Ah this game is awesome, I just figured out to combo into CM Punk’s Combo special.
I really am looking foward to using Mizzark and Dok Hendrix though
Ah this game is awesome, I just figured out to combo into CM Punk’s Combo special.
I really am looking foward to using Mizzark and Dok Hendrix though
I just got the game by trading in SFIV Vanilla and Arkham Asylum. It is off the chain, but I think I’ll need to save up for a guide so I can have the movelists. I love how everyone has their own attributes and tactics.
Not sure who I’ll be maining yet: I’m thinking about Warryah right now.
gah i wasnt aware that the DLC for the king, LoD and y2J were already out.
would be damn cool if you could actually play LoD while theyre wearing those armor
Can somebody go over CM Punk’s Move set or any good set-ups with him?
I just got my hands on the WWE All-Stars strategy guide and could probably do a write-up on him when I have some free time. From what I can see, he has some problems with turtlers as he has a lot of very blockable (and reversible) hit strings and not many ways to get nice, guaranteed damage. Stay tuned, though.
CM Punk: Brawler
Counter: Normal
The Straight-Edge Messiah from Chicago, CM Punk’s name has resounded in the wrestling world even before he stepped foot in a WWE ring. Traveling the world honing his craft while kicking butt in Ring of Honor on the side, CM Punk came into the WWE with a lot of hype surrounding him. As of this writing, he has taken center stage in WWE as a man with no regard for authority who will say things that others are afraid to say. He is the Voice of the Voiceless, and self-proclaimed Best in the World, C! M! PUNK!
But despite all of the hoopla he has had around him the past several years, in WWE All-Stars he definitely has his work cut out for him if he wants to be a contender. With extremely few TRUE combos he can rely on, CM Punk has to use almost all of his vast movelist to keep his opponent guessing on what he’ll do next. It’s pretty easy to be intimidated by all of the letters that are about to follow, but CM Punk, like in real life, relies on his ring awareness and intelligence to get key victories over stars much stronger than he is.
PROS
Several irreversible attacks
Chain combo starting with Strong Strike
Long range Away+QS attack
CONS
Very few TRUE combo series
Almost every chain combo can be reversed after one or two hits
Minimal offensive ability
Signature moves (all are Cinematic Finishers)
**Straight Edge Clothesline (AKA Pepsi Twist) **QS+QG
**Punch Kick Combo (AKA KENTA Rush) **HS+HG
**Punch Knee Bulldog **QS+QG (SLM in corner)
**Step Up Enziguri **Away+HS+HG
Finisher
**Go To Sleep **This finisher has basic finisher damage and comes out at about the same speed as most grapple finishers, so it’s best not to use this unless the opponent is in the flashing red health and is on the ground in gray/red state. Thankfully, Punk has a lot of moves to get the opponent in this state where you can use the finisher without worry of retaliation.
Movelist
QS > HS(KB)
QS>QS>QS>QS (KB)
QS>QS>HS>QS>HS (KND-S)
QS>QS>QG
QS>QS>HG(KND)
QS>QS>HS>HS(KND-K)
QS>QS>HS>QG(KND)
QS>QS>QS>QG
QS>QS>QS>HG(KND)
QS>QS>HS>HG(KND)
QS>QS>QS>HS>QS>HS (KND-S)
Away+QS>HS Learn this combo. It has great range and while it doesn’t put you in a position that you can exploit, the second hit cannot be reversed.
ANYTHING THAT STARTS WITH AWAY+QS>QS ARE PUNK’S BEST OPTIONS FOR MIXUPS. Because Punk has so few reliable grapples and combos, it is imperative to learn anything that starts with Away+QS>QS. Learn as many of these as you can and make sure you don’t lean towards the same combo. Punk’s chances of surviving rely on using as many of these series as he can to keep his opponent guessing.
Away+QS>QS>HS>QS (KB)>HS(KND-S)
Away+QS>QS>HS>HS(KND)
Away+QS>QS>HS>QG(KND)
Away+QS>QS>HS>HG(KND)
Away+QS>QS>QS>QS>HS>HS(KND)
Away+QS>QS>QS>QS>HS>QG(KND)
Away+QS>QS>QS>QS>HS>HG(KND)
Away+QS>QS>QS>QS>HS>QS (KB)>HS(KND-S)
Away+QS>QS>QG (KND)
Away+QS>QS>HS (KND)
Away+QS>QS>QS>QG(KND)
Away+QS>QS>QS>HS(KND)
Toward+QS>HS>QS>QS(KND)
Toward+QS>HS>QS>QG(WLK)
Toward+QS>HS>QS>HG(SLK)
Toward+QS>HS>QS>HS>QS(KB)>HS(KB)
Toward+QS>HS>QS>HS>HS(KND)
Toward+QS>HS>QS>HS>QG(BO-S)
Toward+QS>HS>QS>HS>HG(KND)
Toward+QS>QS>QS>QS(KB)
Toward+QS>QS>QS>QG(WLK)
Toward+QS>QS>QS>HG(SLK)
Toward+QS>QS>QG(KND)
Toward+QS>QS>HG(KND)
WLK>QS>QS(KND)
WLK>QS>HS(KND)
WLK>QS>QG(KND)
WLK>QS>HG(KND)
As CM Punk
Look at all of that crap I just wrote. That is an absolutely massive movelist, and the reason for that is because Punk has so many different series. That’s a good thing because the only way you’re going to win as Punk against a skilled opponent is to keep them guessing what you’re going to do next. Almost all of Punk’s moves can be blocked or reversed after the first or second hit, which means you better be sure the opponent can’t do either (i.e. whiff punish). Most of Punk’s moves come out rather fast which gives you some leeway, and his Away+QS has very good range and can tag an opponent even when they’re not close enough to hit you.
Zoning with Away+QS is key to starting those Away+QS>QS Strings I was talking about.
If you need to get an opponent out of your face so you can zone with Away+QS, Punk’s HS cannot be reversed, and also has a follow-up attack in a second HS. It’s not a TRUE combo series though, which means the second attack can be blocked, but being it cannot be reversed, it’s good for getting opponents out of your face. Since it’s not a TRUE combo, what you should be doing is training your opponent into thinking you won’t do the second HS so they’ll attack instead of defend. That is when you should kick their lights out with the second HS. If your opponent keeps blocking the first HS, just follow up with a grab.
Against CM Punk
The only way Punk can beat you is to make you keep guessing incorrectly. So to that end, just play defensively and block/reverse all of Punk’s chains. Punk has VERY few combos that cannot be blocked or reversed after the first or second hit, so be ready to stop him dead in his tracks with a block or reversal. By doing so, you have pretty much stopped all of Punk’s offensive options dead in their tracks, with his only options left being some grab attempts and some non-reversal moves. Back off when Punk attempts a grab, and then get right in his face to keep him from using those long-range non-reversible attacks. If you play defensively, you should have nothing to worry about from this guy.
Anyone get the Southern DLC that was released yesterday?
Whoa, it came out yesterday? Damn, I’m definitely going to have to get it: my best friend’s all-time fav is Big Bossman and I know he’d love playing this.
