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First here's some general info.AB = Attack Bonus
AG = Adrenaline Gain
DDI = Direct Damage IncreaserSDI = Submission Damage Increaser
DR = Damage Reducer
Bleed Bonus = What makes your opponent get a cutSubmission Bonus = Helps you keep the submission holds locked in..and maybe get a tapout
Pin Bonus = Helps you keep the opponent down for a 3 count (pretty useless)
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The more powerful meaning more damage full finisher we buy, the more expensive it gets to execute. - Meaning that a finisher which damages 10 will only need a low amount of AG. While a 100 Damage finisher will need more.
We also need to put points into AB because the higher AB our finisher got. The higher are the chance that it will hit our opponent, and not get blocked or dodged.
Bleed is a value that gives a chance to make your opponent bleed. However if you have a 100% chance to make him bleed on your finisher this won’t mean that you are sure to make him bleed..
Consider the % as points instead. And the higher points the better chances.
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The Making of your finisher
Well, you need to Aim for an amount of AG that you will try to reach.
As example in the lower lvls, 20 or 25 AG is quite popular to aim for
We take as an example and say that you aim for 20 AG
20 AG means you get 20 adrenaline per move you make, let’s say that we make 25 moves.
20 x 25 = 500
This means that you can make a finisher which costs 500 adrenaline to execute.
Each time your opponent hit you then you get half of the AG you got. So if he hits you 25 times and you have 20 AG then you will get 250 Adrenaline
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I suggest to always put 1 point into bleed, so you always have a chance to make your opponent bleed, leaving the bleed at the value of 0 means that it will not be able to make people bleed.
I suggest that you put about 15 - 40 AB in your finisher. Leaving the AB high will make chances to hit your opponent bigger. However the points put in AB could have been put into damageinstead.
There is different positions where you can execute your finisher. Some positions are occurring quite often, as an example "grounded" is often executed while "both wrestlers are running" is quite rare.
Grounded is a position the most of the match is in, and therefore it’s easier to execute your finisher there. And therefore it costs 200 + adrenaline to execute your finisher in grounded, meaning that a finisher with the cost of 500 will cost 700
While “Both wrestlers are running” is rarely happening it therefore will cost -400 adrenaline, meaning that a 500 adrenaline finisher will cost 100 instead.
A good position that I recommend is “groggy” It only costs 50+ adrenaline and it’s a position which occurs a lot too.
So when you have decided the amount of AG to Aim for, how much AB to give it, how muchbleed, which position, then put the rest of the points into damage.
I suggest to put 2 point into maximum damage for each point you put into minimum damage. As an example 40 - 80
First here's some general info.AB = Attack Bonus
AG = Adrenaline Gain
DDI = Direct Damage IncreaserSDI = Submission Damage Increaser
DR = Damage Reducer
Bleed Bonus = What makes your opponent get a cutSubmission Bonus = Helps you keep the submission holds locked in..and maybe get a tapout
Pin Bonus = Helps you keep the opponent down for a 3 count (pretty useless)
============================================================
The more powerful meaning more damage full finisher we buy, the more expensive it gets to execute. - Meaning that a finisher which damages 10 will only need a low amount of AG. While a 100 Damage finisher will need more.
We also need to put points into AB because the higher AB our finisher got. The higher are the chance that it will hit our opponent, and not get blocked or dodged.
Bleed is a value that gives a chance to make your opponent bleed. However if you have a 100% chance to make him bleed on your finisher this won’t mean that you are sure to make him bleed..
Consider the % as points instead. And the higher points the better chances.
============================================================
The Making of your finisher
Well, you need to Aim for an amount of AG that you will try to reach.
As example in the lower lvls, 20 or 25 AG is quite popular to aim for
We take as an example and say that you aim for 20 AG
20 AG means you get 20 adrenaline per move you make, let’s say that we make 25 moves.
20 x 25 = 500
This means that you can make a finisher which costs 500 adrenaline to execute.
Each time your opponent hit you then you get half of the AG you got. So if he hits you 25 times and you have 20 AG then you will get 250 Adrenaline
============================================================
I suggest to always put 1 point into bleed, so you always have a chance to make your opponent bleed, leaving the bleed at the value of 0 means that it will not be able to make people bleed.
I suggest that you put about 15 - 40 AB in your finisher. Leaving the AB high will make chances to hit your opponent bigger. However the points put in AB could have been put into damageinstead.
There is different positions where you can execute your finisher. Some positions are occurring quite often, as an example "grounded" is often executed while "both wrestlers are running" is quite rare.
Grounded is a position the most of the match is in, and therefore it’s easier to execute your finisher there. And therefore it costs 200 + adrenaline to execute your finisher in grounded, meaning that a finisher with the cost of 500 will cost 700
While “Both wrestlers are running” is rarely happening it therefore will cost -400 adrenaline, meaning that a 500 adrenaline finisher will cost 100 instead.
A good position that I recommend is “groggy” It only costs 50+ adrenaline and it’s a position which occurs a lot too.
So when you have decided the amount of AG to Aim for, how much AB to give it, how muchbleed, which position, then put the rest of the points into damage.
I suggest to put 2 point into maximum damage for each point you put into minimum damage. As an example 40 - 80