The OFFICIAL WWE All-Stars Thread: Strats. Chat. Player Lists

Edge: Grappler
Counter: Normal

The young Adam Copeland attended Wrestlemania VI to watch his hero Hulk Hogan take on the up-and-coming Ultimate Warrior, and the resulting battle between the two titans had a profound effect on the teenager. Several years later, Adam Copeland had taken to calling himself “Edge” and has accumulated more titles and accolades than any other competitor in WWE history. Starting off as a man with a penchant for violence and bloodshed, and later someone who liked having a good laugh in between, Edge’s career REALLY took off when he became the “Rated R Superstar:” a merciless rule-breaker who could go from snarky and overblown one moment to overly-paranoid and bloodthirsty the next. Years of high-impact offense forced him into retirement after Wrestlemania XXVII, but he left quite an impression on the WWE and cemented his spot as a future Hall of Famer.

Not only was Edge not afraid to go through ladders or be smashed through tables, he was also quite a mat technician, and this transfers over to his appearance in WWE All-Stars. As a Grappler class, Edge has a plethora of long chain grapples to damage the opponent considerably, as well as frustrate those who haven’t gotten the hang of reversals. The flipside to this is that almost all of his moves can be reversed, so anyone who is good at reversals is going to give Edge a lot of problems. If you intend to maining Edge, you must be aware of Edge’s many options he has to damage the opponent and maybe get a quick victory in the process.

PROS
Finisher is a strike and not a grab
Spinning Wheel Kick is a strike
Spinning Wheel Kick has extremely long range
Wide variety of chain grapples
Can pin from WLK

CONS
Limited TRUE combos
Must rely on reversible chain grapples for good damage

Signatures
**Edgecution **QS+QG (Gives Cinematic Finisher)
**Edge-O-Matic **HS+HG (Gives Cinematic Finisher)
**Spinning Wheel Kick **Away+QS+QG (Not only is this an unblockable strike, but it has unbelievable range, almost all the way to the opposite side of the ring. This is a great move to catch an opponent who is on the run from you after you’ve taken off a lot of their health with your chain grapples. Be sure to add this move to your plan of attack: just try not to use it at point blank as it has some start-up time before the frames become active)
**Electric Chair Facebuster **Away+HS+HG (Gives Cinematic Finisher)

Finisher
**SPEAR! **Like Big Show’s KO Punch, this finisher is an UNBLOCKABLE strike and it comes out really fast, as well. Edge gets some pretty decent speed on the run, as well, so you could use it to catch an opponent off-guard from mid-range. If the opponent is in the red health, this can be very hard to evade, so once the opponent’s life is low enough, take off and get the tackle!

Movelist

QS>HS(KB) <----- Your first RATED R combo. It is Edge’s only TRUE strike combo and thus extremely useful. The last hit is KB so it allows Edge to continue pressuring the opponent. If the opponent is close to a barrier, it creates a stun that gives Edge some guaranteed follow-ups, including a Signature.
QS>QG(WLK)
QS>HG(SLK)
QS>QS>QS(KB)
QS>QS>QG(KND)
QS>QS>HG(KND)
Away+QS>HS(KB)
Away+QS>QG(WLK)
Away+QS>HG(SLK)
Away+QS>QS>QS(KB)
Away+QS>QS>QG(KND)
Away+QS>QS>HG(KND)
Toward+QS>HS(KB)
Toward+QS>QS[TRUE]>QS(KB)
Toward+QS>QS[TRUE]>QG(KB)
WLK>HS>QS or HS[TRUE]
WLK>HS>QG or HG>QS or HS(KND)
WLK>HS>QG or HG>QG>QS or HS(KND)[TRUE]
WLK>HS>QG or HG>QG>QG or HG>QS/HS/QG(KND)
WLK>HS>QG or HG>QG>HG[TRUE]
WLK>QS(KND)>QS>Any button
WLK>QS(KND)>HS>Any button>HS(RLK)
WLK>QS(KND)>QG>QS or HS(KND)
WLK>QS(KND)>QG>QG or HG(PIN) <-----Your other RATED R combo. If the opponent is in orange health or below, the pin at the end could potentially end the match as it is much harder to get out of pins if the opponent is low on health. It’s a sneaky way to get a victory, but hey, Ultimate Opportunist and all.
WLK>QS(KND)>HG>Any button(KND)
WLK>QG(KND)>QS(KND)>Any button
WLK>QG(KND)>HS>Any button(KND)
WLK>QG(KND)>QG(STUN)>Any button(KND)>Any button
WLK>QG(KND)>HG>QS/QG/HG(SUB)
WLK>QG(KND)>HG>HS
WLK>HG(KND)>QS>Any button>Any button
WLK>HG(KND)>HS>Any button(BO-S)
WLK>HG(KND)>QG>Any button(KND)
WLK>HG(KND)>HG(STUN)>Any button(KND)
SLK>QG>QS or HS(KND)
SLK>QG>QG or HG(KND)
RLK>QS(KND)>Any button
RLK>HS(KND)>Any button(KND)>Any button(KND)
RLK>QG>Any button(KND)
RLK>HG>Any button(KND)

As Edge

Edge doesn’t have a lot going for him in WWE All Stars. As a Grappler class, he has a wider variety of strike chain combos than most other Grapplers, but only one of them is a complete true combo series. Any other strike chain combos Edge attempts can be blocked, countered, or interrupted. This limits Edge to relying on his grab chain combos for the bulk of his damage output. Unfortunately, this means that skill takes a backseat to the hope that your opponent guesses wrong and doesn’t pull off many counters or reversals.

On the bright side, Edge has a large assortment of grab chain combos, and if you use a reversal blocker as often as possible, you’ll limit the success of your opponent’s reversals. Edge also has a quick and far-reaching QG, and an opponent has to react fast if he’s going to counter Edge’s two-hit combos that lead into a weak lockup (QS> QG, Away + QS>QG, etc.).

If you mix up Edge’s grab chain combos and use a few strike chain combos, you should build meter relatively fast. Once you have a Signature Move available, Edge gains a powerful tool. His Spinning Wheel Kick is a strike attack instead of a grab (like most other Signature Moves). It also reaches almost the entire length of the ring and executes quickly, making it difficult to counter. It cannot be blocked and it’s hard to evade, which makes it an almost guaranteed hit from about halfway across the ring. At this distance, it’s almost impossible for the opponent to interrupt the attack or escape the ring in time to evade it.

Edge’s Spear Finisher is also a strike attack instead of a grab. It doesn’t have nearly the range of the Spinning Wheel Kick, but when stored and used strictly to KO an opponent, it’s fast and hard to evade. If you can’t create an opportunity to store the Finisher, use the Spinning Wheel Kick to knock the opponent down, then go for a non-stored Finisher as he’s grounded. If the opponent’s health is low enough (usually at least in the red), the Finisher will land.