Andre the Giant: Big Man
Counter: Standard
Though Hulk Hogan is the man that many consider to be the embodiment of professional wrestling, Andre the Giant might be the true holder of that title. From dominating rings all over the world to his appearance in films and television shows, Andre the Giant made an indisputable mark on modern culture. Though his untimely death is mourned, his legacy resounds to this day as every big man after him is compared to the indomitable Andre, and very few can match his popularity.
As one of only four Big Men in the game (Mark Henry being the fourth), Andre stands head and shoulders above the other three classes. With his long limbs and brute strength, he can deliver insane damage in very few hits. Though he is slow, don’t let that make you underestimate him. In WWE All-Stars, dealing damage in a short amount of time is a great asset, making Andre a reasonable choice for someone who likes their matches short and sweet (well, maybe not so sweet for the opponent!)
PROS
Every attack deals insane damage
All Quick Strikes leave opponent in KNB
Can’t be knocked down by normal strikes
Chain combos into stuns, juggles, and guaranteed grabs
CONS
Slow movement
Chain combos stop if first hit is blocked
Some hits in chains can miss
Signature Moves
**Scoop Slam Toss **QS + QG. Great for putting distance between yourself and the opponent to charge an unblockable.
**Jumping Head Scissors **Away+HS+HG. Gives Cinematic Finisher.
**Step On Chest **HS+HG. Gives Cinematic Finisher.
**Corner Butt Slam **QS+QG or HS+HG with opponent in SLM in the corner.
Finisher
**Lifting Headbutt **<---- Does really good damage but as a grapple it comes out slow and the opponent can reverse it. If you have plenty of Signature meter available so you can quickly charge up another finisher, use this when the opponent is in KND so you can get them on the way up and take a commanding life lead. Otherwise, save this until the opponent can be properly KO’d.
Movelist
QS(KB)>QS(KB)>HS(JUG)
QS(KB)>QS(KB )>QG(KND) <----This is your first GIANT combo. It hits TRUE if the first hit connects and does pretty good damage since he’s a Big Man. Mix this with the second GIANT combo listed below for maximum effect.
QS(KB)>QS(KB)>HG(JUG) <---- This is your second GIANT combo. It is a TRUE combo if the first hit connects and the final attack, the grapple, leads to launcher. Big Men have some extremely powerful juggles at their disposal, especially if you can get the timing down on their HG>HG Backbreaker/Argentine Drop combo (this is a Just Frame combo and I’m still not entirely sure on the timing. You probably have to do it just the opponent is fully bent).
QS(KB)>HS(KND-S) <---- This is your third GIANT combo. It is a TRUE combo and has great range, making it a great whiff punisher. Once the opponent is sitting on his skinny fat ass, follow up with an attack of your choice to knock him on the ground, and then use additional grounded attack for max damage. You might even be able to sneak in Andre’s extremely powerful OTG Stomp HS for a launcher.
Away+QS(KB)>HS (KND-S)
Away+QS(KB)>QS(KB)>HS(JUG)
Away+QS(KB)>QS(KB)>QG(KND)
Away+QS(KB)>QS(KB)>HG(SUB)
Toward+QS(KB)>HS(KND-S)
Toward+QS(KB)>QS(KB)>QG(KND)
Toward+QS(KB)>QS(KB)>HS(JUG)
Toward+QS(KB)>QS(KB)>HG(JUG)
WLK>HS(KND)>QG or HG(KND)
WLK>HS(KND)>QS or HS(KND)>QS or HS(KND)
WLK>HS(KND)>QS or HS(KND)>QG or HG(KND)
As Andre
Just like Big Show, do NOT let Andre’s slow speed make you underestimate him. He is extremely powerful with great range on his strikes, much like Astaroth of Soul Calibur fame. Blocking is extremely important when you play as Andre because his attacks are slow are will likely never beat out his opponents. The only way to make them connect guaranteed are to properly block and punish, and to punish whiffed moves. As a Big Man, Andre can Push while blocking, so keep that in mind, as well. Don’t be afraid to turtle, in other words.
After knocking down an opponent, store your unblockable strike if you haven’t already. The unblockable strike might very well be the best whiff punisher in the game that doesn’t take meter, and you can punt an opponent out of the ring after the wall bounce giving you ample time to store another unblockable. Also, don’t be afraid to use Andre’s HS, his OTG Stomp. Andre’s recovery with the stomp on block is surprisingly fast, making it a good frame trap.
Against Andre
Basically, as long as you focus on defense, Andre shouldn’t give you too much trouble. Because blocking the first attack of all of Andre’s chain combos stop them cold, you can just start a combo of your own with Quick Strike if Andre tries to continue the combo anyway. If Andre wises up to this and doesn’t try continuing the combo, mix strikes and grabs to keep him guessing what you’ll do next so you don’t get reversed (that is important, because Andre’s reversals alone hurt quite a bit).
Because Andre is so good at whiff punishing, be very careful what moves you use. Use TRUE combos and fast attacks, as attacks that can be blocked are just asking to be punished by the Giant.
Drew McIntyre: Brawler
Counter: Normal
Drew McIntyre first entered the squared circle when he was 15 years old, and since then he has become a force to be reckoned with in the wrestling world. Once a very respected name in the European Indies, Drew made his way to the WWE in 2007 and after a couple of months on the main roster, he found himself sent down to FCW for almost two years. When he returned to the big stage, Drew had become an embittered young man who ripped apart anyone and everyone that stood in the ring with him: a penchant for violence that pleased the Chairman Vince McMahon and named him “the Chosen One.”
Lately he’s fallen on hard times, but here in WWE All-Stars he is most definitely not someone you want to take lightly. When you think of Superstars who would be called the “Ryu” of the game, D-Mac is probably one of the last guys to come to mind. But there he is, extremely well-rounded with no obvious weaknesses. He has a lot of combo that cannot be reversed after the first hit and is very good at pressuring his opponent into making a mistake. With the ability to toss in a quick grapple for his grab chain combos, this combination of rushdown and grappling brings to mind Abel of Street Fighter fame.
PROS
Charge Strike leads to JUG state
Many attacks in his combos cannot be reversed
Short chain grapples
Well-rounded in all aspects
CONS
Can’t inflict big damage against opponents good at counters and reversals
Signature Moves (All are Cinematic Finishers)
**
**
**Mounted Punches + Headbutt **QS+QG
**Scot Drop **HS+HG
**Inverted Alabama Slam **Away+QS+QG
**Tilt a Whirl **Away+HS+HG
Finisher
**
**
**Future Shock DDT **Like most of the other finishers, it would be better saving this for when the opponent is ready to be knocked out. D-Mac has good damage-dealing capability so getting them to that point shouldn’t be too much of a problem.
Movelist
**
**
QS>HS(KB) <----- This is your first CHOSEN combo. It ends in KB which means you can follow up with a free QG attempt and it hits TRUE. It doesn’t have any mix-up options, but if the opponent is against the ropes or some other barrier, the KNB can lead to additional combos.
