WWE 2K19

WWE 2K19

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How do you actually play this game?
I don't know anything about wrestling or how the controls even work outside of the inputs list. I assumed there would be a normal tutorial on how to play but you have to discover tutorials, they don't include how you're generally supposed to use the controls, and I can't find the rules anywhere (sometimes the ref just throws me off of someone and ends the match). Am I supposed to trial and error everything until I figure out how to climb up onto the corner and jump on people?
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there is a good primer on the controls here https://www.youtube.com/watch?v=I1OBEjlhV8A
My last wrestling game was Tecmo World Wrestling on the NES, so thx for the link :)
Ryles 16 févr. 2019 à 18h53 
That's an insanely useful guide, thank you!
I know. It's annoying. I just got the game myself a couple of weeks ago. Haven't played a wrestling game since WCW vs. nWo on the N64.

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.
this should really be explained ingame imo
Tried the game for an hour and it looks amazing (last WWE game I played is Smackdown VS Raw 2006 on PS2) and I think I could really get into it but I'm afraid I'm going to have to refund it because I have one of these weird Steam controllers and I cannot for the life of me work out the controls.

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.
Wenzel 17 févr. 2019 à 10h27 
May I join in here? I've only ever played one wrestling game (Fire Pro Wrestling) pretty recently and to be honest I found it quite disappointing as a game because it just wasn't competitive. It felt like it was more based and balanced around the idea of delivering a show to the audience, rather than beating your opponent. I not looking for that (and I'm nor really interested in wrestling per se).

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?
Dernière modification de Wenzel; 17 févr. 2019 à 10h31
Wenzel 18 févr. 2019 à 6h59 
Okay so I bought it during the sale.

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
  • You have three levels of health: as you take damage, the color of your health bar progresses from green to yellow to red. NOTE: Orange damage is temporary damage and is explained further below. NOTE: You cannot loose all your health. About 30% of the final (red) bar will only ever take temporary (orange) damage.
  • The different health-levels are linked to the respective stamina levels: E.g., once your health enters the yellow level, your maximum stamina level switches to dark blue.
  • Some part of the damage taken is temporary and will be recovered. This temporary damage is shown in orange. From my experience, this is more important in the final stages of a match when your fighter has only about 30% of his red bar left (he can't go below that). In this case, he will only take orange damage and recover his (red) health bar. The balance between the filled (red) and temporarily unfilled (orange) bar seems to have quite a large effect on your chances for the pin-minigame? The recovery speed allegedly depends on a fighter's "damage recovery" stat.
  • Note that each superstar has a balance of hitpoints (and body part durabilities). Usually, 4000 hitpoints are spread out over all his/her bodyparts. You can look it up in myWWE/edit superstars or the superstar's move-list if you have the accelerator DLC

STAMINA
  • You have three levels of stamina: light blue, dark blue, violet.
  • If you fully deplete your current stamina level (by performing moves, sprinting, etc.), you will never get it back. Also, your current stamina level can never exceed your current health level (see above, health).
  • I have no clue what stamina does, except from slowing down your movement speed. Does it actually give the opponent larger time windows for reversals? Does it affect how long it takes my fighter to stand up? Does it affect the minigames? No clue, no explanations anywhere.
  • Stamina regenerates automatically up to the maximum of the current level. You get a big boost if you roll out of the ring when you're down. It gets depleted by sprinting, slipping out of the ring, striking and grappling reversing, being held in a working hold, kicking out of a pin.