Against Edge

If you’ve got fast reactions and you’re good at using reversals and counters, Edge won’t stand a chance. He has only one true combo series to rely on (Quick Strike > Strong Strike), which leaves you in a knockback state. This allows Edge to continue offensive pressure, but as long as you don’t hit a barrier after the Strong Strike, you can block or counter any attack Edge tries to follow up with. If Edge tries any other chain combos, block or counter mid-chain to gain the upper hand.

Once you’ve shut down Edge’s only true combo series, he’s left with nothing more than grab chain combos. This is where your reaction time will be tested. Edge has a wide variety of grab chain combos, many of which will leave you pinned, or on the ground and open to additional attacks. Your best bet is to counter the initial grab attempt. If you can’t do that, learn the reversal timing of the first attack in each of Edge’s grab chain combos. There’s less variety in the first attack than there is in any of the remaining attacks, so it won’t be too difficult to learn the timing for all of them. Once you have this down, you can effectively shut down Edge’s offense and the match is yours.

Jimmy Snuka: Acrobat
Counter: Superior

“Supaa, Supaa, Supaafly~”

Jimmy “Superfly” Snuka is one of those wrestlers who didn’t necessarily win a lot of relevant titles in his long career, but he is still one of the most memorable guys of his era. Snuka’s high-flying offense was something of a rarity in his era, coming into the business in 1969 when being a high-flyer wasn’t the “in” thing like it is today. Furthermore, he is credited with introducing the high-flying style to the WWF in the early 80s, and though his career in the federation was short, it was definitely memorable. From being hit in the head with a coconut by Roddy Piper to diving off the 15-foot steel cage on top of Don Muraco, Snuka’s time in WWF inspired many future starts like Tommy Dreamer, Mick Foley, and CM Punk to pursue a career in professional wrestling themselves. No matter what, whether he win or lost, Superfly was going to make sure that whoever he stepped into the ring with was going to feel the effects of their match the next few days after.

Here in WWE All-Stars, Snuka definitely has to work hard for his victory. Like most Acrobats, his combos are pretty bad, maybe even worse off than the fellow members of his class. On top of that, unless he has meter, he is pretty much neutered as all of his offensive options can be countered after the first hit. If you want to win with Snuka, you’ll have to use that rope spring cycle I keep going on about and use your meter wisely. As long as you have meter, as well as take advantage of Snuka’s Superior Counter, you should stand a chance. No one said being a Superfly was easy!

PROS
Superior Counter
Finisher hits standing and grounded opponents
Good rope spring moves
Faster than all non-Acrobats

CONS
No TRUE combos
Combos for the most part just plain suck
Must rely on speed and rope sprnig attacks to win, meaning without meter he’s neutered

Signatures
**Hang Loose Combo **QS+QG (Gives Cinematic Finisher)
**Headlock Punch **HS+HG (Gives Cinematic Finisher)
**Jumping Headbutt **Away+QS+QG (Gives Cinematic Finisher)
**Diving Crossbody **HS+HG from the top rope (Not sure if this his grounded opponents or not, but my guess is no. Use this as the opponent is standing back up from KND to catch them)

Finisher

**Superfly Splash **It just wouldn’t be Superfly without the Superfly Splash. As mentioned above, it hits opponents standing or grounded, so when you have the proper space and time to get to the top rope, use this to get some good damage. Snuka doesn’t have much to work with in the ways of offensive options for big damage, so don’t hesitate to use this if you have the meter.

Movelist
QS>HS(KB)
QS>QG(WLK)
QS>HG(SLK)
QS>QS>QS(KB)
QS>QS>HS(KB)
QS>QS>QG(STN) <----- Your SUPERFLY combo. This is the only combo he has that leaves the opponent in STN, giving him time to start another combo or start the rope spring offense. Every attack in this can be reversed though, to be wary of that.
QS>QS>HG(KND)
Away+QS>HS(KB)
Away+QS>QG(WLK)
Away+QS>HG(SLK)
Away+QS>QS>QSTRUE
Away+QS>QS>HS(KND-K)
Away+QS>QS>QG(KND)
Away+QS>QS>HG
Toward+QS>HS(KB)
Toward+QS>QG(WLK)
Toward+QS>HG(SLK)
Toward+QS>QS>QSTRUE
Toward+QS>QS>HS(KB)>HS(KND)
Toward+QS>QS>QG(KND)
Toward+QS>QS>HG(KND)
WLK>QG(KB)>Any button(KND) <----your typical Just Frame Acrobat grapple

As Jimmy Snuka

Jimmy “Superfly” Snuka is severely lacking compared to the rest of the Superstars and Legends in the game. He does not have a single chain combo he can rely on because all of them can be blocked after the first attack. The only things Snuka has going for him are his increased movement speed (because he’s an Acrobat class character) and good rope spring attacks. Unfortunately, you need meter to use rope spring attacks, which means you must damage the opponent before Snuka can get into his offensive groove.

You best bet to build up your meter is to rely on Snuka’s superior counter. As long as the opponent doesn’t reverse your counter attempt, Snuka stuns the opponent, which allows you to initiate a Quick or HG. You can connect with almost any attack after a superior counter, but due to Snuka’s weak chain combos, it’s best to go for a lockup instead. Snuka’s weak lockup leads to a stun, which allows you to go for another grab attempt, while his strong lockup leads to guaranteed ground attacks. You can also attempt to enter a rear waistlock after a weak lockup, but that gives the opponent more chances to use a reversal, which you don’t want to do.

Once you have a little bit of Energy Meter to play with (you don’t need much), the fun begins. Use a rope strong attack (QS or HS) against the closest set of ropes. The QS and HS rope spring attacks are extremely difficult to block or counter. If you connect with the QS, you can follow with guaranteed ground attacks. If you connect with the HS, it bounces the opponent off the ropes and into a juggle state.

The juggle after the HS is a little tricky because it greatly depends on the location of the opponent in the ring. If the opponent is right next to the ropes, you won’t have time to execute a juggle. If the opponent is close to the ropes, you’ll be able to pull off only a QG while the opponent is in the air. However, if the opponent is a moderate distance away from the ropes, you can use a full SUPERFLY combo, or something similar. It is also possible to knock the opponent out of the ring instead of bounce him off the ropes. If this happens, follow the opponent with a running attack to leap out of the ring. If you can connect with grounded attacks afterward, do so, then get back into the ring. If you’re outside of the ring, Snuka can’t use rope spring attacks and his offense becomes very limited.

Once you’ve connected with a rope spring attack and executed the proper follow-up attack, immediately repeat it. Even if you started with a small amount of meter, a single successful rope spring attack is enough to fill the meter to use a Signature Move. Continue to repeat the rope spring attack cycle until the opponent leaves the ring or evades the attack. If the opponent leaves the ring, use taunts to build Snuka’s Finisher Meter until the opponent gets back in the ring. Do not take the match out of the ring or Snuka will be at a severe disadvantage.

