WWE ’12 is all about controlling the match so you can inflict damage to your opponent. Superstars start to slow and hold parts of their body when they take damage to that area. The body, head, legs, and arms are assigned 120 HP (hit points) each.
When the HP drops to 0 in any of these areas, the Superstar will visibly be affected, either favoring that area or falling if they attempt to run.
Ouch. Headache.
The old adage goes “destroy the body to defeat the man.” The Superstar clutches his ribs.
Damage to the arm.
Damage to the legs translates into random falling if the Superstar tries to run.
After a big strike, the screen flashes red and the announcers say that the Superstar is bleeding—if blood is turned on as an option.
Calculating Move Damage
When calculating damage, an attribute multiplier is created based on the difference between the attacker’s power attribute versus the defender’s defense attribute, or whether or not a object is used.
Then, some fixed situational multipliers are factored in depending on where and how the attack happens: Signature (2×), Finisher (3×), Object (1×), Out of Ring (1.5×), Difficulty (0.7–1.0×), et cetera.
This creates a new, final multiplier and it is applied to the base damage HP to figure the final damage HP.
Ultimately the equation looks like this:
Attribute Multiplier × Situational Multipliers × Base HP = Damage HP to Opponent
Signature and Finisher Move Damage
These moves are crucial to finishing your opponent. After you’ve built up momentum, you’ll be rewarded with a Signature move that adds in a 2× multiplier into the damage equation.
Finishers add in a 3× multiplier, which, by the default setting, blasts the opponent with a strike that can take a huge amount of their HP from the affected part of the body.