QS>QS>QS>QS(KB)
QS>QS>HS>QS(KB) <----- This is your second CHOSEN combo. While it doesn’t hit true, it cannot be reversed after the first hit connects. The second hit can be blocked, but nothing can be reversed except the first attack. Even if the opponent does block, D-Mac is never at a disadvantage. Since it ends in KB, he can continue pressuring his opponent with offense.
QS>QS>HS>HS(KND)
QS>QS>HS>QG(KND)
QS>QS>HS>HG
QS>QS>QG(KND)
QS>QS>HG(KND)
Away+QS>HS(KB)
Away+QS>QS>QS>QS(KB)
Away+QS>QS>HS(JUG)
Away+QS>QS>QG(KND)
Away+QS>QS>HG
Toward+QS>HS(KB)
Toward+QS>QS>QS(KB) <------This is your third CHOSEN combo. The timing of inputs on this combo is a little tricky, but anything after the first hit cannot be blocked or reversed. Use this to keep pressure on the opponent, and since it ends in KB, you might be able to score a free QG after a successful hit.
Toward+QS>QS>QG(KB)
Toward+QS>QS>HG(KND)
Toward+QS>QS>HS>QS(KB)
Toward+QS>QS>HS>HS(KND)
Toward+QS>QS>HS>QG(KND)
Toward+QS>QS>HS>HG(KND)
WLK>QS>QS(KND)
WLK>QS>HS(KND)
WLK>QS>QG(KND)
WLK>QS>HG(KND)
As Drew McIntyre
Drew McIntyre is very well-rounded, which means he has all the tools to win if you make use of all of his strengths. Use his CHOSEN combos to avoid reversals and use the environment to your advantage (just like the real D-Mac!). Once your opponent has his back against a barrier, there’s not much he can do to stop Drew from just laying into him with his irreversible combos and occasional grab mix-up. Drew’s QG leads to a brief two-hit chain, but all of them can lead to guaranteed attacks once the opponent is knocked down from them. This can take off almost half a color of the life bar, so if you can pull this off a few times during a match in between those irreversible CHOSEN combos, you can take a dominating life lead.
Remember how I was talking about how Drew’s Charge Strike is a launcher? If you connect with QG after the launch, it leads to a second launcher. It doesn’t do any damage, but it works great as something to mess with your opponent’s head. Drew’s main juggle should be QS>QS>QG from here, and suddenly the opponent has lost half a color of health.
In short, Drew McIntyre is a rushdown character, able to put pressure on the opponent and build up a lot of Signature meter in the process. With proper use of his combos and grapples and a few well-placed Signatures, Drew shouldn’t have any problem getting his opponent in a position where he can use his Future Shock DDT for the KO.
Against Drew McIntyre
This can be a tough battle against someone who knows how to play as Drew. All I can say is learn which of his combos can be reversed and which should be blocked. If you can figure this out, all of the reversal damage should add up and D-Mac will become a little more hesitant in using his otherwise potent rushdown strategy. Once you have figured out how to reverse the CHOSEN combos mentioned above, just watch out for his QG combos and you shouldn’t have to worry about much else. Drew doesn’t have any attack that deal big damage and you won’t see coming a mile away, so prepared to punch him in the face when he tries charging up for his Charge Strike or use a Signature.
In closing, know when to use a reversal, and then be sure you use it when the time is right.
BIG THANKS FOR PICKING UP WHERE I LEFT OFF.
Like i said in the pm you sent a whole lot of real life has hit me lately. Got injured at work, got screwed out of workers comp, got fired from job for being hurt, got denied for unemployment/disability (i have appealed though), subsequently cant pay all my bills, had to go default on my lease…just getting really fucked up right now. Missed going to EVO and all. hopefully things will look up for me soon.
You worry about getting your life back on track: I’ll hold the fort here. I think I’m just going to do all of the characters on the default select screen rather than the DLC characters who don’t have their movelists in the guide.
Rey Mysterio: Acrobat
Counter: Normal
Technically, his full ring name is Rey Mysterio, Jr., but I think it’s fair to say that his legend has far surpassed that of his predecessor. He has wrestled in countless different promotions around the world, becoming a popular star in almost all of them. When WWE brought him in and immediately made him a top star, it was for good reason. He is one of the most recognizable Superstars in the world today, and considered the greatest high-flyer of all-time by many of his peers. Even though injuries have taken some of the sail out of his wings, he is still immensely popular and is always in the thicket of the main event scene.
Acrobats in this game are pretty much the “keepaway” characters in WWE All-Stars, and Rey is one of the most extreme examples of this. His combos are extremely limited and deal very little damage, not to mention come out rather slow giving the opponent ample time to block. But Rey’s combos are a very minor part of his game, useful only to build meter: once he gets into the air for a high-flying attack, there is almost NO stopping him. Who’s that flying in the sky? R-E-Y!
PROS
Can attack the inside of the ring from the outside
Long-range Away+QS
Quick taunt to build Finisher meter
Good turnbuckle attacks
Rope spring attack cycle
Pin attempt from WLK
CONS
Low damage output
Limited TRUE combos
Signature moves
**Mysterio Rana **QS+QG (Gives Cinematic Finisher)
**Wheelbarrow Bulldog **HS+HG (Gives Cinematic Finisher)
**Angel Splash **QS+QG from the top turnbuckle
**Seated Senton **HS+HG from the top turnbuckle
NOTE: Both top rope Signatures cannot be blocked and have decent tracking. Unless the opponent is near the ropes where he can escape, use this move to catch an opponent on the way up from a KND for decent damage.
Movelist
QS>HS
QS>QG(WLK)
QS>HG(SLK)
QS>QS>QS
QS>QS>HS(KB)
QS>QS>QG(KND)
QS>QS>HG(KND)
Away+QS>HS(KB) <----- This is your LUCHA combo. Rey is not someone who relies on his combos to deal damage, and this is Rey’s only TRUE combo chain. It doesn’t have significant uses as the KB stun on the second hit is short, but it does lead to a guessing game for an opponent. Follow up with either another Away+QS or a grab.
Away+QS>QG(WLK)
Away+QS>HG(SLK)
Away+QS>QS>QS>QG>Any button (timing is strict on final input)
Away+QS>QS>HS(KND)
Away+QS>QS>QG
Away+QS>QS>HG(KND)
Toward+QS>HS(KB)
Toward+QS>QG(WLK)
Toward+QS>HG(SLK)
Toward+QS>QS>QS>QS(KND)
Toward+QS>QS>HS(KB)>QS or HS(KND)
Toward+QS>QS>HS(KB)>QG or HG(KND)
Toward+QS>QS>QG(KND)
Toward+QS>QS>HG
WLK>QG>Any button (KND) (timing is strict on final input)
As Rey Mysterio
As you might have gathered from reading the movelist, Rey’s combos are rather lacking and therefore not his main method for attacking the opponent. What you want to do is focus on Rey’s multiple turnbuckle attacks and rope spring moves, and you won’t even need his combos. However, for the rope spring moves, you’ll need meter and KND state. Use Rey’s Away+QS to chip away at foes and build that precious meter: it only takes a single hit to build enough meter for a rope spring attack. Alternatively, you could use that kick to enter a WLK so you can get a KND needed to give you time to go to the top rope.