Against Jimmy Snuka

Snuka doesn’t have much going for him. If you get hit with any of his chain combos, you can block the second hit. His limited grab chain combos are easy to reverse, even for a novice player, and if he has no meter he can’t start his rope spring attack cycle. All you really need to do is be ready for Snuka’s superior counter. It’s the only good way he has to build his meter but if you reverse the counter, not only will you maintain the upper hand, you’ll prevent Snuka from starting his rope spring cycle.

If Snuka does manage to begin the rope spring cycle, you can counter the attacks, but the timing is very strict. It’s better to stay as far away from him as possible. None of Snuka’s attacks from a rope spring reach all the way across the ring. You can also use running attacks of your own to stop Snuka before he can get to the ropes and perform a rope spring attack. As a last resort, you can leave the ring and wait for Snuka there. Snuka loses the ability to use rope spring attacks once he leaves the ring, which puts you at a huge advantage. However, you may find yourself in a waiting game while you wait outside the ring and Snuka waits inside the ring. There’s no time limit or count outs in the game, so this can theoretically go on forever. Try to bait Snuka out with taunts to build your Finisher Meter.

Randy Orton: Brawler
Class: Normal

The Third-Generation Superstar…the Protégé of Evolution…the Legend Killer….and now the Viper. No matter what moniker he has gone by, Randy Orton has long surpassed the Ortons that came before him, and that’s saying something since his father Cowboy Bob Orton was involved in the main event of the first Wrestlemania. Combining technical prowess with some of the most remorseless brawling you’ll see, Randy Orton’s unmatched competitiveness and fighting spirit has won him many accolades in his career, and he hasn’t even hit 35 years old yet. In his current persona of the Viper, Orton’s reptilian gaze and sociopathic tendencies strike fear into almost everyone he comes across, with his RKO finisher able to put down his opponents long enough for the victory, as well as his twisted “post-match” celebration: a running punt to the head that takes weeks off of the careers of anyone who falls victim to it.

In WWE All-Stars, Orton has the very useful ability of comboing into his Signatures, making it an absolute necessity to learn how to reverse his combos rather than block them, because if you get too block-happy…BAM! Orton has suddenly taken off half a color of health with one of his signatures. Even though he is a Brawler, he also has the ability to combo in a pin, which is something reversed for Grapplers. This gives opponents yet another reason to be wary around Orton if he has a life-lead: the lower the opponent’s life, the easier it’ll be for Orton to snatch up a victory. With all of these abilities, as well as his very fast and very good RKO Finisher, you’ll need to stay on your toes or the Viper’s venom will stop you cold.

PROS
RKO Finisher executes rather fast compared to other Finishers
Chains that end in Signatures (REALLY good attribute)
Guaranteed ground attacks after most WLK/SLK options
Plays like a mix between a Brawler and Grappler
Can pin from chains
HS has good range

CONS
Very few TRUE combos
Limited chain grapples

Signatures (all give Cinematic Finisher)
**Running Punt **QS+QG
**Orton Stomp **HS+HG
**Inverted Headlock Backbreaker **Away+QS+QG
**Rope Hung DDT **Away+HS+HG

Finisher

**RKO **After being primed, this move comes out REALLY fast, befitting of how Michael Cole will say “FROM OUT OF NOWHERE” whenever it comes out. If there’s a Randy player that’s glowing yellow and is within striking distance of you, you BETTER watch out or you’re going to get planted. If you have the finisher meter necessary and the space to prime it, go ahead and use this: chances are the opponent won’t be able to counter it.

Movelist
QS>HS(JUG)
QS>QS>QG
QS>QS>HG(PIN) <---- Your first VIPER combo. If the opponent in the orange health or below, this could potentially end the match. Orton has quite a few ways to deliver damage in a hurry, so once you get all that damage, throw this in for a possible quick victory.
QS>QS>QS[TRUE]>QS(KB)
QS>QS>QS[TRUE]>HS>QSTRUE
QS>QS>QS[TRUE]>HS>HSTRUE
QS>QS>QS[TRUE]>HS>QG(STN)
QS>QS>QS[TRUE]>HS>HG(STN)
QS>QS>QS[TRUE]>HS>QS+QG(Signature) <----Your second VIPER combo. If your opponent is blocking everything you do, tack this onto your offense and he’ll receive a good-old fashioned BOOT TO THE HEAD for your troubles. Requires 1 stock of meter.
QS>QS>QS[TRUE]>HS>HS+HG(Signature) <----Your third VIPER combo. Just like the second one, only the opponent will get the backbreaker instead of the punt. Requires 1 stock of meter.
Away+QS>HS(KB)
Away+QS>QS>QG
Away+QS>QS>HG(KND)
Away+QS>QS>QS[TRUE]>QSTRUE
Away+QS>QS>QS[TRUE]>QG
Away+QS>QS>QS[TRUE]>HG(KND)
Away+QS>QS>QS[TRUE]>HS>QSTRUE
Away+QS>QS>QS[TRUE]>HS>HSTRUE
Away+QS>QS>QS[TRUE]>HS>QG(KND)
Away+QS>QS>QS[TRUE]>HS>HG(KND)
Away+QS>QS>QS[TRUE]>HS>QS+QG(Signature) <----An alternative to the second VIPER combo. Requires 1 stock of meter.
Away+QS>QS>QS[TRUE]>HS>HS+HG(Signature) <----An alternative to the third VIPER combo. Requires 1 stock of meter.
Toward+QS>HS(TRUE)(KB) <----Your fourth VIPER combo. It’s a TRUE series from start to finish and allows for guaranteed follow-ups due to the KB if the opponent is against a barrier, and if the opponent has taken enough damage, it’ll put the opponent in KND-S, allowing for even more guaranteed follow-ups.
Toward+QS>QS>QG(KND)
Toward+QS>QS>HG(KND)
Toward+QS>QS>QS>QS(KB)
Toward+QS>QS>QS>HS(BO-S)>QS or HG(KND)
Toward+QS>QS>QS>HS(BO-S)>HS or QG(KND)
Toward+QS>QS>QS>QG(KND)
Toward+QS>QS>QS>HG(KND)
WLK>QS>Any button(KND)

As Randy Orton

Randy Orton may be a Brawler class, but he takes several pages out of the Grappler class playbook. His strike-based chain combos are virtually useless because an opponent can counter the second hit of every QS and Toward + QS Chain. The only exceptions to this are the two-hit chain combos that end with a HS (QS >HS) because HSs cannot be countered. An opponent can always opt to block instead of going for a counter, but the timing between the first and second attack of these chains makes it very easy for an opponent to score a counter when he’s trying to simply block. This is especially true if the first hit in the chain combo connects and the opponent is scrambling to block the second hit.

