Post by The Chupster on Mar 15, 2017 15:51:56 GMT -5
Here's some stuff for folks that don't have the game to help y'all get your wrestlers made.
Please keep in mind 3 things:
Do your character's skills before you do their moveset. What skills you have determine what moves you can have in your moveset.
If you're going to use someone else's moveset (i.e. Goldberg's, or whatever), go into Quick Edit and do that BEFORE you set Abilities, Skills or Attributes. Your character will end up with the moveset, abilities and skills of that character, which can totally fuck your shit up, so do the moveset first, then go and adjust the rest.
Before doing Attributes, DO YOUR ABILITIES. Abilities and Attributes both affect your Overall score, and since you need to have an Overall of 85, doing your Abilities after Attributes will give you over 85 and you'll have to go change shit later.
OKAY! That said, here's the abilities, followed by attributes, so y'all know what they are and do.
Abilities:
Each ability has 3 levels. You get a total of 9 levels, so you can have 9 Level 1 Abilities, or 3 Level 3 Abilities, or 4 Level 2 Abilities and 1 Level 1 Ability, whatever works. You can also forego having any Abilities at all in favor of having extra Attribute points, but you can only change so many points and Abilities each quarter, so don't end up fucking yourself.
Attributes:
Please remember, the lower limit for ALL Attributes is 50. The upper varies by weight class.
Personality:
Personality is basically your character's AI. Characters act more like you would expect them to depending on their personality scores. For example, cowardly wrestlers will retreat more often. Treacherous wrestlers will remove turnbuckle pads. Etc. etc. etc. You can set each of the six sliders pictured below to any value (1-100) on either the left or right side of the slider, 1 being weakest intensity of that attribute, 100 being strongest.
IF YOU'RE WORKING WITH THE CHUPSTER ON YOUR CHARACTER, A MOVESET IS MUST BE SUBMITTED BEFORE THE REST OF THE CHARACTER WILL BE MADE.
This is to ensure everyone's time is utilized properly.
Please keep in mind 3 things:
Do your character's skills before you do their moveset. What skills you have determine what moves you can have in your moveset.
If you're going to use someone else's moveset (i.e. Goldberg's, or whatever), go into Quick Edit and do that BEFORE you set Abilities, Skills or Attributes. Your character will end up with the moveset, abilities and skills of that character, which can totally fuck your shit up, so do the moveset first, then go and adjust the rest.
Before doing Attributes, DO YOUR ABILITIES. Abilities and Attributes both affect your Overall score, and since you need to have an Overall of 85, doing your Abilities after Attributes will give you over 85 and you'll have to go change shit later.
OKAY! That said, here's the abilities, followed by attributes, so y'all know what they are and do.
Abilities:
Each ability has 3 levels. You get a total of 9 levels, so you can have 9 Level 1 Abilities, or 3 Level 3 Abilities, or 4 Level 2 Abilities and 1 Level 1 Ability, whatever works. You can also forego having any Abilities at all in favor of having extra Attribute points, but you can only change so many points and Abilities each quarter, so don't end up fucking yourself.
Ability Name | Level | Description |
Move Thief | Level 1 | Use opponent's finisher against them. Opponent loses stamina. Can be used 1 time per match. |
Level 2 | Opponent loses more stamina. Can be used 2 times per match. | |
Level 3 | Opponent loses all stamina. Can be used 1 time per match. | |
Ring Escape | Level 1 | Escape to ringside when near the ropes. Requires 75% stamina bar. |
Level 2 | Escape to ringside when near the ropes. Stamina cost is reduced by 33%. | |
Level 3 | Escape to ringside when near the ropes. Stamina cost is reduced by 66%. | |
Pin Combo | Level 1 | Perform pins immediately after certain grapple attacks. Opponent's kick-out gauge is reduced by 10%. |
Level 2 | Perform pins immediately after certain grapple attacks. Opponent's kick-out gauge is reduced by 20%. | |
Level 3 | Perform pins immediately after certain grapple attacks. Opponent's kick-out gauge is reduced by 30%. | |
Diving Pin Combo | Level 1 | Perform pins immediately after certain diving attacks. Opponent's kick-out gauge is reduced by 10%. |
Level 2 | Perform pins immediately after certain diving attacks. Opponent's kick-out gauge is reduced by 20%. | |
Level 3 | Perform pins immediately after certain diving attacks. Opponent's kick-out gauge is reduced by 30%. | |
Teamwork | Level 1 | Damage inflicted by tag team finishers is increased by 12%. |
Level 2 | Damage inflicted by tag team finishers is increased by 17%. | |
Level 3 | Damage inflicted by tag team finishers is increased by 26%. | |
Fan Favorite | Level 1 | Wrestlers have 13 seconds to complete their Comeback sequence. |
Level 2 | Wrestlers have 16 seconds to complete their Comeback sequence. | |
Level 3 | Wrestlers have 21 seconds to complete their Comeback sequence. | |
Mouthpiece | Level 1 | Wrestler's manager will distract the ref for a brief time and provide small stamina boost before being ejected. |
Level 2 | Manager can distract 2 times before ejection. Provides 50% more stamina than Level 1. | |
Level 3 | Manager can distract 2 times before ejection. Provides 50% more stamina than Level 2. | |
Technician | Level 1 | Lowers the stamina cost for reversals by 10%. |