Once you have meter to do the rope spring cycle, you have a choice between either the QS rope attack which leads to KND, or you could use HS to put the opponent in a JUG state, or even knock him out of the ring depending on where the opponent is. From there, you can either use a QG or QS>QS>QG for juggle damage…or you could go for yet another rope spring attack. They’re just that much more useful in comparison to his combos.
When you’re on the turnbuckle, use either HS or HG: neither attack can be blocked or countered and both lead to a SLM state in almost every case. They also cover almost the entire length of the ring and are very difficult to avoid. So it should go for you:
Rope Spring Attack > Turnbuckle Attack > SLM follow-up > Rope Spring Attack…
But to start all of this, you’ll need some meter, so once you build it up, use that cycle and drive your opponent crazy!
Against Rey Mysterio
The best way I can describe Rey to you as an opponent is that Rey is a keepaway character. If he’s near a turnbuckle or the ropes, he can do all sorts of nasty things to do and keep you out long enough for him to build a life lead. Therefore, as long as you keep him away from the edge and corners of the ring, you will have NOTHING to fear from him. His combos are terrible and the only way he can really give you trouble is if he gets near the ropes or turnbuckle.
If he does knock you down, he’ll be heading to the ropes or turnbuckle to start his nasty cycle of high-flying pain. When that happens, get as far away from him as you can, preferably to the opposite turnbuckle. Rey’s turnbuckle attacks are almost full-length ring…ALMOST. If you’re as far away form him as humanly possible, he won’t hit you, but ONLY if you’re that far away. If Rey does by chance manage to get away from you, use a running attack: this isn’t because you want to hit him, but because you want to stay in his face and prevent him from doing any damage that you can’t counter.
Ricky Steamboat: Acrobat
Counter: Normal
Ricky “the Dragon” Steamboat is one of those Legends that no one can forget about. Coming from the NWA back when it actually meant something before heading to the WWE (then the WWF), Ricky Steamboat utilized a very active offense consisting of deep arm drags, high-impact martial arts strikes, and a top rope finisher that wowed audiences worldwide. His match with “Macho Man” Randy Savage from Wrestlemania III is considered an all-time classic, with many saying that it stole the show from the main attraction of Hogan vs Andre. Currently, he is training the next generation of WWE Superstars in FCW, using his wealth of experience and unique insight to educate his students.
Ricky Steamboat might be the ultimate underdog in this game, because on the surface he looks downright terrible. He doesn’t have any TRUE combos he can rely on, he deals terrible damage, and he doesn’t have any top rope signatures despite being an Acrobat. What he does have, however, is a very effective rope spring cycle that can frustrate opponents like crazy. Once you’ve found some strikes you can rely on to build meter, head for the ropes and make the Dragon take flight!
PROS
Finisher hits opponents whether they are standing or grounded
Spin Chop Signature for Grounded opponents
Long-range QS
Rope Spring Attack Cycle
Pin attempt from WLK
CONS
Very few useful chain combos
Limited turnbuckle attacks
Weak damage output
Signature Moves
**Arm Drag Toss **QS+QG (Gives Cinematic Finisher)
**Atomic Electric Chair **HS+HG (Gives Cinematic Finisher)
**Spin Chop **QS+QG or HS+HG when the opponent is knocked down
**Wrist Lock Lift Slam **Away+HS+HG (Gives Cinematic Finisher)
Finisher
**Top Rope Karate Chop **Even though Steamboat has a lot of problems getting the finisher meter he needs to use this, this is a pretty good finisher because it hits both standing and grounded opponents, making it something you can either use to get more damage and build a life lead no matter where the opponent is.
Movelist
QS>HS(KB)
QS>QG(WLK)
QS>HG(SLK)
QS>QS>QS(KB)
QS>QS>HS(KND)
QS>QS>QG(KND)
QS>QS>HG
Away+QS>HS(KB)
Away+QS>QG(WLK)
Away+QS>HG(SLK)
Away+QS>QS>QS>QG>Any Button (the timing on the final button press is Just Frame, as this is that Rebound/Falling attack move that most of the Acrobats have at their disposal)
Away+QS>QS>HS(KND)
Away+QS>QS>QG(KND)>QS(KND)
Away+QS>QS>HG(KND)
Toward+QS>HS(KB)
Toward+QS>QG(WLK)
Toward+QS>HG(SLK)
Toward+QS>QS>QS(KB)
Toward+QS>QS>HS(KND)
Toward+QS>QS>QG
Toward+QS>QS>HG(KND)
WLK>QG>Any Button (again, the final input is a Just Frame so keep that in mind and practice your timing)
As Ricky Steamboat
Poor, poor Dragon. Not only did the Nexus send him to the hospital last year and suffer a scary case of brain hemorrhaging, as well as being born with the unfortunate real name of “Dick Blood,” Steamboat is by far the worse off of the Acrobats in this game. He has no reliable combos he can use to build the meter needed to start his high-flying offense, which can mean big trouble against opponents that are good at blocking and reversing. On top of that, his top-rope attacks are pretty meh compared to the rest of the guys in his class, giving Steamboat even more problems he has to deal with.
Steamboat’s Away+QS is easily his best striking weapon, as it has great range and can be an effective zoning tool. Unfortunately, anything he does after that Away+QS can be countered, so use his Away+QS as a way to build enough meter to start the rope spring cycle. You only need to connect with Away+QS once to have enough energy to start the rope spring cycle, so once you have that meter, head to the ropes and start flying.
Start off the rope spring cycle with either QS or HS. As with Rey, QS causes KND which allows Steamboat to head back to the ropes for rope spring attack. HS causes Wall Bounce which puts the opponent in a JUG state, which you can then follow up with either QG or QS>QS>QG. Keep in mind that in some cases there won’t be a follow-up, so when that happens just head back to the ropes for more high-flying offense.
Rope spring cycles are pretty much the only way Steamboat can get into a position where he can use his signatures to build finisher meter, so work on the timing of your rope spring attacks so they connect just as the opponent is getting up. They’re very difficult to counter on wakeup and cannot be blocked, either. If the opponent tries to get out of dodge and leave the ring, follow with a run and perform a suicide dive, hit your opponent with any grounded attacks you can, then head back to the ring: Steamboat is at a massive disadvantage when there are no ropes he can bounce off of.
Against Ricky Steamboat
The Dragon has only one way he can hurt you: when he springs off the ropes and takes off. All of his ground combos can be blocked or countered after the first attack, and even then they do insignificant damage. As long as you keep Steamboat from getting away from you to start his rope spring attacks, you’ll have clipped his wings and he’ll be easy pickings.
Alternatively, he cannot use any of those attacks when you’re on the outside, so you could just duck out of the ring and wait for him to chase after you, allowing you to pummel him senseless. If you don’t want to do that, stay near the turnbuckle: that makes it hard for Steamboat to use his rope spring moves effectively. Either way, it’ll prevent Steamboat from using his rope spring attacks on you and allow you to beat him down and end the match.