Dernière modification de Wenzel; 20 févr. 2019 à 1h17
Wenzel 19 févr. 2019 à 13h02 
LIMB TARGETING
  • To some extent, each move is limb-targeting. You can look up the moves in the move-list and check which limb of the opponent they target.
  • When the opponent is on the ground, you can approach and hold RB. Depending on where you're at in relation to the opponent (head, side, legs), the A button symbol will show up at the opponent's body-display (where body damage is shown) over the respective limb. If you press the button while its symbol is being shown, your fighter will conduct the respective limb-targeting move. (I got this wrong until I realized you have to make sure the symbol pops up....Note that it is always the A button!)
  • The other option for limb-targeting occurs when you have your opponent in face-lock (press neutral grapple). You can then hold RB and target a specific limb by pressing the respective button for the head (Y), the arms (X/B) or the legs (A).
  • How fast a limb of the opponent turns yellow/red allegedly depends on 1) the power of your respective attacks (each attack uses one or two of the offensive attributes of your character), 2) the durability of that limb (each character has a durability stat for each type of limb), 3) the hitpoints of the limb (most characters' have 4000 hitpoints, and they're spread out over all limb-areas).
  • Once a limb is damaged, it should make it easier to force a tap-out on the enemy by using a submission hold that targets the damaged limb. But I have not confirmed this yet. It is unknown whether limb-damage also decreases the damage output for attacks that are "powered" by that limb.


MANIPULATING THE OPPONENT'S POSITION/STANCE
  • If the enemy is on the ground, you can drag him around by holding RT and moving the left stick (you need to continue to hold RT, if you release the button, you release the opponent).
  • If the enemy is standing, you need to press RB+RT to drag him around. You don't need to continue holding RB+RT while holding. If you should want to release the opponent, press LB.
  • If you have the enemy in face-lock, you just need to push RT to drag him (same as above, no need to continue to hold).
  • To make the enemy stand up (go from ground to standing), flip the right stick up. It seems as if the enemy stays dazzled.
  • To make the enemy switch to the next "higher" stance (either from ground to seated or from seated to kneel), flip the right stick down.
  • To make the enemy sit down (go from standing to seat), flip the right stick down. This starts an attack that leaves the opponent sitting on the ground.
  • To get the opponent into a corner, perform an Irish Whip (B) and flip the left stick diagonally to a corner.
  • To make your opponent re-enter the ring, either 1) perform an Irish Whip (B) in the direction of the ring, or 2) press RB+RT to drag him (see above), move-drag him to the rink, then press LT when your're close to the apron/ropes.
  • To make your opponent exit the ring, hold the button while performing an Irish Whip. Some wrestlers can also throw enemies out of the ring from a carry (skill: "ring toss out")

Dernière modification de Wenzel; 21 févr. 2019 à 11h38
Wenzel 19 févr. 2019 à 23h24 
I found it practical to write up a list of the basics for various standard situations (Xbox notations). I found these controls to be pretty consistent for all wrestlers (I've not included the Y button which triggers signatures/finishers/counters; and I've not included taunts). Needless to say that this control scheme is not intuitive/consistent or newbie-friendly at all:


OPPONENT IN FACE-LOCK (to initiate a face-lock, press neutral A while both contrahents are standing)
  • A + direction --> various weaker grapple attacks, some might be weight-sensitive
  • A (neutral) --> "working hold" (stamina-drain-hold)
  • A (neutral or any direction) (hold) --> submission hold, directional input doesn't matter
  • X (neutral or any direction) / X (hold) (neutral or any direction)--> one specific strike, directional input doesn't matter, releases opponent from face-lock
  • B --> Irish Whip
  • B (hold) --> Irish Whip (makes the enemy fly over the ropes/exit the ring; requires skill "hammer throw")
  • RT --> drag the opponent (no need to hold it continously)
  • RB (hold) --> while being held: toggles limb targeting (buttons to target specific body parts will show up in the enemy's body health window; Y for the head, X/B for the arms, A for the legs)
  • LB --> release opponent from face-lock
  • LT --> does nothing
  • (right stick does nothing)

