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There are certain moves in the game where the opponent will continue to sell while the attacker is recovering (a specific dragon screw comes to mind), allowing him to get into position to chain grapples or strikes together. Instead of focusing on increased down-time when hit by moves, or resetting the recovery and possibly screwing up balance, why not add a sell animation that's triggered when a wrestler hits a moves with the "special" or "finisher" tag applied to it?
For example, the opponent has a finisher from the top turnbuckle. He hits it and the opponent goes into a pre-determined sell animation, possibly based on his position when hit. The attacker then has an opportunity to follow up the move or pin the opponent. This could apply to non-pin grapple moves, strikes or even submission moves where the opponent would immediately sell the limb damage if he breaks a submission hold.
In order to keep it balanced, this could be restricted to the first use of a move only so you can avoid situations where players just abuse it for the recovery animation multiple times. Maybe even the first use of a finisher only so it's really reserved for important sequences in a match.
Any thoughts?
2. An actual tap-out animation for submissions would be nice.
3. ART OF THE NO-SELL - Have a no-sell reversal type that will allow the offensive move to be completed but the person on the receiving end will quickly pop to their feet, or shrug off the move as if nothing happened. A few animations i'd like to see with this idea are:
a. Undertaker/Kane Sit-Up animation
b. Brock Lesnar's beast roar vs standing strikes including weapons
4. Make wrestlers stay down longer after big moves especially and grab limb that move was performed on. Adding selling animations after moves will also give players more time to follow up as they can plan their next attack while their opponent is locked in the selling animations.
While controlling a match as the player, I often hold the Medium strike button down while on the mat. That keeps you from popping up when recovered. As soon as you're actually recovered (and would normally pop up) you can roll around on the mat as long as you keep the button held down. This is nice for escaping to ringside to catch your breath, or simply "dodge" a ground grapple attempt and then stand up.
I love the idea of certain "no-sell" animations like Undertaker sitting up, or certain giant characters shrugging off low level strikes. With the addition of the strike battles, seems like it opens the possibility for quite a few other automated situations to come into play based on certain character criteria.
Maybe you could do something like having it add a couple of seconds to their "selling timer" if you connect with one of those moves, giving you enough time to also go over for the pin before they get up?
Edit: Not having time to pin after top rope moves is a bigger issue though.
Also them staying down after a pinfall would be nice. Nothing kills immersion more than when you kill someone with a finisher, get the pin, and then they pop up 1 second later.
Had to sign in at work just to say i 110% agree with everything here top to bottom. This would put this game over the top and i'd enjoy it way more than i already do with this system.