With a lot of Orton’s QS and Toward + QS chain combos useless (aside from the recommended Toward + QS combo), he’s forced to rely on his Away + QS chains and basic lockup attacks (SLK and WLK). Luckily, Orton has a wide variety of Away + QS chains. If Away + QS is not countered, Orton can continue the chain into multiple options and even end with a Signature Move. An opponent can escape the final attack in these combos, but if you mix them up enough, the likelihood of this happening is significantly lowered.

In addition to the Away + QS chains, Orton must rely on his QG and HG to enter a weak lockup and strong lockup respectively. Every attack from both lockups leaves Orton with a chance to inflict additional damage, whether it’s from a grab chain combo or guaranteed grounded attacks. If an opponent counters Orton’s Quick or HG, he takes no damage and then has an opportunity to reverse the counter to inflict damage to the opponent.

If you’re up against an opponent who is not skilled at counters, use Orton’s QS chain combos that end in pin attempts when the opponent’s health is low. You can also use Orton’s QS chains that end in Signature Moves, but it’s important to limit the number of times you allow an opponent a counter opportunity. Taking the risk to get a pin attempt is one thing, but there are other ways to land a Signature Move that are safer than the QS chain combos. Anytime you score a knockdown, store Orton’s Finisher. Once it’s stored, Orton has the fastest Finisher in the game, and it has good range as well. It’s very easy to catch an opponent off guard with the RKO Finisher once it’s stored. Use this to drain the opponent’s health meter, or end the match with a KO.

Against Randy Orton

The first thing you need to do to defend against Orton is to recognize and counter his QS > QS and Toward + QS > QS chains. In both cases, you can counter the second attack of the chain. You need to counter any time Orton tries to use one of these chains to stop him from using them.

Once you’ve done this, Orton’s offense is extremely limited. He can still use his Away + QS chains, but you can block the second hit to limit their damage and reverse or counter the last hit as well. Make sure you know what Orton’s Away + QS looks like so you can watch out for a possible Signature Move at the end of the chain. You can always counter the Signature Move whether the chain connects or is blocked, but you must be ready for it.

With Orton’s chain combos nullified, you still need to watch out for his QG and HG. Both can be countered, but the timing can be difficult if Orton is mixing them up with chains and other attacks. If Orton is abusing the grabs, keep your distance to avoid them, or apply heavy offensive pressure so Orton doesn’t have a chance to use them. Orton gets guaranteed grounded attacks after almost every option from both strong and weak lockups, so it’s important to avoid them as much as possible.

Orton’s RKO Finisher is the fastest Finisher in the game once it’s been stored. If Orton has a chance to store this, be very careful around him. The RKO has fairly long range and is difficult to react to once it’s executed. Be ready to counter at a moment’s notice if he has it stored.

Triple H: Grappler
**Counter: **Normal

The Blueblood, the DeGenerate, the Game, the King of Kings, and now the Chief Operating Officer. No matter what moniker he’s going by, Hunter Hearst Helmsley AKA Triple H is always making an impact in the WWE whether in the ring or out of it. Triple H has confounded his opponents for most of his career with his wide variety of attack strategies. Think you can out-brawl him? Try telling that to Stone Cold, who lost to Triple H in the first-ever 3 Stages of Hell match. Think you can out-wrestle him? The dude has an encyclopedia of holds that only absolute maestros like Bret Hart or Chris Jericho could match. Maybe you could try playing mind games with him? Not gonna work: he’s also known as the Cerebral Assassin and is as devious as they come. Though being married to the boss’ daughter may sour his peers’ and the fans’ opinion of him, Triple H might be the best example of “the Complete Package” when it comes to integrating all of the qualities a pro wrestler should have to be successful.

In WWE All-Stars, Triple H uses his vast knowledge of wrestling holds to its fullest, sporting the largest variety of chain grapples in the game. Unless you’re good at countering, if Triple H manages to get you into a lockup, be prepared to take a very painful ride around the ring as he slams you down multiple times in different ways. On top of that, he has a lot of ways to get into JUG state from his strike combos, giving you another reason to worry. So how are you going to beat this guy? The answer: turtling and reversing.

PROS
Jumping Knee Strike is an unblockable strike
Large number of chain grapple variations
Good chain grapple damage
Multiple ways to get into JUG state
Pin from WLK

CONS
Relatively short-range QG
Cannot finish chain combos if opponent blocks
Weak against opponents skilled at counters/reversals

Signatures
**Spinning Spinebuster **QS+QG (Gives Cinematic Finisher)
**Falling Neckbreaker **HS+HG (Gives Cinematic Finisher)
**Kneeling Facebuster **Running+HS+HG (Gives Cinematic Finisher)
**Jumping Knee Strike **Running+QS+QG (This is a strike, which makes it difficult to counter and impossible to block. Use this to catch an opponent off-guard from a distance if they expect a grapple)

Finisher

**Pedigree **Save this for when the opponent is ready to be KO’d. That’s about all I can say here.

Movelist
QS>HSTRUE <—Here…
QS>HSTRUE>QG(KND)
QS>HSTRUE>HG(KND) <----…to here are your CEREBRAL combos. The second hit is TRUE and gives KB, which allows you to follow up with either QG or HG enders, or you could pause to add more offensive pressure or even start a WLK if the opponent is pushed back against a barrier. If you want to win with Trips, you’re going to need to learn how to get a WLK in place.
QS>QG(WLK)
QS>HG(SLK)
QS>QS>QG(KB)
QS>QS>HS(KND)
QS>QS>QG(KND)
QS>QS>HG(KND)
Away+QS>HS(KB)>QG(JUG)
Away+QS>HS(KB)>HGTRUE
Away+QS>QG(WLK)
Away+QS>HG(SLK)
Away+QS>QS[TRUE]>QS(KB) <----From here…
Away+QS>QS[TRUE]>HS(JUG)
Away+QS>QS[TRUE]>QG(JUG)
Away+QS>QS[TRUE]>HG(KND) <----…to here are your alternate CEREBRAL combos. Away+QS>QS is a TRUE series and you can mix-up the third attack for good options all around. HS and QG get JUG state for additional damage (I usually just hit the neckbeaker with QG/HG for easy, decent damage), QS for KB and pressuring, or HG for KND.
Toward+QS>HG(SLK)
Toward+QS>HS(KB)>QG(KND)
Toward+QS>HS(KB)>HG[TRUE]
Toward+QS>QS>QSTRUE
Toward+QS>QS>HS(KND)
Toward+QS>QS>QG(KND)
Toward+QS>QS>HG(KND)
WLK>QS>QS(KND)>Any button(KND-S)>Any button
WLK>QS>HS(KND)>Any button(KND-S)>Any button(JUG)
WLK>QS>QG(KND)>Any button>Any button(KND)
WLK>QS>HG(KND)>Any button>Any button
WLK>QG(KND)>QS(KND)
WLK>QS(KND)>HS(KND)
WLK>QS(KND)>QG(RLK)
WLK>QS(KND)>HG(KND
WLK>HG(KND)>QS or HS or QG or HG(KND)>Any button(STN)>QS(KND)
WLK>HG(KND)>QS or HS or QG or HG(KND)>Any button(STN)>HS(JUG)
WLK>HG(KND)>QS or HS or QG or HG(KND)>Any button(STN)>QG(KND)>QS
WLK>HG(KND)>QS or HS or QG or HG(KND)>Any button(STN)>QG(KND)>HS(KND)
WLK>HG(KND)>QS or HS or QG or HG(KND)>Any button(STN)>QG(KND)>QG(SUB)
WLK>HG(KND)>QS or HS or QG or HG(KND)>Any button(STN)>QG(KND)>HG(SUB)
WLK>HG(KND)>QS or HS or QG or HG(KND)>Any button(STN)>HG(KND)
SLK>QG>Any button(KB)
RLK>QS>Any button(KND)
Running HG>Any button(KND)
Opponent running>QG(KND)>Any button(KND)>Any button(KND)

