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For example if you choose the Finisher special skill: your Finisher will be extremely effective.
Another example is the Hardbody special skill: which gives your wrestler a strong & healthy body & your wrestler can be extremely tough to get pinned.
But some Special Skills more points than others to your edits overall total points.
And then they are combinations of 2 or even 3 special skills combined add more points to your wrestler.
I would say the majority real life edits of wrestlers require only the Finisher special skill.
Can someone please post a link to the Instruction Manual for this game?
Thanks!
For the record, HP is health, obvs.; SP is spirit, which is what influences whether a move successfully pins the AI or whether they submit or not. Generally, anything below 25% SP has a chance of successfully pinning based on ref position and fall count speed. 0% SP almost always guarantees a submission.
15 pt. Skills
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Stardom - When HP is at 0 (i.e. when even a light standing attack crumples the wrestler), doing a taunt and then using any move will cause that move to do 125% normal damage.
Q. Return - When HP is low (possibly somewhere between 5 and 25%), but SP is still high (how high that is I'm not 100% certain), the wrestler only takes 1/8 as long of a time to recover from being knocked down.
Over Turn (also referred to as One Hit Reversal) - When HP is less than 10%, but SP is above around 30%, the probability of a critical is doubled.
Start Dash - While HP is over 70%, gaint +1 parameter point to all offensive parameters. This includes parameters that are already at 10.
Guts - While HP and SP are both at 0%, the chances that a wrestler instantly submits is reduced to about 1/20 per submission tick. Normally at 0% SP, a submission is more or less instant.
Strikeback - While HP is under 5%, and while the opponent's HP is also under 5%, all offensive parameters are increased by +2; again, this will overide the stat cap.
Finish (One-Hit Finisher) - The first two uses of your wrestler's finisher do 150% damage.
Blood - When bleeding, EVERY move done by the wrestler does 10% bonus damage.
Hardcore - While holding a weapon, all offensive and defensive parameters are increased by +3 - again, this can go over the normal in-game cap.
Focus (Concentration) - The probability of Strike, Submission, and Technical criticals are decreased by 50%. This does not cover a wrestler's finisher.
Adapt - The probability of Suplex and Power criticals are decreased by 50%. Again, this does not include a wreslter's finisher.
Hardbody - It's not fully explained, but I think that it means that, unless a move goes above a certain damage threshhold, usually achieved by either being one of the biggest moves in the game, being flagged as a finisher/signature, and/or having a boost from Stardom or Finish; it will not successfully pin the wrestler. This does not effect submission probabilities at 0%, however.
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25 pt. Skills:
Superstar - Stardom + Finish. Setting up a running, grounded, post, etc. move as a finisher with a taunt priority basically means it's doing significantly greater damage than normal.
Warrior (Wild Warrior) - Q. Return + Start Dash. This is essentially Road Warrior Hawk and Animal's custom-made skill.
Second Wind - Q. Return + Over Turn.
Rage (Great Counterattack) - Q. Return + Strikeback. Basically Misawa's personal skill.
Banish (Abandonment) - Focus + Over Turn.
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35 pt. Skills:
Spirit (Fighting Spirit) - Stardom + Over Turn + Strikeback. This is basically reserved for Antonio Inoki.
Monster - Stardom + Over Turn + Adapt. Jumbo Tsuruta's skill in FPD/Z/R.
Do or Die (Burning Inner Strength) - Over Turn + Guts + Strikeback. The name is a reference to Kinnikuman's hidden power.
Reborn (Spirit of Restoration) - Guts + Focus + Hardbody. This is Riki Choshu's special skill; the name is a reference to his original unit, Ishin-gun.
Correct.