Hello once again guys, today I'm talking about the video game: WWE 2K16. A game that I have high expectations for and am highly anticipating the release! If you're interested in WWE games, make sure to join in with the discussion!
Page 2 of 10 - Moves removed from the game - posted in WWE 2K16: Maybe Rikishis move will be reanimated for his showcase match with The Rock. One can only hope. More people should complain so maybe if 2K didnt plan it they can fix it? It will be addressed soon enough If not I guess Kelly Kellys will do.
My concept today is something I'm calling 'Signature Finishers'. If you're a 2K gamer like myself, you will know that at 100% momentum you get a Signature then follow with the deciding Finisher. However, at times, this transaction does not look very 'smooth' and my idea is just a cool animation.
Superstars like; Seth Rollins, Dolph Ziggler, John Cena etc.. follow their signatures with a finisher in one smooth movement. For example, Cena's 'Five Knuckle Suffle' into an 'Attitude Adjustment' or Seth Rollins 'Bucklebomb' into a 'Curb Stomp'.
Is feel that it would be an awesome input feature if there was an added animation by 2K in the future game called 'Signature Finisher' where this could happen. I personally feel that it would just make the match look more attractive (#NoHomo) and enjoyable. Also, from a YouTube creator's point of view, it could greatly improve their quality of content!
Ziggler's super kick into a 'Zig Zag' is well known for finishing matches and would add to the previous examples. In my opinion, these would be awesome additions!
I hope I've explained this well enough for you to understand..
Do you like my concept? How to download kindle for mac.
Should I do more of these?
What would you add to the next game? Mac installer dmg seagate wireless plus.
Thanks again for the read and remember, 'Suplex City, Bitch'
Adobe illustrator free download mac full version. Adios :wave:
Move Thief Ability: Steal an opponent's finisher and use it against them, disrupting their focus and causing them to lose stamina. Level 1: Ability can be used once per match. Level 2: Useable twice and increase the stamina lost. Level 3: Completely drains the opponent's stamina while allowing the move to be used once per match. Ring Escape Ability: Allows Superstars to escape to ringside when they are down near the ropes. Level 1: Requires 75% of stamina bar to perform. Level 2: Reduces cost by 33%. Level 3: Reduces cost by 66%. Pin Combo Ability: Allows a Superstar to perform a pin immediately following certain grapple attacks. Level 1: Reduces opponent's kickout gauge by 10%. Level 2: Reduces to 20%. Level 3: Reduces to 30%. Diving Pin Combo Ability: Allows a Superstar to perform a pin immediately following certain diving attacks. Level 1: Reduces opponent's kickout gauge by 10%. Level 2: Reduces by 20%. Level 3: Reduces by 30%. Teamwork Ability: Damage inflicted by double team moves and Tag Team finishers is increased. Level 1: Deals 12% more damage. Level 2: Deals 17% more damage. Level 3: Deals 26% more damage. Fan Favorite Ability: Increases the time window in which players must complete a Superstar's Comeback moment. Level 1: Increases it by 13 seconds. Level 2: Increases by 16 seconds. Level 3: Increases by 21 seconds. Mouthpiece Ability: Players have a stamina increase when their manager distracts the referee. Level 1: Provides a small boost. Level 2: Increases boost further by 50%. Only usable twice per match. Level 3: Increases boost further by 50%. Only usable twice per match. Technician Ability: Decreases stamina cost of reversals. Level 1: Decreases by 10%. Level 2: Decreases by 30%. ![]() Ruthless Aggression Ability: While fighting at ringside, damage dealt from grapple and environmental attacks is increased. Level 1: Increased by 7%. Level 2: Increased by 11%. Level 3: Increased by 18% Immovable Object Ability: Can only be used by Heavyweight and Super Heavyweight Superstars. Decreases the chance that a Superstar will fall to his knees when hit by a strong or running strike. Level 1: Decreases the chance by 40%. Level 2: Decreases by 55%. Level 3: by 65%. Resilience Ability: Allows players to immediately kick out from the pinfall mini-game. Wwe2k16 Which Move Does More Dmg FreeLevel 1: Requires a Finisher and can be done once per match.Level 2: Requires a Finisher but can be done twice per match. Level 3: Does not require a Finisher but can only be done once per match. Dirty Pin Ability: Can be performed when the opponent is lying parallel to the ropes. Level 1: Decreases the opponent's kick out gauge by 26% but the chance that referee sees the pins is increased by 24%. Level 2: Decreases gauge by 44% but the chance of referee noticing is increased by 34%. Level 3: Requires a finisher, decreases gauge by 60%, and referee chance is increased to 50%. Rope Break Ability: Decreases the probability of the referee seeing the Rope Break of the opponent during the first pin count. Level 1: Decreases by 60%. Level 2: Decreases by 50%. Level 3: Decreases by 40%. Wwe2k16 Which Move Does More Dmg GameGo Back to main page of WWE 2K16 Cheats, Tips & Secrets Comments are closed.
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