John Morrison: Acrobat
Counter: Normal
John Morrison: the Shaman of Sexy, the ______ Night Delight, the master of Parkour, that guy whose catchphrase used to be “UNH,” and an extremely rare breed of completely homegrown WWE star that didn’t eventually peter out. While most WWE Superstars that are worth something had prior experience in other Indy promotions, John Morrison’s career has never seen the outside of the WWE pyramid. Despite that, he is instantly identifiable with his colorful fur coats, slow-motion entrance, defined abs, and extremely athletic offense. Not bad for a guy who started out on Tough Enough and debuted on WWE television as Eric Bischoff’s butt-monkey.
This might sound like a broken record for Acrobats, but John Morrison has a rope spring attack cycle he can use to frustrate his opponents to no end. In addition to that, his Finisher primes faster than any other Finisher in the game, giving him an extremely deadly tool to deliver damage and take a good life lead. The key to winning with John Morrison is to keep opponents out of your face and build enough Signature meter to head to the ropes and use either the rope spring cycle or his Flying Chuck, which has amazing range, and is an unblockable strike.
PROS
Starship Pain hits standing or grounded opponents
Flying Chuck Signature is a strike, making it much more difficult to counter than his other signatures
Stores Finisher quickly
Good rope spring attacks
Away+QS has great range
CONS
Low damage output
Limited strike and grab combos
Signatures
**Moonlight Drive **QS+QG (Gives Cinematic Finisher)
**Capoeira Rush **Away+HS+HG (Gives Cinematic Finisher)
**Tornado DDT **HS+HG (Gives Cinematic Finisher)
**Flying Chuck **Running+QS+QG (You must be near the ropes to pull this off as it is a rope spring move. Being an unblockable strike with pretty decent range, you definitely want to find the time to add this into your main arsenal when you have the meter. It is a great move and difficult to reverse.)
Finisher
**Starship Pain **Not only does this hit both standing and grounded opponents, but its charge time is very good especially compared to most other finishers, making the risk of using it while the opponent is still standing considerably safer than most other finishers. Whether you want to use this to finish off an opponent in flashing red health or take a good life lead is up to you: just be sure to keep in mind that it is a really good finisher since it also counts as a top rope move.
Movelist
QS>HS(KB)
QS>QG(WLK)
QS>HG(SLK)
QS>QS>QS(KB)
QS>QS>HS(KB)
QS>QS>QG
QS>QS>HG
Away+QS>HS(KB) <----- Your SHAMAN combo. It’s one of Morrison’s only TRUE combos and since the last hit is KB, you can continue pressuring the opponent after a successful combo. Use this combo to build Signature meter so you can either use the Flying Chuck or start the rope spring cycle.
Away+QS>QG(WLK)
Away+QS>HG(SLK)
Away+QS>QS>QS(KB)
Away+QS>QS>HS(KND)
Away+QS>QS>QG
Away+QS>QS>HG
Toward+QS>HS(KB)
Toward+QS>QG(WLK)
Toward+QS>HG(SLK)
Toward+QS>QS>QS(KB)
Toward+QS>QS>HS(KB)>HS(KND)
Toward+QS>QS>HS>QG(KND)
Toward+QS>QS>QG
Toward+QS>QS>HG(KND)
WLK>QG(KB)>QS(KND)
WLK>QG(KB)>HS(KND)
WLK>QG(KB)>QG(KND)
WLK>QG(KB)>HG(KND)
As John Morrison
While he has a bigger movelist than some of the other Acrobats, he still has many of the same weaknesses. His combos aren’t that good, but they’re better than other members of his class so they can be a decent alternate method of offense when you’re not bouncing off the ropes. Away+QS in particular is very useful due to its great range, making it a very good zoning tool.
Obviously, Morrison is faster than most of the other Superstar and Legends, allowing him to space out the opponent and stay just outside of their general striking range, where he can pelt them with his Away+QS. If Away+QS makes contact with the opponent, you can finish it off with the SHAMAN combo mentioned above. Since the SHAMAN combo ends in knockback, you can either continue pressuring the opponent or start the rope spring cycle.
By now you should probably know what the rope spring cycle is, but let’s review. Rope spring cycle starts when you run towards the ropes and bounce off them by pressing either QS or HS. QS causes KND, and HS causes JUG due to Wall Bounce. Either way, you can use these two attacks to knock the opponent down in one form or another, giving you plenty of time to do another rope spring attack just as the opponent is standing back up.
What separates Jomo’s cycle from the other Acrobats is that he has a rope spring signature at his disposal: the Flying Chuck. The Flying Chuck is an unblockable strike that is extremely difficult to avoid or counter, so unless the opponent has the wherewithal to duck out of the ring, he’s going to have a very hard time avoiding getting kicked in the face. If the opponent does decide to duck out, dive out after them and then head back into the ring. Being an acrobat, Morrosn’s offense is extremely limited when he doesn’t have a ring to bounce off of.
Starship Pain has the fastest startup time than any other Finisher in the game (at least out of the non-DLC characters. Still not sure on how fast the others are. With the right timing, it’s pretty much guaranteed damage. Since Morrison automatically jumps to the opposite turnbuckle when he stores his finisher, there’s pretty much nothing the opponent can do to stop him from executing it. This works REALLY well if you’ve cornered an opponent against a turnbuckle. So go ahead: execute the finisher when you have full meter and get that damage!
Against John Morrison
Just like most of the other Acrobats, the key to winning against the Shaman of Sexy is to control the space between you and keep him from getting to the ropes. Morrison’s Away+QS has really good range and comes out rather fast, and chances are a good Morrison player will use this to keep you out of his face and zone you out. Therefore, what you have to do is bait the Away+QS so that it just misses you, allowing you to counter with a QS of your own and start a combo. Just remember not to lean towards the same combo over and over, because you definitely don’t want Morrison catching on to your game. You can try reversing the Away+QS, as well.
After taking away Away+QS, all he’ll have left to rely on is that tricky rope spring cycle. Use running attacks to stop Morrison from reaching the ropes, or if that doesn’t work, stay as close to the turnbuckle as you can. If there’s one weakness the rope spring cycle has, it’s that it doesn’t work as effectively if you’re against a corner. You could also get out of the ring, because then Morrison can’t use the rope spring cycle at all.
If Morrison has Signature meter, either get out of the ring or head to the opposite side of the ring. Flying Chuck is a REALLY good move that almost goes full ring and is very difficult to evade. If you do this, and everything else mentioned above, you can make the Shaman of Sexy’s offense very much un-sexy.
Randy Savage: Acrobat
Counter: Superior
“Oooooh yeeeeaah!” One of the most iconic phrases of the 80s and 90s, “Macho Man Randy Savage” was as big a star as Hulk Hogan and Andre the Giant, if not just a tad more ingrained in pop culture. Known for his colorful attire, iconic husky voice, being the spokesperson of Slim Jim, and a brilliant combination of ring psychology and athletic moves, Randy Savage is considered to be one of the greatest wrestlers of all-time. He oozed with intensity and charisma and whether he was face or heel, the crowd knew that they were in a for a real treat now that the Macho Man was in the ring.
