Wwe 2K16 Cheats Ps3 WWE 2K16 [PS3] - Trainers City - Cheats & Soluces - Preset Movesets: the List Below Are the Preset Movesets for Each of the Wrestlers

Wwe 2K16 Cheats Ps3 WWE 2K16 [PS3] - Trainers City - Cheats & Soluces - Preset Movesets: the List Below Are the Preset Movesets for Each of the Wrestlers

wwe 2k16 cheats ps3 WWE 2K16 [PS3] - Trainers City - Cheats & Soluces - Preset Movesets: The list below are the preset movesets for each of the wrestlers. American Dragon: Bryan Danielson/Daniel Bryan. Backbreaker Specialist: Roderick Strong. Bucking Trends: The Young Bucks. Charisma Personified: Jeff Hardy. Gold Standard: Shelton Benjamin. Jackson: Ezekial Jackson. Jomo: John Morrison. Olympic Hero: Kurt Angle. Panama Playboy: Adam Cole. Shake, Rattle & Roll: Road Dogg. The Ace Of Japan: Hiroshi Tanahashi. The Dude: Trent Barretta. The Monster: Brodus Clay. The Shoot Fighter: Katsuyori Shibata. The Suplex Machine: Tazz. WWE Legend 1: Eddie Guerrero. Abilities: Below is a list of the different abilities the Superstars have, each ability has 3 different levels which has the corresponding listed attributes. 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%. 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%. Ability: Increases the time window in which players must complete a Superstar's Comeback moment. Level 1: Increases by 13 seconds. Level 2: Increases by 16 seconds. Level 3: Increases by 21 seconds. Ability: Can only be used by Heavyweight and Super Heavyweight wrestlers. Decreases the chance that a Superstar will fall to their knees when. Hit by a strong or running strike. Level 1: Decreases the chance by 40%. Level 2: Decreases by 55%. Ability: Supertars 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. 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. 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%. Ability: Allows Superstars to immediately kick out from the pinfall mini-game. Level 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. 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%. 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%. Ability: When a Superstar is 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% 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. Ability: Decreases stamina cost of reversals. Level 1: Decreases by 10%. Level 2: Decreases by 30%. Copyright (c) 1998 - 2021 - Trainers City - The Trainers Bible - All Rights Reserved - back. Wwe 2k16 cheats ps3. Welcome to our CHEAT factor Game Review of WWE 2K16 . We review the game and then factor in how the available cheats affect the overall game experience. For better or worse, our reviews will help you decide whether or not to use cheats when playing the game. Watch WWE television for a month and you're sure to notice a pattern. The same wrestlers fight each other for the same reasons week after week. It all starts to run together and pretty soon you're starting to forget what happened on each show. WWE 2K16 is sort of like that. It's entertaining enough to keep you coming back even if each match feels pretty much the same. WWE 2K16 is miles ahead of last year's game in terms of content, presentation and playability but it still lacks what made the series so much fun for years. Last year, 2K's goal was to create a product that more closely resembles what you see on Monday and Thursday nights and the result was. disappointing. The idea was to implement new chain wrestling and stamina systems that would force players to strategize and think rather than just beating on their opponent. Sounds great right? The problem was that it slowed down matches to an almost excruciating rate and nothing seemed to flow. Wrestlers would pop up awkwardly after moves before going into another and the stamina bar wouldn't have any real sense of meaning behind it. The ideas were great but the execution was clearly lacking. For 2K16 , the development team is once again focused on creating a more realistic presentation and the results are. slightly less disappointing. Matches have a much more realistic pacing to them and there's a nice realistic flow to them. Setting up a special move and a finisher seemed much more natural than in last year's game but those same problems still pop up far too much. When everything works, it works incredibly well, creating the type of unforgettable moments that make watching wrestling so fun to begin with. I remember one hardcore match I was having between Kevin Owens and a user created Jay Lethal which ended in spectacular fashion after Lethal reversed a top rope moonsault to a neck breaker on tope of a ladder. It's something I did not expect but made me get out of my chair. In fact, it's this reversal system that's at the heart of 2K's efforts to make this year's game feel more authentic. This year player's get a limited supply of reversals and they'll have to be strategic on how to use them. It was common practice in previous games to just try to reverse nearly every attack thrown at you but in 2K15 you'll have to be more cerebral about it. Is it really worth reversing that opening punch or should you wait to save that reversal for later on in the game when your opponent is trying to setup their finisher?At least, that's the way it's supposed to work. Thanks to the series wonky hit detection and pacing you're rarely ever able to complete a reversal when you're planning on it. This problem is most evident when playing in matches with multiple opponents. Also, I'm still not entirely sure how the reversal system works. Regardless of what I would do I would always get the "too soon" or “too late” prompts, making it feel like more of a random occurrence than anything to do with strategy. The clear highlight of this year's game is the 2K Showcase mode. While last year's game focused on key rivalries in WWE, this year's game focuses on one man; The Rattlesnake Stone Cold Steve Austin. As someone who spent much of his adolescents quoting Austin with his friends; going down memory lane was quite the trip worth taking. It's fun to look at how the character became such an icon that saved that nearly dying WWE. You'll even get to play some of his pre-WWE matches in WCW and ECW. Of course, this means that Jim Ross is back to provide commentary to most of Austin's biggest moments and it's wonderful because just like in previous year's the regular commentary here is just plain awful. I still mute my TV rather than listening to JBL's “Maggle” every other sentence. 2K's version of a career mode has also been overhauled and the results are less than stellar, though the idea behind is interesting enough. You take control of a created superstar and guide them from their start in NXT to the main roster and hopefully on to the main event in big events like Wrestlemania, making choices in interviews and how to align yourself with and guide your character. In reality though you'll just be trying to grind your way through matches and answering the same few questions in backstage interviews over and over with a tiny bit of variation. I desperately wanted to love the career mode, but 2K doesn't understand what makes a superstar popular and it shows heavily in 2K16 . The other big feature in 2K16 is the creative suite which returns in a big way from last year's game. Everything from 2K15 is here but the missing features from previous games like create a diva, show, championship and arena have also made a welcome return. Having the ability to not only create your favorite wrestlers and properties from other organizations and the past but download other people's creations adds a huge amount to the game. I'm not ashamed to say that I rarely use much of the game's main roster and rely heavily on my Lucha Underground, old school ECW and Ring of Honor creations.

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