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Move Thief 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. Ring Escape 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%. Pin Combo 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%. 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%. Teamwork 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. Fan Favorite Ability: Increases the time window in which players must complete a Superstar's Comeback moment. Level 1: Increases it by 13 seconds. Level 2: Increases by 16 seconds. Level 3: Increases by 21 seconds. Mouthpiece Ability: Players 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. Technician Ability: Decreases stamina cost of reversals. Level 1: Decreases by 10%. Level 2: Decreases by 30%. Level 3: Decreases by 50%. Ruthless Aggression Ability: While 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% Immovable Object Ability: Can only be used by Heavyweight and Super Heavyweight Superstars. Decreases the chance that a Superstar will fall to his knees when hit by a strong or running strike. Level 1: Decreases the chance by 40%. Level 2: Decreases by 55%. Level 3: by 65%. Resilience Ability: Allows players 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. Dirty Pin 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%. Rope Break 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%.
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