Here below you find all the important information coming off the first WWE '13 Q&A with Cory Ledesma:

- Pin system will still depend on overall damage, but now also relies on the move preceding the pinfall attempt. Devestating moves will challenge you more to kick out of pins. On the contrary, simple moves like Armdrags and Bulldogs will not give you a hard time kicking out, regardless of the damage you have sustained. You can expand your target zone with resiliency, and you can now trigger it while filling up the meter, as opposed to last year.

- A.I. will go for more pins, pin smarter, go for pins after finishers/signatures (obviously) and will be a lot more aggressive.

-Damage will still govern how long you stay on the ground before getting back up, but now big moves will force you to stay down longer (i.e. moves off a ladder, superplexes, finishers, etc.) regardless of the damage.

- There wll be non-lifting replacement moves for undersized opponents against oversized opponents, assignable in Create a Moveset. This is how weight detection will work for all 16 different positions (i.e. turnbuckle, standing, etc)

- Catching finishers (where you counter your opponent's aerial move with a finisher) can be done inside the ring only (i.e. GTS, World Strongest Slam, Code Breaker, etc) NOT outside the ring (i.e. your opponent attempts a diving move toward you from within the ring, while you're outside you can't perform a catching finisher).

- Breaking barricades and breaking the ring can be done online! You can break up to four barricades in a match, and still continue. You cannot continue a match if you break the ring (i.e. two superheavyweights get superplexed off the top turnbuckle), this results in a "knock-out moment/end of match sequence" just like on television.

- As of present, there are no plans of having 8-man matches due to sacrificing character quality models. A lot of work is required to make this sort of change happen.

- You can select 1, 2, 3 or infinite number of finishers for your match.

- Hit detection has been improved, especially diving and springboard attacks.

- Added contexual animation, this is where a running clothesline (done from behind an oponent) will be replaced with a running dropkick to properly connect the animations.

- Blood is turned off by default, (optional) it plays a role in single-player campaign Attitude Era, and you can get different experiences/scenes whether you play with it on/off.

Thanks to SDH Staffer RKHT8709.

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