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Which moves need to be reanimated IYO?


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Posted

Arm Trap Elbow Strikes( Needs to be rapid and have more than 3 strikes)

Stone Cold Stunner without oversell

SOS(It's just too slow)

RKO 2 (that dancing thing at the end should not be there)

Zig Zag (Why can't they get it right?)

Triple German Suplex

Both Corner Monkey Flips

Both Double Axe Handles

Running Shoulder Block

Short taunts like Quake, Cody Rhodes taunts, Woo 1, Middle Finger, etc., need to be lengthened to stop overuse.

Bow Backbreaker( needs to have a roll-over like the Bow and Arrow stretch really does)

Future Shock DDT 2( remove pulling away part at the end)

Gutwrench Powerbomb (add beginning of Gutwrench Suplex 3 to start of the move)

Many of the Powerbombs so the normal ones aren't quick, and others are "Snap" ones as an Irish Whip Rebound move

Most of the DDTS (Seriously, why are they so awful?)

Rolling Thunder

Rapid Kicks to Chest 1 with choice of YES! or NO! audio.

People's Elbow

Elbow Drop 10

Eat Defeat

Both Diving Moonsault

 

Additionally, I'd love to see some new ones, like Sandow's headbutt/shoulder block move, corner toe kicks, new snapmare and... animations with different grounded moves, freeing up grounded space for even more moves.

Posted

I liked the older Rock Bottom finishers in older WWE games.  That version looked more powerful instead of the WM 28 & 29 versions in which Rock could barely hit the move accurately.  Also, I'd like to see the concept of quick, powerful, and tired versions of each move for every character.  Kinda like what 5 Star Wrestling is doing with the same move in different times doing variations of damage depending on what point in the match you hit it/how worn down the opponent is.  The Rock Bottom in the old games could be The Rock's power version and the version from '12, '13, and 2k14 could be the quick/tired version of that same finisher.  Same for others too.  Limb targeting should also factor into how accurate a finisher is in regards to damage amount.

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