As Triple H

As you might have noticed, Triple H has an encyclopedia of grapples at his disposal, many of which can be extended into chain grapples for maximum damage. If an opponent isn’t adept at countering all of them, he might just find an entire color of his health gone when just one chain grapple finally ends. He also has a few ways to get into JUG state to give him yet another dimension of pain to administer. The trick is getting the opponent into a situation where you can safely apply WLK without getting reversed.

While most characters can continue their strike-based chain combos to the end, even if an opponent blocks, Triple H cannot. As a Grappler who relies heavily on his grabs to inflict damage and confuse an opponent, this is a huge detriment. The problem is that if an opponent plays defensively and blocks any of Triple H’s strike-based chain combos (which can almost all be blocked after the first or second attack), the grabs at the end of his combos will not execute. This gives him no mix-up at all during his chain combos. An opponent has no reason to do anything other than block anytime Triple H attempts a strike-based chain combo.

This limitation means that Triple H has to use his grab chain combos to win. The problem with this strategy is that an opponent has only to look out for his stand-alone Quick and HG. This makes it much easier for an opponent to counter before Triple H can even start his grab chain combo variations.

Start off the match with strike-based chain combos to test the opponent. If the opponent is not blocking much, continue to use Triple H’s chain combos to knock down and juggle the opponent. If the opponent starts to block, switch to stand-alone QGs and HGs to enter a weak or strong lockup, and transition into Triple H’s grab chain combos. It doesn’t matter which grab chain combos you use because there’s a good variety and they all inflict good damage. Just make sure to mix them up enough so that an opponent can’t figure out the reversal timing to escape.

Unfortunately, if an opponent is playing defensively and blocking all of Triple H’s chain combos, you will be forced to use his grab chain combos. In this situation, mix in running attacks to limit an opponent’s chances to counter. Running grabs work especially well because they prevent an opponent from simply blocking. He must counter or reverse to avoid the damage from the running grabs. When an opponent’s health is low, remember that Triple H can initiate a pin from a weak lockup.

Against Triple H

Block his chain combos and counter any time he tries to grab you with a stand-alone grapple. That’s really all there is to it. Triple H cannot finish his combos while you’re blocking, which means the only way he can grapple you is if he stops his combo and tries a stand-alone grapple. If you can get away around both those options, the Game will go down like a ton of bricks.

Kofi Kingston: Acrobat
**Counter: **Normal

Kofi Kingston started out his WWE career as part of the short-lived ECW brand, when the higher-ups had pretty much abandoned hope when most of the ECW Originals either quit or were fired and they decided to make it a bridge between developmental and the big leagues. Kofi Kingston, a guy who started out as a fun-loving Jamaican, was one of the guys that was able to successfully cross the line, immediately gaining a fan following on ECW before heading to RAW in the 2008 draft and winning the Intercontinental Championship in his very first match on the brand. Since then, he has accumulated several more titles and mysteriously dropped his Jamaican accent, now being billed as a guy from West Africa who just happens to love Jamaica a lot.

Yeah, I don’t really get it, either, but he does find himself on highlight reels a lot and I guess that’s what matters!

Like most of the other Acrobats in this game, Kofi’s combos are rather lackluster meaning the bulk of his offense is going to come from flying around like a crazy person. What Kofi does have, however, is a useful variety of Signatures that all seem to suit a certain purpose. Opponent slumped against the ropes? He’s got a Signature for that? Opponent knocked down? Give ‘em the Boom Drop! Manage to get to top rope? Take off! Is the opponent turtling your limited combos! Kick them in the face with Trouble in Paradise! Despite the initial impressions we’ve had of him in this thread, he’s NOT the worst character in the game by a long shot.

PROS
Trouble in Paradise is a strike and not a grab
Signatures for any situation
Long-range Away+QS
Pin from WLK
Good rope spring attacks

CONS
Weak damage output
Limited chain combos

Signatures
**Trouble in Paradise **QS+QG or HS+HG (This is an unblockable strike and has some amazing range. The flipside is that it can be seen coming a mile away. Use this when the opponent is just outside striking distance but not far enough that they can duck out of the ring when you try and use it.)
**Diving Crossbody **QS+QG from the top rope (This will only hit standing opponents, so your best bet is to wait until the opponent is getting up from a KND and use this just as he stands up. Be careful not to do it too early or he’ll get up just as you are about to come down for a landing, and thus not get hurt by the attack.)
**Koronco Buster **QS+QG when opponent is in SLM in the corner (Gives Cinematic Finisher)
Boom Drop HS+HG near the head of a grounded opponent (Gives Cinematic Fininsher)

Finisher

**SOS **I have no idea why this would be Kofi’s finisher instead of Trouble in Paradise, being there aren’t many instances where Kofi has actually pinned people with this. Better save this until the opponent is on the ground ready to be KO’d.

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(KND)
Away+QS>HSTRUE <------ Your JAMAICAN ME CRAZY combo. Hits TRUE all the way through and causes KB for follow-ups. Remember this.
Away+QS>QGTRUE <-----Your alternate JAMAICAN ME CRAZY combo. There aren’t many things Kofi can do from WLK, but when it’s late in the match, Kofi pretty much needs KND to be potent. Better still, you can PIN from WLK and if the opponent is low on health, the surprise factor could end the match in your favor.
Away+QS>HG(SLK)
Away+QS>QS[TRUE]>QS(KB)
Away+QS>QS[TRUE]>HS(KND)
Away+QS>QS[TRUE]>QG(KND)
Away+QS>QS[TRUE]>HG(KND)
Toward+QS>HS(KB)
Toward+QS>QG(WLK)
Toward+QS>HG(SLK)
Toward+QS>QS>QSTRUE
Toward+QS>QS>HSTRUE
Toward+QS>QS>QG(KND)
Toward+QS>QS>HG(KND)
WLK>QG(KB)>Any button(KND)

As Kofi Kingston

Kofi Kingston plays just like many of the other Acrobat class characters. Most of his damage comes from the rope spring attack cycle, but he can also use his long range Away + QS to lead into a weak lockup or a knockback attack. Almost all of Kofi’s chain combos that are not true combo series chains are virtually useless. A skilled opponent can counter after the first or second hit with ease. In fact, in many cases, if an opponent is trying to block, he’ll get a counter instead due to the timing of the chain combo attacks and the reaction time of most players when pressing the Block button.