ENEMY ON GROUND
  • A (neutral or any direction) --> various grapple attacks, depending on your position (@ head, @ side, @ legs), directional input does not matter
  • A (hold) (neutral or any direction) --> initiates various holds/submissions depending on position, directional input does not matter
  • X (neutral or any direction) --> standard stomp, directional input does not matter
  • X (hold) (neutral or any direction) --> various attacks (usually knee/ellbow drops) depending on position, variations if opponent is face-up or face-down, directional input does not matter
  • B (neutral or any direction) (tap or hold) --> initiate pin
  • RB (hold) --> toggles limb targeting (while holding RB, approach the head/side/legs of the opponent and press A to do the limb-specific attack)
  • RT (hold) --> drag the opponent (you need to continously hold RT while dragging the opponent around as releasing RT also releases the opponent)
  • Flip right stick up --> make the opponent stand up
  • Flip right stick down --> make the opponent sit
  • (any other input on right stick results in a stomp with the alternative leg)

ENEMY STANDING (not in corner/at ropes)
  • A (neutral) / A (neutral) (hold) --> initiates face-lock
  • A + direction --> various medium grapple attacks, variations if facing the opponent's rear, some might give the opponent opportunities for minor and major reversals, some might be weight-sensitive
  • A (hold) + direction --> various stronger grapple attacks, these usually give the opponent opportunities for a minor and major reversal, variations if facing the opponent's rear, some might be weight-sensitive
  • X (neutral) / X + direction --> various strikes
  • X (hold) + direction --> various stronger strikes, variations if facing the opponent's rear
  • B --> Irish Whip
  • B (hold) --> Irish Whip (makes the enemy fly over the ropes/exit the ring; requires skill "hammer throw")
  • RB + RT --> drag opponent around (no need to hold RB+RT continously)
  • RB + direction on right stick --> initiate a carry (usually gives opponent opportunity for minor and major reversals)
  • RT --> reverse
  • flip right stick down --> initiates an attack that will leave the opponent sitting on the ground (seating stance)
  • flip right stick up --> initiates a pin (note: this actually requires the skill "leverage pin", but it seems that all stock wrestlers have this skill); This pin seems to be easier to break than the ground pin, as it increases the target area for the defender (the additional part is shown in yellow)?

BASIC MOVEMENT
  • LT (hold) --> makes you sprint / if you sprint towards the ropes, your character will bounce and change direction / If you sprint towards a corner/turnbuckle, your character will climb the top rope / If you're in the ring and sprint towards the ropes and also hold LB, your character will slip through the ropes and exit the ring fast (no stop on the apron) / If you're outside of the ring and sprint towards the ropes/apron, you will enter the ring very fast (slide below the ropes, no stop on the apron)
  • LB --> if you're close to the ropes/apron, it makes you enter/exit the ring slowly (with a stop on the apron) / if you're close to a corner/turnbuckle, your character will climb the middle rope
  • LB (hold) --> If you're close to the ropes/apron, it makes you enter/exit the ring fast (rolling, no stop on the apron) / If you sprint towards the ropes (holding LT) and also hold LB, your character will slip through the ropes and exit the ring fast (no stop on the apron)

META MECHANICS
  • Press the left stick --> If you have both your payback abilities filled up, you can switch between them by pressing down the left stick. To initiate the selected payback-ability, hold RB and tap LB.
  • Press "down" on the d-pad --> If you have a finisher stored (Fx at least 1) AND have a momentum greater than 100% (so you also have access to a signature move), you can switch between your stored finisher and the allowed signature move by pressing down on the d-pad. (If you only have one or several finishers, but your momentum is lower than 100%, it doesn't work --> you can't convert a finisher into a signature...)
Dernière modification de Wenzel; 20 févr. 2019 à 4h04
Wenzel 24 févr. 2019 à 0h26 
I've also run a few tests on many other things. Some preliminary conclusions:

  • The overall (non-limb-specific) damage status (green, yellow, red) has a slight influence on the break-put window (ca. 10-15% per damage level?).
  • The pin-escape attribute works as intended (it increases the break-out-window quite significantly). It adds the light red part to the break-out window.
  • Leg power (and presumably also other types of power/offensive) does work as intended. I've tested it with very weak strikes powered by the leg against the same opponent (same ratio/durability). With leg power 30 (the minimum), it took 25/43 hits to turn the targeted limb of the opponent to yellow/orange status. With leg power 80, it only took 17/29.
  • “Hitpoint ratio” de-/increases the hitpoints of limbs. The greater the hitpoints, the more damage limbs can take before they become injured. For example, using the same weak kick (with the same leg power) against the legs, with the opponent’s leg ratio at 600 (the minimum), it took 13/22/27 hits to turn the opponent’s legs to yellow/orange/red. With leg ratio 2.200 (the maximum), it took 45/78 hits to turn them yellow/orange. Note that it takes more damage to turn limbs from “good” to yellow, a bit less to turn them orange, and a bit less again to turn them red (I’ve not tested any further for the violet and white levels) – it’s ca. 100% damage for yellow, +70% for orange, +35% for red.
  • Limb durability. The higher the limb durability of a limb, the more damage it can sustain before it is injured. For example, with leg durability 30, it took 9/15/19 weak blows to turn the legs to yellow/orange/red, while with leg durability 80, it took 14/24/30 (ratio was the same). I also tested stronger blows: with durability 30, it took 4/6/7, while with durability 80, it took 6/9/12.
  • So hitpoint ratio and limb durability seem to do the same thing? Maybe there are some specific additional effects (in submissions? for AI routines?) for those two.
  • SUBMISIONS (button mash version). It seems as if the attacker has his best odds at the start of the submission, deteriorating over time. The following is very incertain (generally speaking, it's very hard to test): The first 1-4 prompted buttons are "phase 1", buttons 5-6 are "phase 2", 7+ are "phase 3". The attacker's chances are deteriorating with each phase. Not sure about specific limb damage – overall damage in all the following cases was red, leg-submisson: head red, torso ok, legs yellow -> 2:3 against attacker at phase 1, 1:3 phase 2+ /// head red, torso orange, legs yellow -> 1:1 at phase 1, 2:3 at ph 2, 1:3 at phase 3 // head red, torso orange, legs red -> same as before (1:1 perhaps had a very, very slight advantage for attacker).
  • The attribute "strike reversal" (and supposedly also other reversals) does seem to work as described. It increases your window to input a reversal. I’ve recorded footage and slowed it down and watched when the reversal prompt popped up. Characters with better “strike reversal” attribute had the opportunity to input the reversal earlier (when the enemy was still charging up). However, I need more testing. I’ve only taken a closer look at two attacks. In one case it clearly worked, in the other one there was no difference.
  • Suspicion: on the last health bar, temp. damage recovery is slowed down, while temp. damage share is increased. (For the final 33% of the last health bar, you can only suffer temporary damage).
  • The attributes "strike speed" (and supposedly also "grapple speed") are hard to test. The animation doesn't seem to get any faster. My suspicion (which is also supported by a quick test) is that it decreases your opponent's reversal window (so the stat actually mirrors the reversal attributes of your opponent). The effects of speed versus reversal (modified by the reversal in game balance options) are practically impossible to notice with the bare eye. I recorded some footage slowed it down to 10% and measured the time that the reversal prompt was shown. The duration the reversal info stays on the screen is quite clearly linked to the actual reversal frames (the change is clearly noticable when you increase the overall reversal window time in options/game balance. Maxed out at 100, the info is displayed about 3 times as long as with the option set to 10.)


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.

------------------------------



PINS

The size of your kick-out window depends on:
  • whether the pin was initiated after a special move (signature, finisher, omg). Of all the factors listed here, this is the biggest one. NOTE: After a finisher move, you only get 2 chances to kick-out instead of 3
  • your "pin escape" attribute (the higher the better; the actual effect of this attribute is visible - it's the light red part of your kick-out window)
  • whether or not the pin was initiated as a part of a pin-combo (also depending on your opponent's pin-combo skill level),
  • whether or not the opponent performs a dirty pin (requires dirty pin skill)
  • Your overall health level (color of your health bar: green, yellow, red) - the effect is rather minor
  • [/list]

    By contrast, neither stamina nor limb-damage seems to have any effect on your kick-out window size.