Level 2 | Lowers the stamina cost for reversals by 30%. | |
Level 3 | Lowers the stamina cost for reversals by 50%. | |
Ruthless Aggression | Level 1 | When fighting at ringside, grapple and environmental damage is increased by 7%. |
Level 2 | When fighting at ringside, grapple and environmental damage is increased by 11%. | |
Level 3 | When fighting at ringside, grapple and environmental damage is increased by 18%. | |
Immovable Object | Level 1 | Decreases chance that a wrestler will fall to a knee by 40% when hit with strong or running strike. HEAVYWEIGHT & SUPER HEAVYWEIGHT ONLY |
Level 2 | Decreases chance that a wrestler will fall to a knee by 55% when hit with strong or running strike. HEAVYWEIGHT & SUPER HEAVYWEIGHT ONLY | |
Level 3 | Decreases chance that a wrestler will fall to a knee by 65% when hit with strong or running strike. HEAVYWEIGHT & SUPER HEAVYWEIGHT ONLY | |
Resiliency | Level 1 | Can kick out immediately from pinfall. Can be used once per match. Uses 1 Finisher. |
Level 2 | Can kick out immediately from pinfall. Can be used twice per match. Uses 1 Finisher. | |
Level 3 | Can kick out immediately from pinfall. Can be used once per match. Uses no Finisher. | |
Dirty Pin | Level 1 | Used once per match. Modifies opponent's kick-out gauge by 26%. Low probability (24%) ref sees the pin. Low Momentum penalty (24%) if seen. Low stamina consumption. |
Level 2 | Used once per match. Modifies opponent's kick-out gauge by 44%. Moderate probability (34%) ref sees the pin. High Momentum penalty (60%) if seen. Moderate stamina consumption. | |
Level 3 | Used twice per match. Modifies opponent's kick-out gauge by 60%. High probability (50%) ref sees the pin. High Momentum penalty (80%) if seen. High stamina consumption. Requires a Finisher. | |
Rope Break | Level 1 | High probability (60%) the ref sees the Rope Break when initiated on the first pin count. Maximum Momentum awarded is 15% if successful during the 2nd pin count. |
Level 2 | Moderate probability (50%) the ref sees the Rope Break when initiated on the first pin count. Maximum Momentum awarded is 45% if successful during the 2nd pin count. | |
Level 3 | Lower probability (40%) the ref sees the Rope Break when initiated on the first pin count. Maximum Momentum awarded is 75% if successful during the 2nd pin count. |
Attributes:
Please remember, the lower limit for ALL Attributes is 50. The upper varies by weight class.
Arm Power | Affects the amount of damage dealt by attacks using the arms. |
Leg Power | Affects the amount of damage dealt by attacks using the legs. |
Movement Speed | Affects the walking and running speed of a wrestler. |
Strike Speed | Affects the speed of a wrestler's strikes. |
Grapple Speed | Affects the speed of a wrestler's grapples. |
Agility | Affects the speed for climbing the turnbuckle. |
Strength | Affects how much weight a wrestler can lift. |
Stamina | Affects how quickly stamina decreases. |
Stamina Recovery | Affects how quickly stamina is recovered. |
Damage Recovery | Affects the rate of hit point recovery. |
Momentum | Affects the rate at which a wrestler earns Momentum. |
Chain Wrestling | Determines a wrestler's proficiency in chain wrestling. |
Chain Wrestling Speed | Affects the chain wrestling mini-game, determines how fast the gauge fills up. |
Grapple Offense | Affects the amount of damange dealt by grapple attacks. |
Running Offense | Affects the amount of damage dealt by running attacks. |
Reversal Offense | Affects the amount of damage dealt by reversal attacks. |
Power Submission Offense | Affects the amount of damage dealt by power submissions. |
Technical Submission Offense | Affects the amount of damage dealt by technical submissions. |
Aerial Offense | Affects the amount of damage dealt by diving and springboard attacks. |
Aerial Range | Affects the range of a wrestler's diving and springboard attacks. |
Springboard Offense | Affects the amount of damage dealt by diving attacks. Also affects probability AI will use springboard attacks. |
Environmental Offense | Affects damage dealt by attacks using the barricade, ring post, or grapple attacks at ringside. |
Foreign Object Offense | Affects damage dealt by foreign objects. |
Head Durability | Reduces damage inflicted to the head. |
Body Durability | Reduces damage inflicted to the body. |
Arm Durability | Reduces damage inflicted to the arms. |
Leg Durability | Reduces damage inflicted to the legs. |
Pin Escape | Affects the difficulty of the pinfall mini-game. |
Reversal | Determines the max number of reversals at the start of a match. |
Strike Reversal | Affects a wrestler's ability to reverse strikes. |
Grapple Reversal | Affects a wrestler's ability to reverse grapples. |
Aerial Reversals | Affects a wrestler's ability to reverse diving and springboard attacks. |
Power Submission Defense | Reduces the damage received from power submissions. |
Technical Submission Defense | Reduces the damage received from technical submissions. |
Mic Performance | Affects promos in WWE Universe and MyCareer. NOT USED IN OCW SO SET TO 50!!!!! |
Personality:
Personality is basically your character's AI. Characters act more like you would expect them to depending on their personality scores. For example, cowardly wrestlers will retreat more often. Treacherous wrestlers will remove turnbuckle pads. Etc. etc. etc. You can set each of the six sliders pictured below to any value (1-100) on either the left or right side of the slider, 1 being weakest intensity of that attribute, 100 being strongest.