Stay just outside of the opponent’s normal strike range and use Kofi’s Away + QS. This is one of Kofi’s longest reaching attacks, and it executes quickly, which makes it difficult to counter. If it connects one time, Kofi has enough Energy Meter to start the rope spring cycle. Not only that, but it starts both of Kofi’s recommended chain combos, giving you the opportunity to place the opponent in a knockback state or enter a weak lockup (which can be used to initiate a pin).

Once you have enough Energy Meter to run, head toward the ropes and use Kofi’s QS or HS rope spring attacks. Both attacks cannot be blocked, and the timing needed to counter them is extremely hard to master. This makes the attacks virtually guaranteed to connect as long as you’re close enough to the opponent. Both attacks have decent range, but if the opponent is in the corner it can be a difficult angle. Try to move the opponent out of the corner so it’s easier to connect the attacks.

The QS rope spring attack knocks the opponent down. There are no guaranteed follow-up attacks while the opponent is grounded, but this gives Kofi the chance to head back to the ropes for a second rope spring attack. The HS option slams the opponent into the ropes and leaves him in a juggle state. Depending on where the opponent is in the ring, Kofi can follow with QS > QS > QG, or just QG. There are some situations in which Kofi can’t follow with anything, but if this happens, just head back to the ropes to repeat the cycle. If the opponent is too close to the ropes, he may fly out of the ring. In this situation, follow with a running attack to dive out of the ring, use grounded attacks if the opponent is stunned, and then return to the ring. You want to get into a groove so that you’re hitting the opponent with a rope spring attack as soon as he stands up. Do not leave the ring for long because Kofi cannot use any rope spring attacks from outside of the ring.

When an opponent is down to a single red bar of health, use Kofi’s Away + QS to enter a weak lockup. From here Kofi can pin the opponent. If you have trouble connecting a Away + QS, use the rope spring attack cycle to knock the opponent down, then go for the pin. The Trouble in Paradise Signature Move is also good to knock an opponent down because it’s a strike attack instead of a grab, covers nearly the entire length of the ring, and is difficult to avoid. It is also one of Kofi’s most damaging attacks.

Against Kofi Kingston

The best way to defeat Kofi Kingston is to fight him outside of the ring. This allows you to avoid his rope spring attack cycle, it makes it more difficult for Kofi to connect with the Trouble in Paradise Signature Move, and Kofi has less space to move around and use his superior speed.

Head out of the ring and use taunts to build your Finisher Meter until Kofi leaves the ring to engage you. Keep as much offensive pressure on Kofi as possible. He has a normal counter, and his chain combos are fairly limited and can be countered after the first or second attack. His only threat is Away + QS, but if you stay close he can’t use its extended reach to keep you away.

If you have to battle Kofi inside of the ring, don’t let him get near the ropes. Use running attacks to interrupt his rope spring cycle before he gets a chance to start it. You cannot block the attacks in the rope spring cycle, and they give Kofi a huge advantage in the match. Stay close to the corners to make it hard for Kofi to get into a rhythm. Watch out for Kofi’s weak lockup if your health is low. Kofi can initiate a pin attempt directly from his weak lockup. He can also chain from Away + QS directly into a weak lockup, so be ready to counter Away + QS if the match is coming to an end.

Roddy Piper: Brawler
**Counter: **Normal

Every hero needs a villain. That’s Storytelling 101 in any form of creative writing. For Batman, it is Joker. For Spider-man, it is Green Goblin. For Hulk Hogan, there was “Rowdy” Roddy Piper. During the early days Rock n’ Wrestling era, Roddy Piper was positioned as the Hulkster’s chief nemesis: a very impressive wrestler known for his kilt, his Sleeper Hold, and being completely fruit loops. While CM Punk currently has the reputation of saying things people are unafraid to say, Piper was perhaps even more reckless. Using his revolutionary “Piper’s Pit” segment as an outlet, he would attack everyone from wrestlers to commentators to celebrities, mostly famously feuding with Mr. T for Wrestlemanias I and II. While he wasn’t the biggest or the strongest guy in the fight, “Rowdy” Roddy Piper definitely gave his opponents all they could handle.

In WWE All-Stars, Piper definitely lives up to his reputation as a very dirty wrestler. He has all kinds of stuns in his arsenal that can lead to potent follow-ups, from combo resets to Signatures or even a Finisher. But like most wrestlers who rely on rule-breaking to win, once you figure out his game, suddenly he isn’t so threatening. While many of his moves look extremely cool and he’s definitely fun to play as, Roddy Piper really doesn’t have much he can depend on if the opponent is good at blocking and reversing. Let’s give the Psychotic Scotsman a looksee, shall we?

PROS
HS is a launcher
Multiple stuns in his chain combos

CONS
Charge Strike has limited range and doesn’t juggle
Very few useful chains
No TRUE combos

Signatures (all give Cinematic Finisher)

**Airplane Spin **QS+QG
**Haymaker **HS+HG
**Atomic Drop + Kick **Away+QS+QG
**Punch Flurry **Away+HS+HG (still a Cinematic Finisher, but it LOOKS VERY COOL! :D)

Finisher

**Sleeper Hold **Being a grapple, it’s better off saving this until the opponent is in the red. With all of Piper’s stuns, you should be able to hit this without too much problem, though its slow priming speed might make it safer to wait until the opponent is in KND to do this.