Randy Savage could very well be a contender for the debated “top tier” in WWE All-Stars. He sports possibly the best set of Signatures in the game and an absolutely amazing finisher. He’s an Acrobat with the movelist of a Brawler, meaning he can use his plethora of combos to build up meter before he heads to the top rope and delivers some high-flying offense. On top of that, he has a bunch of ways he can safely ascend to the top rope and doll out pain. If you’re in the ring with the Macho Man, you better be prepared for the fight of your career! OOOOOOOOOOH YEEEEEEEEEEEEAAAAH!
PROS
Finisher hits opponents standing or grounded
Strong Strike causes JUG and has good range
360 Double Axe Handle covers the length of the ring
Finisher covers the length of the ring
Good turnbuckle attacks
Superior counter
Pin attempt from WLK
CONS
Weak damage output
Can’t do rope spring cycles like other Acrobats
No useful TRUE combos he can rely on
Signatures
**Atomic Drop **QS+QG or HS+HG (Gives Cinematic Finisher)
**Jumping Knee Drop **Running+QS+QG (This is an unblockable jumping move that can put a serious hurting on an opponent. As you’ll see, Randy Savage boasts one of the most amazing sets of signatures in the game.)
**Double Axe Handle **QS+QG from the turnbuckle (This is a REALLY good move. If the opponent is in the ring there is absolutely no way he can escape from it, and if the opponent is out of the ring…it will still hit because Savage will dive after him! This is one of the best Signatures in the game, in my humble opinion)
**Running Sitout Lariat **Running+HS+HG (Wow, on top of his Double Axe Handle, he has an unblockable strike, too!? Holy Toledo! This has a weird floaty movement though so it can be difficult to assess whether or not it will connect. Still, it’s another unblockable move from a character who didn’t need one.)
Finisher
**Flying Elbow Drop **Wow, what can I say about this move that hasn’t been said already? It’s a top rope move that has extremely good tracking, can go the entire length of the ring as well as be used to dive onto opponents out of the ring, and looks downright awesome! If you have the meter, don’t be afraid to use this if you’re certain the opponent won’t be able to duck out of the ring during execution. If the opponent is already on the outside and not near the ring, use this move to dive on top of them and deliver some great damage.
Movelist
QS>HS(KB)
QS>QG(WLK)
QS>HG(SLK)
QS>QS>QG(KND)
QS>QS>HG(KND)
QS>QS>HS>QS(KB)
QS>QS>HS>HS(KND)
QS>QS>HS>QG(KND)
QS>QS>HS>HG(KND) <—This is your first MACHO combo. This move launches Savage to the top turnbuckle, where he can follow up with any diving attack he pleases for some very nice damage.
QS>QS>QS>QS(KB)
QS>QS>QS>HS(KND)
QS>QS>QS>QG(KND)
Away+QS>HS(KB)
Away+QS>QG(WLK)
Away+QS>HG(SLK)
Away+QS>QS>QS>QS(KB)
Away+QS>QS>QS>HS>HS <----This is your second MACHO combo. While it isn’t TRUE, the opponent cannot counter except for the first attack. What makes this particularly effect is that you can hold the final HS input to make it an unblockable strike as seen below: very effective for punishing opponents who like to block a lot.
Away+QS>QS>QS>HS>Hold HS(KND)
Away+QS>QS>QS>QG>Any button(KND)
Away+QS>QS>QS>HG(STN)>Any button(STN)>Any button(STN)
Away+QS>QS>HS>HS
Away+QS>QS>HS>Hold HS(KND)
Toward+QS>HS(KB)
Toward+QS>QG(WLK)
Toward+QS>HG(SLK)
Toward+QS>QS>QG(KND)
Toward+QS>QS>HG(KND)>Any button(KND)
Toward+QS>QS>HS>QS(KB)
Toward+QS>QS>HS>HS(KND)
Toward+QS>QS>QS>QS(KB)
Toward+QS>QS>QS>HS>QS(KB)
Toward+QS>QS>QS>HS>HS(KB)
Toward+QS>QS>QS>QG(KB)
Toward+QS>QS>QS>HG(KND)
WLK>QG>Any Button (KND) <----You should know the deal by now. Time your second input just in time with the kick to get the attack out.
As Randy Savage
As you can plainly tell from above, Savage isn’t like any of the other Acrobats in the game. His movelist would actually make you think that he’s a Brawler class, but despite his huge movelist, you should work on getting the Macho Man to the top rope. That’s where all of his truly damaging options lie as noted from his amazing Double Axe Handle Signature and Flying Elbow Drop Finisher. He doesn’t have a rope spring cycle like the other Acrobats, but he doesn’t really need one.
Your main game plan with Savage should be to knock the opponent down, climb the turnbuckle, attack from the top of the turnbuckle, and repeat. There are a few ways you can do this: chain combos that end with knockdowns (an opponent can only counter Savage’s chains during the first hit, last hit, or if a grab occurs), grabs, running attacks, or even rope spring attacks. During a weak lockup, Savage’s QG starts a chain grapple in which he performs a backflip off the opponent’s chest. If you’re close enough to the corner, Savage flips all the way back to the top of the turnbuckle.
All Acrobat characters have this technique, but Savage’s is a little bit different. If you correctly time the next attack in the grab chain combo, when Savage jumps off the opponent’s chest, he also knocks the opponent to the mat. This is not the case with other Acrobats, and it sets up Savage’s turnbuckle attacks perfectly.
Once an opponent has been knocked down, head for the top of the turnbuckle. Your goal here is to hit the opponent with a Strong Strike from the top rope. This attack cannot be countered or blocked, travels almost the entire length of the ring (an opponent has to be in the opposite corner or outside of the ring to avoid it), and is difficult to evade. If it hits, the opponent is sent flying out of the ring, or to the closest turnbuckle (depending his position). The best scenario is if the opponent slams into the turnbuckle. Not only does this inflict significant damage, but also it leaves the opponent in a slumped state, which means you can follow with your choice of guaranteed attacks.
A QG when an opponent is in a slumped state gives Savage time to climb the turnbuckle again to repeat the process. An HG places the opponent in a strong lockup. Savage doesn’t get anything guaranteed after a strong lockup attack, but if the opponent has been damaged, it’s possible to get a random ground stun so you can follow with guaranteed attacks. In addition, almost any strike-based chain combo you execute while an opponent is in a slumped state becomes a true combo series chain due to the extended stun of the turnbuckle.
Against Randy Savage
So if Savage can do all of these amazing things, how the hell are you supposed to stop him? The answer: DON’T LET HIM REACH THE TOP ROPE. Savage is damn near unbeatable once he’s on the top, so you had better be ready to bring the fight to him and keep him from using his many options to knock you down and give himself time to go to the top, or in a couple of cases bounce off of you to get to the top. This can be a problem due to his Superior countering ability, where his reversal rakes you over the eyes and stuns you for a few seconds. Be prepared to counter that so you can stun him right back, and then lay on the offensive pressure.
If by some chance he does get the top rope, either bolt out of the ring or get the opposite side of the ring as quickly as possible. If neither is an option, just stay away from the center of the ring where he can get you for sure. By staying close to the ropes, when he does that flying HS, he’ll knock you out of the ring and not only not get as much damage, but lowers Savage’s follow-up options.
