WWE 2K24

WWE 2K24

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question regarding move-sets, finishers & super finishers
so i wanted to overhaul all my rosters movesets and add a super finisher for everyone for enhanced gameplay options. so i just wanted to just assign the regular primary finisher as super finisher too. but i experienced that this seems not to be possible for every move. e. g. my custom ahmed johnson caw has tyler driver '97 and butterfly powerbomb set as his two finishers. but instead of other moves i cant select them another time. they are just missing in the selection list when they are already set as regular finishers. this just seems to be the case for some moves. as i edited other movesets its possible to select the regular finisher twice and then assign one as super finisher. any ideas how to solve this?
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Showing 1-6 of 6 comments
ah i just read you can have only 2 finishers from the same position that explains it then i guess ..
It wouldn't make sense to have the same move as a finisher and a super. That would beg the question; if they are the same move, what makes one a super?
Originally posted by captain403:
It wouldn't make sense to have the same move as a finisher and a super. That would beg the question; if they are the same move, what makes one a super?
It makes no sense in a real-world situation but in-game the super version does more damage, stuns longer and disables Resiliency at the cost of three finisher stocks (and the inputs are different). It's really just to give your wrestler a bit more power should the opportunity arise. Some people just like having an advantage (even if everyone else has it).

It's handy if you find yourself using super finishers often to have one usable from a standing front position or similar instead of one from sitting on the top turnbuckle which never happens naturally and leaves you open to several reversals just to set up.
Originally posted by Legendary Mr. Tiddles:
... the super version does more damage, stuns longer and disables Resiliency...

But WHY? It's just the same move he did 10 minutes ago. What makes this one so much more devastating that the last time he did it?

It makes no sense even within the game.
Originally posted by captain403:
Originally posted by Legendary Mr. Tiddles:
... the super version does more damage, stuns longer and disables Resiliency...

But WHY? It's just the same move he did 10 minutes ago. What makes this one so much more devastating that the last time he did it?

It makes no sense even within the game.
It's not a storytelling mechanic, just purely a gameplay mechanic, and in gameplay it makes sense becasue it's more powerful than the regular version. It's like using a modified version of an assault rifle instead of the regular model; the modified one could be more powerful or more accurate even if there's no way to tell the difference.

Or like, an Ultra Mushroom that makes you grow twice as big and tough as the regular Super Mushroom. Except like the poison mushrooms from Super Mario for Super Players, they're indistinguishable from regular Super Mushrooms.

And I have to add, it's not "the same move", it's the "super finisher" version of the same move. TOTALLY different!
Last edited by Legendary Mr. Tiddles; Jan 5 @ 3:08pm
it also adds a blurry effect animation when performing a super finisher. i will probably opt to reduce my normal standing finisher to just one option so i can assign the second option as super finisher. i also edited most of my wrestlers to at least 85 overall and gave them the resiliency badge so the super finisher seems like a fine counter to that resiliency kickout badge mechanic. basically the super finisher protects the finishing move as you can't kick out of the move (e. g. the bad guy only using the razors/outsiders edge to finish & win the match. he never used it if he was scripted to loose a bout (uncensored 98) ..
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Showing 1-6 of 6 comments
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