Movelist
QS>HS(KB)
QS>QS>QG
QS>QS>HG(PIN)
QS>QS>QS[TRUE]>QSTRUE
QS>QS>QS[TRUE]>HS>QSTRUE
QS>QS>QS[TRUE]>HS>HSTRUE
QS>QS>QS[TRUE]>HS>QG(STN)>QG(JUG)
QS>QS>QS[TRUE]>HS>HG(KND)
QS>QS>HS>QSTRUE
QS>QS>HS>HS(KND)
QS>QS>HS>QG(STN)>QG(JUG)
QS>QS> HS>HG(KND)
Away+QS>HS
Away+QS>QS>HS(JUG)
Away+QS>QS>QG(KND)
Away+QS>QS>HG(KND)
Away+QS>QS>QS[TRUE]>QS(KB)
Away+QS>QS>QS[TRUE]>HS(JUG)
Away+QS>QS>QS[TRUE]>QG(KND)
Away+QS>QS>QS[TRUE]>HG(KND)
Toward+QS>HS(KB)
Toward+QS>QS>QG(STN) <----Your ROWDY combo. The STN at the end is the key to all of Roddy’s truly damaging follow-ups. From the eye rake, you can juggle the opponent with HS, hit a Signature move without worry of retaliation, or if you have a finisher primed, you can hit the opponent with that while they’re jumping around in pain.
Toward>QS>QS>HG(KND) <----Your alternate ROWDY combo. Alternate between this and the other ROWDY combo to keep your opponent off-guard)
Toward+QS>QS>HS>QS(KND-S)
Toward+QS>QS>HS>HS(KND)>Any buttonTRUE
Toward+QS>QS>HS>QG(STN)>Any button(KND)
Toward+QS>QS>QS[TRUE]>QSTRUE
Toward+QS>QS>QS[TRUE]>HS>QS(KND-S)
Toward+QS>QS>QS[TRUE]>HS>HS(KND)>Any buttonTRUE
Toward+QS>QS>QS[TRUE]>HS>QG(STN)>Any button(KND)
WLK>QS[TRUE]>QSTRUE
WLK>QS[TRUE]>HS(KND)
WLK>QS[TRUE]>QG(KND)
WLK>QS[TRUE]>HG(KND)

As Roddy Piper

“Rowdy” Roddy Piper tries to play dirty and take every advantage he can get, but in WWE All Stars, he has only one tactic he can rely on. For the most part, his chain combos are fairly limited. Some of them lead into stuns and short grab chain combos, but all of them can be blocked after the first attack, and many of the stuns will not execute if an opponent is blocking. (Roddy cannot continue attacking if the opponent blocks the first few attacks of a chain combo.) To make matters worse, Piper’s Charge Strike has minimal range and doesn’t leave the opponent in a juggle state, which limits Roddy’s follow-up damage.

What Roddy does have is Toward + QS>QS>QG and Toward + QS>QS>HG. As long as you mix in stand-alone QGs and HGs just enough to prevent an opponent from countering the first attack in these combo chains, you’ll have the upper hand against most opponents. Unlike Piper’s other chain combos, even if the opponent blocks the entirety of the combo, the grabs at the end still execute.

The variation of the chain that ends with a QG leaves the opponent stunned long enough for Piper to follow up with almost any attack. He can use any of his chains, HS, QG (you must be very fast to connect the QG), or HG. His chain combos can be blocked after the first few attacks, and the QG requires precise timing, so your best follow-up options are HS or HG.

If you opt to go with HS, Roddy launches the opponent into a juggle state. At this point you can follow with QS > QS > QG, but the timing is a little tricky. You need to slightly delay the first QS in order for the entire juggle combo to connect. If you have trouble, use a stand-alone Quick or HG instead.

Using the HG option puts the opponent in a strong lockup. If you’re close to the ropes, use the HS attack from a strong lockup to get a guaranteed follow-up when the opponent hits the ground. If you’re skilled, use QG after the stun to get a weak lockup. This allows you to go into a chain combo with guaranteed follow-up attacks, initiate two different stuns, or use another attack with guaranteed follow-ups. No matter what you choose, you’ll either be inflicting heavy damage, or keeping Roddy on the offensive. Both stuns from the weak lockup allow Roddy to follow with almost any other attack. Use Roddy’s recommended combo again to repeat the process.

It’s possible for an opponent to perform a reversal on the grabs that lead into stuns, but if you mix up your attacks enough, this won’t happen often. Keep in mind, you can perform a double reversal on the opponent’s initial reversal, or a reversal blocker as you’re initiating the grabs. Be ready to perform both of these techniques against skilled opponents.

Against Roddy Piper

There is one thing you need to fear when you face Roddy Piper: Beware of his ROWDY combo. If you get hit with this combo or the HG variant of the combo, a skilled Roddy Piper player can keep you in a stunned stated until you perform a counter or reversal. If you’re good at counters and reversals, this match won’t be difficult.

However, if you’re not up to par, things could get messy. If the Piper player uses any chain combo other than the recommended one, just hold the Block button and not only will you block after the first attack (which is two hits in many cases), but if you continue blocking Roddy will stop his combo after a few attacks. This nullifies all of Roddy’s chain combos except for the recommended combos.

Learn the timing to perform a reversal at the end of Roddy’s ROWDY Combo. It is imperative that you escape either grab that he can end with. If you can do this, Roddy will have very little to work with and you can stick to your character’s normal game plan to win the match.

Jack Swagger: Grappler
Counter: Normal

Jack Swagger came into the WWE Universe as part of the ECW brand during Teddy Long’s “New Superstar Initiative” that reared such great names as…um…Ricky Ortiz, DJ Gabriel, Gavin Spears, Tyson Kidd…jeez, it didn’t really go so well, when I think about it. Anyway, Jack Swagger immediately set himself above the rest of his 2008 class by combining his NCAA wrestling background with pure power, which eventually led him to the ECW title where he reigned until the returning Christian took it from him. After being traded to RAW, the All-American American won Money in the Bank at Wrestlemania XXVI which he cashed in to win the World Heavyweight title.

Thankfully, his yo-yo booking in real life has nothing to do with his standing in WWE All-Stars. In this game, Swagger is a very tricky grappler to deal with because he has the potential to continue his chain grapples indefinitely by using specific set-ups to pick the opponent back up after a finished chain or transition into other types of lockups at the end of chains. If the opponent has trouble reversing, he might be caught in a loop that could quickly spell doom for him. It’s a great way to make noobs ragequit, just as much of the IWC ragequits when a talent like Swagger is regularly made to look like a moron (though it’s hard to take the dude seriously with that lisp).

PROS
Can pin from WLK
Extremely wide variety of grab chains
A potential infinite chain grapple

CONS
Limited TRUE combos
Ineffective strike combos
Relies heavily on opponent’s inability to reverse

Signatures (All give Cinematic Finisher)
**Double Leg Takedown **QS+QG
**Side Belly-to-Belly Slam **HS+HG
**Corner Slingshot Splash **Away+QS+QG
**Oklahoma Stampede **Away+HS+HG

Finisher

**Ankle Lock **Again, save this until the opponent is ready to be knocked out. Being a grapple, it can be reversed with proper timing and it’s usually best to save finishers until the opponent is on the ground writhing so you can get them on the way up.

