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Anyway. You can practice any wrestler's moves by going to create a move set, pick any wrestler and then scroll down to practice play.
I mainly got the game because of Royale Rumble and it's a lot of fun once you get the hang of it.
The game only caters for the Xbox controller and although some of the buttons seem to be the same the game also mentions controls I don't have like LT and RT, at first I assumed that meant Left Trigger and Right Trigger but Left trigger seems to do nothing and Right Trigger kicks the opponant in the head which is not what the game says it should do lol.
I've looked for a video on Youtube like the one above except for Steam controllers but can find nothing, if the game had configurable controls then I would at least be able to work out which of the buttons on my controller relate to the controls on the Xbox controller but you can't even do that which is a pity.
As this looks way better than the 2006 version I might try WWE 2K20 when it comes out but please for the next game can you include proper in-game Steam controller support or at least configurable input options so I can work out which buttons relate to what you are instructing us to do on the screen.
So, how is this game (wrestling games more generally)? Is it competitive? And if so, how high is the skill-barrier? Would it be apt to describe it as a lower skill level/ low entry-barrier fighting game? Like MK/Streetfighter, but slower and friendlier for casuals?
The game clearly lacks a tutorial and the practice "mode" (if you want to call it such) is hidden in the section "create/move lists".
It also lacks an explanation for the actual game mechanics. What I think I have figured out so far from online sources:
HEALTH
STAMINA
MANIPULATING THE OPPONENT'S POSITION/STANCE
OPPONENT IN FACE-LOCK (to initiate a face-lock, press neutral A while both contrahents are standing)
ENEMY ON GROUND
ENEMY STANDING (not in corner/at ropes)
BASIC MOVEMENT
META MECHANICS
There is just so much stuff in this game that isn't explained anywhere at all. And noone seems to care about it anyways (except for complaints about the uncomprehensible/counter-intuitive difficulty of pins and submissions). For me personally, understanding the most basic game mechanics (what increases my chance to win = pin/tap-out the opponent?) is a prerequisite for enjoying the game (i.e. building custom wrestlers, developing tactics, etc.). Not telling the player how he can improve his gameplay is not really game design in my opinion.
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PINS
The size of your kick-out window depends on:
By contrast, neither stamina nor limb-damage seems to have any effect on your kick-out window size.
Preliminary note: When you’re trying to improve your tactics, it might be a good idea to (temporarily) decrease the input-skill/experience factor of the game. To do so, go to options/game balance/balance 2 and max-out all the reversal sliders. This will increase the time-windows that players have to input reversals. So the outcome of a game will depend more on tactics rather than on a missed input. The submission minigame is still skill-based though.
Winning a match: Pins and Submissions
In order to win, you need to successfully pin an opponent so that he gets counted out or make him tap-out in a submission hold. Both of these options are minigames, and you need to increase your chances before you initiate them in order to be successful. In order to have any greater chance of success in the pin-minigame, you need to initiate it after or during (pin-combo + pin-combo skill) a finisher move – this way, the opponent will only have 2 tries and his kick-out window will shrink significantly. Don't pin if your chances for success are small as a kick-out gives momentum to your opponent. For the submission minigame, you need to do severe damage to the targeted limb before you initiate it (your technical/power submission attribute doesn't matter).
Pins: Finishers, Momentum
So, your main goal in order to pin the opponent is to land a finisher. This sounds easier than it actually is: 1) you need to unlock your finisher move by gaining “momentum”. 2) if your opponent has reversals at his disposal, he might reverse your finisher, in which case your finisher is lost, and the opponent is rewarded a huge amount of momentum (75%) himself. NOTE: An alternative way to gain finishers is to equip the respective level 2 payback ability.
