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Old 05-19-2017, 02:37 PM   #11
#BROKEN Hasney
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#BROKEN Hasney makes a lot of good posts (200,000+)#BROKEN Hasney makes a lot of good posts (200,000+)#BROKEN Hasney makes a lot of good posts (200,000+)#BROKEN Hasney makes a lot of good posts (200,000+)#BROKEN Hasney makes a lot of good posts (200,000+)#BROKEN Hasney makes a lot of good posts (200,000+)#BROKEN Hasney makes a lot of good posts (200,000+)#BROKEN Hasney makes a lot of good posts (200,000+)#BROKEN Hasney makes a lot of good posts (200,000+)#BROKEN Hasney makes a lot of good posts (200,000+)#BROKEN Hasney makes a lot of good posts (200,000+)#BROKEN Hasney makes a lot of good posts (200,000+)#BROKEN Hasney makes a lot of good posts (200,000+)
So the grapple is done by people just walking into each other and then it's timing based on when they touch in the grapple. First to get the timing gets the move. However, to hit big moves, you have to wear them down. So you have a light attack, medium, heavy and special and if you go for a heavier attack, it'll be reversed but occassionally, a heavier attack can just sneak through. Each of the light, medium and heavies can be mixed with a direction for different moves too. That's the basic part of grappling, but it can work with strikes too. The way that works out is the match actually plays out like a real wrestling match compared to the crap you see on 2k.

Combine that with an insane amount of customisation and AI sliders so you can make the creations act exactly how you want them too makes it a great tool for CPU V CPU match simulations as well.
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