn't have much technique. I always advise to have a submission move in tour moveset even if it's simple, it gives a lot of help to the people who will write your matches.
Let's then define a moveset for this future character:
Finisher:
- Flapjack Lift into Sitout Spinebuster – Powerfull move, that you can see once in a while (Tommy Dreamer and Lance Cade recently) and it adapts to the character cause mainly it requires strength. Name Proposition: PAY TIME!
Signature Moves:
- Deadly Right Hook – As a Striker, he should have an impact move that can end the match at any second. Can use this to give the character some kickboxing background for example.
- Diving Shoulder Block – Running or diving from the second rope, agility and raw strength.
- Jumping Knee Drop
- Bicycle Kick – A great kick in the head. A typical striking movement and also fits in the category end this with a strike.
- Running Single-Leg Low Dropkick - Same
- MMA Style Elbow Strikes
- Spinning Reverse Kick
- Gourdbuster
- Jumping Front Powerslam – It affects the oponnent's back with the impact on the floor and also the chest with our wrestler falling over his chest.
- Corner Body Splash – Raw Strenght
- Two Handed Choke Suplex – Hurts the back
- Gutwrench Overhead Backbreaker – Hurts the back
- Hangman´s Facebuster
- Tilt a Whirl Slam
- Torture Rack – The submission move I spoke about earlier. It's simple, it requires strength and it affects the same area as the finisher. O tal movimento de submissão.
Character's Background: Since we already defined how is he going to act in-ring let's go to the character history.
Looking at our moveset we can realize 2 things - a lot of strength and strikes. This reminds me immediately of some stuff and from this things we can get to another:
- He trained Kickboxing from 12 until 17 years old.
- Body Builder after he was 16.
- He went to the army from 17 until 20 years old
- Disco Security from 20 until 23 years old.
- Debt Collector until now after he was 23 until now... (26 years old for example)
With this curriculum it would be very logic to join wrestling. From here we can include stuff about his family, about his emotional bons with people that appear over the course of his life, about all phases of his life, etc...
He can come from Las Vegas, given the immense ammount of nightlife there.
His Psycholgic: everything starts by defining if he is going to be Face/Tweener/Heel. Afterwards, we accentuate points of his background that are the most interesting for his description:
- As a Face, Highlight his sports passion, the sportsmanship Kickboxing gave to him and the sense of honour for being in the army, for example.
- As a Heel, you can say that the army sent him home because of his reckless conduct his lack of brain and the brutality he applied on his functions afterwards as disco security and as debt collector.
Obviously you can give add better or worse characteristics to accentuate or subtract the characters load: It's not so good to fall into the stereotypes of super-hero or horrible villan. If you give one or two negative aspects to a face isn't bad, and some redemption charecteristics to a heel.
After some thinking I think it's better for him to be a heel.
Physical Description:
- He has the typical body of an bodybuilder, biceps like Scott Steiner, mega freak. He has a marine haircut, is blonde and very white.
- He uses black pants, black boots that cover all the area from the foot to the knee and black MMA Gloves with the "fingers cut".
And that's it. Now I submit this, wait to be approved and I will start roleplaying.