How to gain momentum as fast as possible? Basically, you gain momentum by hitting the opponent or reversing his attacks. It’s important to know that different wrestlers come with different rates of momentum gain (the attribute is called “momentum”). Be aware that the differences between wrestlers can be quite significant. Also, you get a slight bonus if the enemy is already damaged (in yellow overall health, even more if in red overall health). What is more important for you to know is that different types of attack award you with different amounts of momentum. Generally speaking, the more spectacular a move is, the more momentum you get. For a more detailed break-down, you can refer to the post on “momentum” in this topic. As a general rule, grapples are better than strikes, moves against a grounded opponent are better than moves against a standing opponent, air-attacks are best. So here is something for you to consider: Is it safe enough for you to go for the air attack? Or will the opponent stand up early and thereby break your series of attacks?
If you hit with your signature, you gain a finisher. So if you miss your signature, you basically miss out on 150% of momentum! That's a minor catastrophe. Getting reversed on your finisher is also awefull, as it gives the opponent 75% momentum. So always make sure to hit with your special attacks! Ideally, you deplete all the opponent's reversals before you go for a special attack.
Also, you should probably refrain from "charged signatures/finishers". The reversal window for them is often rather small, but more experienced players will probably reverse them consistently.
Series of attacks and Reversals
Series of attack bring me to the second point: reversals. When a wrestler in WWE gets hit, this usually starts what could be called a series of attack for his opponent (unless the opponent really messes up). Think of it as a combo. During a chain of attack, the roles are fixed: one wrestler suffers and is locked in “hit stun” (he is dazed either standing or lying on the ground), while the other wrestler is free to attack. There is no way to break out of a chain of attack except by reversing an opponent’s attack. And here is where the strategy comes in: You don’t have unlimited reversals. Reversals regenerate relatively slowly over time. This means you have to use them very wisely.
I see three good ways to use reversals: a) If you have the maximum number of reversals, use one. If you don’t use it, you’re just wasting reversal-recovery time and allow the enemy to inflict damage and gain momentum. b) If you have only one reversal left, save it for the opponent’s signature/finisher. Ignoring this advice can cost you matches quickly. c) You can also use reversals aggressively. Before committing your own signature/finisher, you want to tease out out all of the opponent’s reversals (as mentioned above, having one’s special attacks reversed is quite catastrophical). So, if the enemy has no reversals left and attacks you, you might want to reverse (even if it is your own last reversal). If you don’t reverse, the enemy will gain time and his reversals will fill up again. If you have the opponent weakened, you want to keep up the pressure and finish him.
IMPORTANT NOTE: Try to never to use a reversal when one of your reversal bars is almost filled-up. All progress on it will be lost if you use a reversal (activating the level 1 reversal payback ability is safe though, you don’t lose progress).
When you’re running low on reversals and your enemy does not, it is a good idea to slow down the match so that you can recover reversals. To do so, it might be wise NOT to attack the opponent when he is stunned (instead, you might perform a taunt). By attacking your opponent, you give him the chance to reverse and keep putting pressure on you. If you have to attack, you might use an attack with a long animation. If you have no other means, you might even run away from your opponent.
Major reversals: Major reversals cost two reversal bars but reward you more momentum and a buff. So, by performing a major reversal, you're basically opting for an aggressive playstyle. You probably shouldn't do this unless you have more reversals than your opponent.
What's the best way to draw your opponent's reversals? WIP
Like in other fighting games, it is a good idea to start a series of attack with a light and fast attack (with good reach). If you hit, the opponent usually goes into a "hit-stun" that lets you perfom a stronger move on him. While stunned, your opponent can still reverse, but at least you don't run the risk of getting hit/interrupted during the start-up of your stronger attack. So basically, there is a "footsie" phase in WWE. Here, the properties of your standard attacks matter a lot and range and movement are of importance major factors. It's a good idea to practice dodges (stepping backwards without making your wrestler turn around). But generally speaking, footsie play is not that important in WWE because a situation in which both opponents are standing and ready to fight are comparatively rare.
Be aware that submission holds (unless successfull) and working holds will end your attack streak (failed pins are a bit safer). You shouldn't end your attack-streak this way. Rather, you should make the opponent pay that reversal! If the enemy is about to slip out of one of your holds, you might consider to abort it (press LB).