    • If the defender manages to kick out of a pin, he receives 15% momentum. The attacker usually keeps his wake-up advantage (in some cases he shakes his head in disbelief though).
    • Performing a pin neither inflicts any damage nor gives you any momentum.



Dernière modification de Wenzel; 27 févr. 2019 à 0h14
Wenzel 24 févr. 2019 à 2h01 
THOUGHTS ON TACTICS

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.
Dernière modification de Wenzel; 25 févr. 2019 à 23h55
Wenzel 24 févr. 2019 à 6h56 
MOMENTUM

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.

  • You wrestler's "momentum" attribute has a huge impact on how much momentum you gain from a successfull attack. For example, the same heavy strike gave me 1.5% momentum with the momentum attribute of my wrestler set to 30 (=minimum), while with momentum set to 100 (=maximum), it gave me 5.4%!
  • The overall damage status of the opponent. The lower the opponent's overall health level (green/yellow/red), the more momentum you gain by hitting him. Data for strong strike: 1.5% @ green opponent, 2% @ yellow opponent, 2.5% @ red opponent. I don't think that limb damage plays any role here. It's just based on overall health status.
  • Momentum match setting. To be honest I have not tested this. In the match menu, you can change between fast, normal and slow momentum gain.
  • The type of attack. All moves in the game seem to be classified in some tier/level when it comes to momentum. It seems as if the specific animation/type of attack doesn't really matter. What matters is the "set" of the attack. E.g. all weak strikes give the same amount of momentum, even though their animations differ and also their damage differs. For a list of tiers see below.
  • Active crowd taunt. By pressing left on the directional pad, you can perform a crowd taunt which gives you a temporary boost on momentum. It works (data: 1.5% attack now gained 1.9%; 0.5% attack increased to 0.6%). Note that you can either have crowd or opponent taunt active at a time, but not both.


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):
  • TIER I (1.1%): weak strikes, strike from facelock, weak strike versus grounded opponent, strike versus kneeling/sitting opponent, "strong" strike (hold X) while running against standing opponent
  • TIER II (3.5%): all strong strikes versus standing opponent
  • TIER III (5.8%): light grapples versus standing opponent (including those from facelock), weak strike (tap X) while running against standing opponent
  • TIER IV (6.9%): heavy grapple against standing opponent, strong or weak grapple versus grounded opponent, any throw when carrying the opponent, strike versus "irish-whipped" opponent (hopping over the opponent does not give additional momentum), grapple while running against standing opponent, (normal) air attack from mid-rope versus standing opponent, submission holds (from facelock or ground; ??? not quite sure here )
  • TIER V (8%): (normal) air attack from mid rope versus grounded opponent
  • TIER VI (12%): (normal) air attack from top rope versus standing opponent
  • TIER VII (13.8%): (normal) air attack from top rope versus grounded opponent


Moves with fixed (?) momentum gains & losses:
  • reversing your opponent's finisher move: +75%
  • reversing your opponent's signature move: +50% (? plus some extra; in my case the momentum was first increased by 50, and then quickly - still while the signature was being performed - by another 14.5)
  • kicking out of your opponent's pin: +15%
  • aborting your own working hold: -10% (by contrast, aborting submission holds and pins is safe)
  • hitting with your signature: +50%
  • successfully defending against a working hold + 26% (not sure if this is a fixed number yet; edit: had an instance in which I gained +30%)
  • getting your signature reversed by the opponent: - 50% (!)

-------------------------

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.

