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WWE 2K16

Abilities for WWE 2K16 - Xbox One

Each ability has three different levels.

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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