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Tips to help a newbie


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I am hoping some of you veterans can post some tips and strategies on WS2. I have to admit I don't know much about wrestling, but I like the RPG aspect of this game. My problem is, I am absolutely clueless about putting together a strategy to win, and I now am the not so proud owner of a 0-13 record. Any tips would be greatly appreciated on setting up move sets or anything that might be useful for a newbie to the game. I understand that certain moves are only available during certain times of the match, but in my last match I had full momentum, my opponent had zero energy while I still had about 20%. At that point, he took over and I don't think I was able to take control again. Why were none of my finishers available when I had him down to zero and laying on his back? Thanks in advance for any help.
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Welcome, Braylin. Finishers become available when you put the opponent in Danger [U]and[/U] he is stunned. It might be a silly question, but when you had the mauled opponent floored, you did have a ground finisher in your moveset - right? As far as general tips: *Momentum is a key factor in matches. If it takes half a match of low level moves to sustain a momentum advantage, don't sweat it; it pays off. It's also a good idea to wait on higher level moves until you've got a good momentum advantage. If you aren't patient, one false move will open you up to an AI that knows how to wear you down. *Play to your advantages. If your wrestler is stronger, keep working the 'Break' counter; if your guy is faster and/or a better technical wrestler, 'slipping out' and 'blocking' counter attempts are the way to go. *When the AI starts surging, it can't hurt to attempt as many move counters as you can. If you can body slam him as he attempts to punch you, for example, you can steal some of that momentum. *If you are a villain and about to lose, you might as well get yourself DQ'ed with a piledriver on a chair. At least you'll feel better about the loss. :)
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[URL=http://www.greydogsoftware.com/forum/showthread.php?t=15402]Look here[/URL]. There are some tips there that may be of use. From the sounds of it, you don't plan out your matches before you do them. That's a major part of the success I've had. Every match I have, I go into with a firm plan that's fluid enough to take most angles into account. My moveset is tailored to my worker in a way that gives a lot of flexibility. There are high flying moves, ground n' pound moves, pure technical moves, power moves (to a point. She's not gonna be gorilla pressing Bruce the Giant anytime soon), of all levels. If I can't hit the Jackhammer or Single Minor, I've got submission finishers (and even high level, non-finishers) that can get the job done just as well. As to the situation you asked about, if your opponent has the Adrenaline Rush skill (see the help files), that would explain his/her sudden burst of energy and momentum. When designing (yes, designing) a moveset for your worker, it helps to have an idea of what you want him/her to be "when they grow up". If your wrestler's going to be a Japanese style technician and a submission specialist, it's a good idea to know that from day one. That allows you to spend your money wisely upgrading his/her skills. That money is precious because it won't be coming in hand over fist for a while. Likewise, if your worker is going to be an aerial luchadore, that would send you in a different direction than the submission specialist. Once you have an idea of what kind of wrestler you want them to be, then you can put together a moveset that allows you to do what it is you want to do. If you're a brawler, go easy on the top rope stuff and try to load up on ground n' pound stuff. But honestly, this stuff should really be thought of before you even create your wrestler. For folks who don't know the difference between a luchadore, a super junior, a cruiserweight, and a spot monkey, choosing one when what you really want is Hulk Hogan can be disastrous. (Hint: Hulk Hogan is none of the above. He's an Entertainer) So one question I have for you is, when your wrestler is headlining PPVs for SWF (or WWE or whoever the top promotion is in your game), what do you think those matches would look like? Would the crowd be constantly on their feet wondering what move s/he will pull off next or would s/he be more of a slow builder to a massive climactic moment? Who do you see your worker being the most like? That's a good first step IMO.
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It's also a good idea to fill your moveset with Low/Medium level moves that focus on the certain parts of the body your Finisher level moves focus on. If, for example, you're finisher of choice is the Figure Four Leglock, it'll help a great deal if you're carrying Drop Toe Hold and a few low level grounded leg attacks to soften up that area before going for it. When the game gives you the chance, always scout your target, you may learn that they have a weak point you can exploit in your attack (Kurt Angle=Head attack city!). It may be a good idea to have a couple of movesets premade that take advantige of situations like those and the different types of matches you'll encounter (such as one you can switch to using before a hardcore match that takes advantige of the no-DQ nature of the bout loaded with chair moves and otherwise illegal actions, or one that's a version of your current one that doesn't have Martinetes, moves that spike your target on their head, if you find yourself wrestling in Mexico a lot).
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It is also important to stock up on wear down holds, or moves that give the opponent -#(that is minus any number). This moves can effectively and quickly reduce the opponent's momentum. A perfect example is my Marat Khoklov dynasty...in my first match, I realised he had no wear down holds and it was impossible to win. Because even when I started nailing good moves and getting momentum, my opponent's momentum was never low enough for my most powerful moves to be avalible. So I tweaked him by adding wear down holds and now he is as good as it gets. Some people dont like the idea of rear chinlock or side headlock in their arsenal, but they are a key component of any moveset.
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