 The weak / strong grapple system from the past games was removed from WWE ' 12 onwards . Characters now perform different moves based on their opponent 's current physical state . Players now have a window of opportunity to attack while still in a downed state and can also interrupt moves and Royal Rumble eliminations with attacks . Similarly , the pinning meter from the past games has been reworked to make it more difficult to kick out as a wrestler takes more damage . The game 's artificial intelligence has also been adjusted to prevent players from overusing the same move . In addition , the ability to store finishing moves has returned . " Dynamic Comebacks " gives players on the verge of losing the opportunity to successfully hit a combination of moves to gain two finishing moves . New " wake up taunts " bring a downed opponent to their feet for a finishing move ( such as Randy Orton pounding on the ground before his RKO finishing maneuver ) . Players also have the ability to target specific limbs during matches and perform submissions through a " Breaking Point " submission minigame . OMG ! moments were introduced to WWE ' 13 . These are moves than can be performed in certain situations with certain superstars when a finisher is obtained . An example of this is Mark Henry superplexing the Big Show , making the ring break and the match stop . Better weight detection was implemented to WWE ' 13 , so the smaller Rey Mysterio can ’ t body slam the 500 pound Big Show . In fact , super heavyweights like Mark Henry or Show now have different frames to better capture their enormous size . Pinning is now not only influenced by damage , but the power of the move that was previously executed . In WWE ' 13 alongside selecting arenas , characters and the number of finishing moves available at the start of a match ( a new option , which can range from 0 to Infinite ) , players will be able to adjust a setting called ‘ Match Experience ’ . Three settings - “ Quick ” , “ Normal ” and “ Epic ” - will affect the overall pacing of a fight , independent of AI difficulty . Factors such as momentum , damage , enemy aggressiveness and even kick out and reversal rates will be affected . 