In short, don’t put yourself in a position where he can dive down on you, because it will hurt like crazy if he does.
OOOOHHH YEAAAAH thanks for the macho guide! my favorite so far in the game
No problem. Today I’m going to be doing Warryah and Kane, but if you’ve got anyone else you want a guide for that isn’t already up, let me know and I’ll move him up on the queue!
Ultimate Warrior: Brawler
Counter: Normal
Running down the ramp at full speed, the Ultimate Warrior entered the ring violently shaking the ropes, wearing colorful face paint and attire, and quickly demolishing any opponent that stood in his way. The Ultimate Warrior’s gimmick, in a nutshell, was that he was a raving lunatic that went into berserker rages in the ring. Turns out that Ultimate Warrior, who would legally change his name to “Warrior,” wasn’t really acting: he wass every bit as crazy in real life as he was in the ring. This has alienated him from many of his former colleagues and employers, but there’s no denying that he was the very definition of intensity: as nonsensical as his promos and rants might be, people listened to them and thought they sounded cool.
And just like in real life, Warrior is a little bit of an oddball in this game. All of his chain combos hurt and several of them can continue even if the opponent blocks, but he doesn’t have much that he can really rely on to get some safe damage. On top of this, he has two top rope signatures despite not being an Acrobat nor having any reliable ways he can quickly get to the top rope. Using Warrior requires good knowledge of what he has at his disposal and anticipating the opponent reversing his attack. It may get a bit frustrating, but that is the Way of the Warrior: can’t dish out punishment without taking some first!
PROS
Can complete some of his combos even when the opponent blocks
CONS
Charge Strike does not juggle and has limited range
Chain combos aren’t very effective
Limited offensive ability
Signature Moves
**Choke Lift Toss **QS+QG or HS+QG (Gives Cinematic Finisher)
**450 Splash (Since when did Warrior have THAT!?) **HS+HS from the top rope (since it’s from the top rope, it’s unblockable and can be a bit difficult to avoid, but since Warrior is a brawler he doesn’t have any reliable ways he can get the top)
**360 Flip Double Axe Handle **QS+QG from the top rope (again, Warrior doesn’t have any completely safe ways to get to the top. My recommendation would be to wait until you have at least two stocks of meter to do this or the 450 Splash, so you can use the Choke Lift Toss to give you the room you need to get to the top rope)
**Flying Shoulder Block **Running+QS+QG or Running+HS+HG (An unblockable strike that comes out a little bit slow but is still one of Warrior’s best tools. Use this as a mid-range move as the opponent can more easily anticipate it if it’s up close)
Finisher
**Gorilla Press Slam **You’re better off saving this until the opponent is in the flashing red health. Warrior deals plenty of damage to get your opponent at that point. The trick is making those damaging options effective.
Movelist
QS>HS
QS>QS>QG(KND)
QS>QS>HG(KND)
QS>QS>QS>QS(KB)
QS>QS>QS>QG(KND)
QS>QS>QS>HG(KND)
QS>QS>QS>HS>QS(KB)
QS>QS>QS>HS>HS(JUG)
QS>QS>QS>HS>QG(STN)>QG(JUG)
QS>QS>QS>HS>HG(KND)
QS>QS>HS>QS(KB)
QS>QS>HS>QS(KB)
QS>QS>HS>HS(JUG)
QS>QS>HS>QG(STN)>QG(STN)
QS>QS>HS>HG(KND)
Away+QS>HS(KB)
Away+QS>QS>HS
Away+QS>QS>Hold HS(KND) – Last hit is Unblockable
Away+QS>QS>QG(KB)
Away+QS>QS>HG(KND)
Away+QS>QS>QS>QS(KB) <----From here…
Away+QS>QS>QS>HS
Away+QS>QS>QS>Hold HS(KND)
Away+QS>QS>QS>QG(KB)
Away+QS>QS>QS>HG(KND) <---- …to here are our WARRYAH combos, ladies and gentlemen. Warrior doesn’t have many useful chains, as damaging as they all are, but these can only be countered at the first and last attack. As long as the first attack isn’t countered, Warrior can continue the combo. Alternatively, you can mix up the last input with the other Away+QS>QS>QS combos.
Toward+QS>HS(KB)
Toward+QS>QS>QG(KND)
Toward+QS>QS>HG(KND)
Toward+QS>QS>QS>QS(KB)
Toward+QS>QS>QS>HS>QS(KND-S)
Toward+QS>QS>QS>HS>HS(KND)
Toward+QS>QS>QS>HS>QG(KND)
Toward+QS>QS>QS>HS>HG(JUG)
Toward+QS>QS>QS>QG>QS(KND)
Toward+QS>QS>QS>QG>HS(KND)
Toward+QS>QS>QS>QG>QG(KND)
Toward+QS>QS>QS>QG>HG(KND)
Toward+QS>QS>QS>HG(KND)
As Ultimate Warrior
As you might have noticed, Warrior has a lot of ways he can get into juggle and as a brawler, his combos can dole out some serious damage in a hurry. The flipside is that most of his combos can be blocked or countered easily, giving him a lot of really unsafe moves that might whose reward might not balance out out the risk involved. Warrior was never known for his ring smarts, after all, so I guess this is sort of an accurate portrayal of the way he actually competed in the ring (barring the crazy high-flying Signatures he has). Unfortunately, if you intend on maining this lunatic, it means you’ve got your work cut out for you.
As a Brawler class, Warrior is not very effective. He has a good number of chain combos, but unfortunately, some of them can be countered mid-chain, others cannot continue if the opponent blocks, and almost all of them can be blocked after the first or second attack. To make matters worse, his grabs are average at best, and his Charge Attack has limited range, which gives him very little else to fall back on.
Any skilled opponent will block almost all of Warrior’s chains. For any combo that has a HS before the end of the combo, if the Strong Strike is blocked, Ultimate Warrior cannot continue the combo. In addition, all of Ultimate Warrior’s Toward + QS chains can be countered during the second attack, which makes them completely useless against a skilled opponent. Therefore, the only chain combos Ultimate Warrior can rely on are his Away + QS combos that do not have a Strong Strike in them. Theoretically, you can use his normal QS combos as well, but the grabs at the end of these combos don’t give you much to work with.
Focus on Warrior’s WARRYAH combo variations that don’t include a HS somewhere in the middle. Early in the match, use QG as the last attack more often than not. After you’ve damaged the opponent a bit, start to use HG as the last attack. After the opponent has dropped a health bar or two, the Strong Grab gives Warrior a ground stun, which allows you to follow with a grounded attack.
Against Ultimate Warrior
All you have to do here is learn the reversal and counter timing of the grabs at the end of Warrior’s combos and you should be good to go. Most of Warrior’s combos have an HS in them which can be blocked or countered, so there isn’t much to worry about. After figuring that out, just be careful to get hit by his QS and Away+QS chains as they all lead to damaging options, and counter the second attack of his Toward+QS chains. If he tries to sneak in a Charge attack, just back up or interrupt with a combo of your own.
And that’s really about it. The key is not to get hit by Warrior’s chain combos because they deal quite a bit of damage, so if you can figure out the timing, he shouldn’t give you any problem at all.