Dernière modification de Wenzel; 26 févr. 2019 à 15h05
Wenzel 24 févr. 2019 à 8h39 
ATTRIBUTES OVERVIEW

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)
  • Momentum + (how much momentum you gain by hitting the opponent)
  • Reversal + (how many reversals your character can store; the ingame description is misleading - it's not just how many reversals has at the start of the game)
  • Pin Escapae + (has a large influence on the size of your kick-out window in the pin-minigame, the effect of this attribute/bonus is indicated by the light red color in your kick-out window)
  • Strength + (important if you're fighting opponents who are heavier than you; if they're too heavy, you might be unable to perform certain moves on them --> linked to "move modifier" attribute of attacks and "weight detection" moves)
  • Movement Speed - (how fast your character moves; gets reduced when you lose stamina levels - i.e. from light blue to blue to violet)
  • Stamina + (on standard game balance settings, stamina is not that important as it tends to recover very quickly; it can be a factor in submissions though: if you run out of stamina, you can no longer boost your slider)
  • Stamina Recovery (same as above)

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)
  • Strike Speed (decreases opponent's reversal window)
  • Grapple Speed (decreases opponent's reversal window)
  • Strike Reversal (increases your reversal window)
  • Grapple Reversal (increases your reversal window)
  • Aerial Reversal - (increases your reversal window)

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)
  • Arm Power +
  • Leg Power +
  • Grapple Offense +
  • Running Offense +
  • Aerial Offense
  • Springboard Offense -
  • Environmental Offense -
  • Foreign Object Offense -
  • Reversal 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)
  • Arm Durability
  • Leg Durability
  • Head Durability
  • Body Durability

Submission attributes (Note that these only affect the damage dealt by submission moves, they have NO effect on the submission minigame itself!)
  • Power Submission Offense
  • Technical Submission Offense +
  • Power Submission Defense
  • Technical Submission Defense +

Others (less important imho)
  • Agility - (speed to climb turnbuckle; can be interesting if you want to go for aerial moves early in the game; note that climbing speed decreases when you run low on stamina --> the opponent might recover before you can perform your dive move, especially if it targets a grounded opponent)
  • Damage Recovery (I have no real clue how this works)
  • Aerial Range -
  • chain wrestling attributes (I haven't tested these)


Dernière modification de Wenzel; 27 févr. 2019 à 1h01
Wenzel 24 févr. 2019 à 14h52 
SUBMISSION HOLDS

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.

  • Each individual submission hold targets a particular limb of your opponent (head, torso, arms, legs). You can look it up in the move-list. If that particular limb of your opponent is already damaged (shown in yellow, orange, red, dark red, violet, white) when you initiate your submission hold, you receive an advantage in the minigame: the size of the defender's slider will increase (according the injury level of the limb) so that it is easier for you to overlap it with your slider, and the initial balance on the balance gauge will be shifted in your favor. (The size of the attacker's slider always stays the same).

  • The technical/power submission offense/defense attributes of the wrestlers do NOT matter for the minigame itself. They're just used to determine the damage dealt by the submission.

  • Having injured arms while perfoming a submission on the opponent doesn't seem to have any effect on the submission minigame. Your submissions don't get weaker if your arms are damaged. (haven't checked the damage output though).

  • If the defender wins the submission minigame, he will inflict some damage (reversal?) on the attacker, gain a tiny bit of momentum and have the wake-up advantage.

  • If the attacker wins the submission minigame, the defender taps out and loses the match.

  • If the attacker aborts the submission hold (by pressing LB), he keeps the wake-up advantage. Aborting a submission does not lead to a loss of momentum.

  • Initiating a submission gives some momentum to the attacker (not sure which tier of momentum) and inflicts damage on the defender (supposedly based on the technical or power submission offense of the attacker, depending on the specific submission hold move). It seems as if no further damage is inflicted during the mini-game itself.

--------------
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.
Dernière modification de Wenzel; 26 févr. 2019 à 15h38
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