Submissions: Limb damage
WIP
Cheap tactics
Something that can be really ugly and worthy of a reversal is when your opponent tries to have you counted out when you're outside the ring (in normal matches). It's a pretty cheesy tactic. If the count is getting closer to 10 and your opponent is about to make a move that would knock you down, you better reverse it.
Momentum is one of the most important mechanisms in the game as it gives you access to your signatures and finishers which are a prerequisite for a successfull pin.
Moves by level of momentum gain (the %-numbers are just for reference from my actual test runs; these numbers will differ from wrestler from wrestler and are based on many factors as described above):
Moves with fixed (?) momentum gains & losses:
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Note: Working holds don't give you momentum at the start. You gain a tiny amount of momentum for each successfull "phase" of the working hold though.
I haven't taken a closer look at momentum gains for reversals yet, but it seems as if the gains for reversals are inverted compared to the gains for doing the moves. I.e. Reversing fast quick strikes gives you more momentum than reversing stronger strikes and grapples.
Note that actual damage (which is modified by power/offense and durability/defense attributes) of an attack plays no role for momentum gain. So, if you want to create a very strong fighter that strikes slowly but very powerfully, it might be a good idea to give him a high momentum attribute. Otherwise he will have troubles to unlock his specials. The same is true for characters that are designed to use lots of light and fast strikes. Even though the character might perform many of those attacks, they don't gain as much momentum as grapples, so you might give the character a momentum buff as a compensation.
Note that the payback-ability fill-up does NOT depend on the opponent's momentum gains. So, for example, you don't get your payback ability any faster if the enemy wrestler's momentum attribute is very high.
Note: -, + indicates how much altering the attribute changes the overall power of the character (when maxing out, the most important attributes (+) add ca. 3-5 points)
Note that abilities and skills are ignored for determining a character's overall power. Generally speaking, the overall rating of wrestlers is not really a reliable expression of their actual power. And the creation system does not guarantee "balanced" characters. Personally, I'm fine with that. To be honest it would be extremely hard to come up with a strength-formula that considers all the combinations of attributes + moves in move-list + abilities + skills (by level) + hitpoint-ratio + match mode. E.g. what if you're a pin-specialist but the match cannot be won by pins?
Important Core Attributes (these are just important overall)
Reversal Window Attributes (these have an influence on the duration of your/the opponent's reversal window - I'm not quite sure yet if the speed attributes might also be used to determine who hits when both opponents would hit at the very same time)
Offensive Attributes (influence on the damage output for attacks using that limb/technique; this info is listed for each move in the move-list: every move uses some form of power/offense)
Defensive attributes (reduce the damage dealt to the particular body part that is targeted by an attack - this is listed for each attack in the move-list - or caused by the technique; remember that hitpoint-ratio also plays a major role)
Submission attributes (Note that these only affect the damage dealt by submission moves, they have NO effect on the submission minigame itself!)
Others (less important imho)
Submission holds are mapped to A (hold) (neutral) against an opponent in facelock or A (hold) (neutral or any direction) against a grounded opponent (three variants depending on your position - head, legs, side).
How the submission minigame works:
There is a balance gauge. When the attacker moves his slider so that it overlaps the defender's slider, the attacker shifts the balance in his favor (as long as the sliders overlap). Whenever the two sliders don't overlap, the balance gets shifted in the defender's favor. When a player reaches 100% on the balance gauge, he wins the submission.
To move your slider to a space on the circle, just flip the stick to that position and the slider will move there on the shortest route. By pressing LT (when prompted), you can boost the speed at which your slider travels to the target point at the cost of stamina. People seem to use mainly two techniques in the submission minigame: they either move their slider right and left like a pendulum. Or they roll their stick/slider in full circles.
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Note for the alternative button mash version of the submission minigame: Here, limb injuries have only a tiny effect. The best you can get against a white limb seems to be almost a 1:1 balance for the first 4 button prompts, then the defender has the advantage. If you have an advantage in the submission technique over your opponent's submission defense, you might get a slight advantage for the first 4 button prompts. It's really a bit underwhelming.