Kane: Big Man
Counter: Normal
Few Superstars in the history of WWE have struck fear into the hearts of their opponents quite like Kane. Debuting as the Undertaker’s long-lost half-brother, the Big Red Monster made an immediate impact by manhandling his more famous sibling before blazing a path of destruction and pain to carve out his own legacy. Known for his fondness of fire (and apparently pyrokinesis) and causes suffering to others, Kane has left a mark on the company with a reputation of destroying pretty much anyone he steps into the ring with. The only hope others have of taking him down is matching his savagery, which is extremely hard to do given his scarred psyche.
Not only is Kane obscenely strong, he is also quite agile for a man his size, and those traits shine bright like an inferno in WWE All-Stars. He is the only Big Man who can complete his combos even when the opponent blocks, giving him a dangerous pressure game as opposed to the “Wait and Punish” strategy the other Big Men use. With great damage-dealing cabilities and plenty of TRUE combos, Kane can unleash Hell onto his enemies, especially those foolish enough to think that just because he’s big, he’s slow, too. Anyone dumb enough to think that are going to find themselves burned!
PROS
Combos do not stop when blocked
Effective TRUE combos
Inflicts damage quickly
CONS
Slow taunt
Majority of attacks do not have KB
No chain grapples of any sort
Limited attack options
Signatures
**Falling Power Bomb **QS+QG (Gives Cinematic Finisher)
**Tombstone Piledriver **HS+HG (Gives Cinematic Finisher)
**Gorilla Press Powerslam **Away+HS+HG (Gives Cinematic Finisher)
**Diving Clothesline **QS+QG or HS+HG from the top rope (unblockable turnbuckle move that has decent tracking and good damage. The catch is that it doesn’t hit grounded opponents like many other top rope signatures)
Finisher
**Chokeslam **Does considerable damage, but being a grapple it can be seen coming a mile away. Save this until your opponent is in the flashing red health, which Kane should have NO problem doing because of how much damage he deals already.
Movelist
QS>HS(KND-S)
QS>QG(WLK)
QS>HG(SLK)
QS>QS>QS(KB) <---- Your first BIG RED combo. While Kane has several TRUE combos, the last hit puts the opponent in the rare KB state, allowing him to continue pressuring the opponent. Use the KB stun to set up a QG or HG and use his lockup options. They can both be escaped, but with the KB stun they have little time to do so.
QS>QS>HS(KND) <---- Your second BIG RED combo. It’s just like the first one, only the last hit causes KND. While they don’t stay down long enough for guaranteed follow-ups unless the opponent has taken heavy damage, it does give you a great opportunity to store an unblockable if you haven’t already. Alternatively, you could use your Charge Grab and with proper time and spacing, you’ll catch them just as they’re standing back up. This’ll toss the opponent to the turnbuckle in a slumped state and allow to follow up with an attack of your choice.
QS>QS>QG(KND)
QS>QS>HG(JUG) <----- Your third BIG RED combo. If your opponent has gotten wise to the other BIG RED combos, throw in a HG at the end to chokeslam them and put them in a juggle state off the rebound. Then you can follow up with the juggle combo of your choice.
Away+QS>HS(KND-S)
Away+QS>QG(WLK)
Away+QS>HG(SLK)
Away+QS>QS>QS(KB)
Away+QS>QS>HS(KND)
Away+QS>QS>QG(KND)>QS or HS(KND)
Away+QS>QS>QG(KND)>QG or HG(SUB)
Away+QS>QS>HG(KND)
Toward+QS>HS(KND-S)
Toward+QS>QG(WLK)
Toward+QS>HG(SLK)
Toward+QS>QS>QS
Toward+QS>QS>HS
Toward+QS>QS>QG(KND)
Toward+QS>QS>HG
As Kane
What separates Kane from the other Big Men in his class that his combos do NOT stop after the first hit, which allows Kane to pressure the opponent and perhaps cause them to let down their guard, expecting Kane’s combos to stop after the first hit. Well, they’ll be in for a rude awakening because Kane is easily the most agile of the four Big Men and still deals out some incredible damage, including having the ability to store that nasty Unblockable HS. The drawback to being so agile is that he doesn’t have many attacks that causes KB compared to other Big Men. So he’s a Big Man with the mobility of a Brawler, and since he still deals Big Man damage, not having many ways to cause KB doesn’t bother him TOO much.
To be successful with Kane you need to work a little bit. Kane inflicts more damage with his attacks than most other characters, but it’s also fairly easy to see his attacks coming. His two recommended combos work very well in different situations. QS>QS>QS is great at the beginning of the match when the opponent hasn’t taken much damage. Once the opponent has taken some damage, mix in QS>QS>QS to knock the opponent down. At this point you can back away slightly, and time a Charge Grab or Signature to connect just as the opponent stands. It’s important to back away first because many opponents like to stand up while mashing an attack button. If Kane is too close, the opponent’s attack will interrupt Kane’s attack. Stepping back allows Kane to punish an opponent if he stands up attacking (because the attacks will whiff).
The knockdown after QS>QS>HS sets up a pin attempt and also gives Kane time to store his Charge Strike if it’s still early in the match. Once a Charge Strike is stored, it’s very easy to connect because it executes quickly and cannot be blocked. If it connects, it sends the opponent flying to the ropes and into a juggle state that allows Kane to follow with additional attacks.
Because Kane relies heavily on his Quick Strike chains, be sure to mix in grabs and Strong Strikes to throw the opponent off. Kane’s grabs are fairly slow, so if the opponent is avoiding them and countering your Quick Strikes, mix in a Strong Strike. It cannot be countered, and if it connects it knocks the opponent down. If the opponent blocks Kane’s attacks but isn’t countering much, mix in QS>QS>HG to juggle the opponent. Follow with the juggle of your choice: if you’ve mastered the timing of the Just Frame HG Backbreaker, use that and deliver some insane damage.
Against Kane
Defeating Kane is more about having fast reactions than anything else. Kane relies heavily on his Quick Strike chain combos, but if you pay close attention you can see the first Quick Strike coming and counter it on reaction. All of his other chain combos can either be blocked or countered after the first or second attack, or do not cause any detrimental states (knockback, knockdown, etc.). Kane’s grabs are also relatively slow and can be interrupted with a Quick Strike, or avoided by simply walking backward. If you avoid them, be ready to punish the missed attack with a chain combo or grab of your own.
Kane has a decent array of turnbuckle attacks, but most of them lack range or speed. If you see Kane climb the turnbuckle, back away or leave the ring. Unless you’ve been knocked down, you should have plenty of time to move. If you have been knocked down and you’re stunned, Kane should go for the guaranteed damage of grounded attacks rather than climb the turnbuckle. If he does climb the turnbuckle, Kane may be sacrificing guaranteed damage to do so.
Basically, what you want to do is zone him out: keep out of reach of his QS chains and QG, and then punish the whiffs. If that fails, you could always shout out “MAY 19th!” and see if the Kane player next to you starts to freak out. More than likely he’ll just give you weird looks, so just play that zoning game instead.