Movelist

QS>HSTRUE <— Your ALL-AMERICAN AMERICAN combo…from America! It hits TRUE all the way through and the stun is long enough for you to follow up with just about anything…even a Signature! That’s like over half a color health gone if you’ve got meter. If you’ve got a star in your meter, find a way to do this combo: it’s great.****
QS>QG(WLK)
QS>HG(SLK)
QS>QS[TRUE]>HG(ND)
QS>QS[TRUE]>QG(KND)>QG(SUB)
QS>QS[TRUE]>QS(KND)>HG(WLK)
Away+QS>HS(KB)
Away+QS>QG(WLK)
Away+QS>HG(SLK)
Away+QS>QS>QG(KND)>Any button(KND)
Away+QS>QS>HG[TRUE]>Any button(KND)
WLK>QS(KND)>QS(KND)>Any button(KND)
WLK>QS(KND)>HS(KND)>Any button(KB)
WLK>QS(KND)>QG(KND)>Any button(KND)
WLK>QS(KND)>HS(KND)>Any button(KND)
WLK>HS>QS or HS[TRUE]
WLK>HS>QS(KND)>QS or HS(KND)
WLK>HS>QS(KND)>HG[TRUE]
WLK>HS>QS(KND)>QG>QS or HS(KND)
WLK>HS>QS(KND)>QG>HG[TRUE]
WLK>HS>QS(KND)>QG>QG>QS or HS or QG(KND)
WLK>HS>QS(KND)>QG>QG>HG[TRUE]
WLK>QG(KND>QS(KND)
WLK>QG(KND>HS
WLK>QG(KND)>QG(SUB)
WLK>QG(KND)>HG(KND)
WLK>HG(KND)>Any button(KND)>Any button(STN)>QS
WLK>HG(KND)>Any button(KND)>Any button(STN)>HS(SUB)
WLK>HG(KND)>Any button(KND)>Any button(STN)>QG(KND)
WLK>HG(KND)>Any button(KND)>Any button(STN)>HG(JUG)
SLK>QS(KND-S)>Any button(KND)>Any button(KND)
SLK>HS(KND)>Any button(KND-S)>Any button(KND-HK)
SLK>QG(KND)>Any button(KND)>Any button(RLK)
SLK>HG(KND)>Any button>Any button(KND)
RLK>QS>Any button(KND)
RLK>HS(KND)>Any button(KND)
RLK>QG(KND)>Any button(KND)

As Jack Swagger

As a Grappler class, Swagger has limited strike chain combos and must rely on his opponent’s inability to escape his grab chain combos. If you’re facing a skilled opponent who knows the timing to reverse all of Swagger’s grab chain combos, you’ll have virtually nothing to fall back on. In this situation (which won’t happen often), all you can do is use Swagger’s recommended chain combo to set up a Signature Move. You can also stick to very short grab chain combos (two or three attacks) to limit the opponent’s chances to score a reversal.

In the event that you’re up against an opponent of average skill level, who isn’t reversing every one of Swagger’s grab chain combos, you have an opportunity to create a nearly endless series of combo attacks. Start off by using a chain combo that leads into a weak lockup, such as QS>QS>QG>HG. In this example, it’s possible to reverse the QG and the HG, but you cannot counter the transition from the second QS to the QG. As long as you use multiple chains that lead into a weak lockup, you won’t have to worry too much about the opponent fi guring out the reversal timing.

The HG in the combo leads into a weak lockup. From here, use one of the weak lockup combos that contains an attack that stuns the opponent. A good example of this is WLK>HG>QS>Any button>HS. The attack following the first QS leads to a stun. Do not continue to the last attack, just stop the grab chain combo after connecting the stun. At this point, you can use a QG or HG before the opponent has an opportunity to counter. Use a QG if you’re out in the open and a HG if you’re close to a barrier. You can use either grab in either situation, but the timing needed to connect with the grab before the opponent can counter is easier with the recommended strategy.

If you opt to go with the QG, you can start the process over again with another weak lockup combo that leads into a stun. If you go with HG, use the strong lockup combos that end with a rear waistlock, or one of the strong lockup combos that leads to a hands-and-knees knockdown or knockdown-sitting state. This gives you three combos to choose from to keep your opponent from figuring out the reversal timing.

From a rear waistlock you can leave the opponent in a knockdown state. If the opponent is stunned on the ground, use HS near the opponent’s head to pick him up and enter another weak lockup so you can repeat the process again. If you use one of the combos that leads to either knockdown state, you can follow with a HG, which picks up the opponent and places him in a strong lockup so you can continue this nearly endless series of combo attacks.

As you can see, with the right combination of grab chain combos, and a little luck, you can keep the opponent in an endless grab chain combo. The opponent has multiple opportunities to reverse throughout this endless series, but if you keep varying your grab chain combos, it will be difficult for the opponent to escape. It takes only a few cycles to drastically drop the opponent’s health meter

Against Jack Swagger

Defeating Jack Swagger is a task in memorization. It is extremely important to know the reversal timing for any of Swagger’s grab chain combos that lead into a stun, rear waistlock, hands-and-knees knockdown, or knockdown sitting state. These are the combos that allow Swagger to keep you in an endless cycle of grab chain combos. If you can reverse these, Swagger will have to use his other grab chain combos, or stick to strike chain combos. This is what you want to happen.

Swagger’s other grab chain combos are still fairly damaging, but they will come to an end after a few attacks. Even if you can’t reverse them, there’s a limit to the amount of damage they infl ict. If you can memorize the reversal timing of these and limit Swagger to strike chain combos, the match is yours. When Swagger has only strike chain combos to rely on, his offensive ability is extremely limited. If relying on reversals is simply not an option for you, it is imperative that you stay out of Swagger’s QG range. Even if you’re not good at counters and reversals, you should still be able to see the HG coming becauseit’s relatively slow. The QG is fast and can be difficult to see. If you get caught in Swagger’s endless grab chain combo, the only way out is to reverse, or hope Swagger makes a mistake.

Undertaker: Brawler
Counter: Normal

Gong….gong…gong…

Hear that sound? It’s 6’10, 290 pounds of malice, destruction, and pain slowly coming down the aisle ready to deliver a thrashing on you like you’ve never experienced before. For over twenty years, the man known as “the Undertaker” has been at the very top of the WWE echelon, and apart from Shawn Michaels might be WWE’s most loyal Superstar, sticking through thick and thin even when WCW was sucking their talent dry like they were Demitri Maximoff and Vince McMahon was a Midnight Bliss victim (HA! Try getting MB’d Vince out of your head now!) He’s been called the Phenom, the Deadman, and even Booger Red, but Undertaker is a lot more than just a zombie-gimmicked hoss with some special effects: he’s also one of the most capable professional wrestlers in history and when he finally retires, his work ethic and legendary unbeaten Wrestlemania streak (currently at 19-0) will make him an easy choice for the Hall of Fame.

In real life, the Undertaker is legendary for being downright unstoppable when he’s on offense, able to either power you down with his great strength or wear you down with surprisingly agility for a man his size. In WWE All-Stars, it’s not all different. Despite his power and size which would lead you to believe he is a Big Man, he’s actually a Brawler with the mobility of one as well. That means he can deal Big Man type damage yet have the versatility of a Brawler. Even though being a Brawler Class means he doesn’t have that awesome Stored Unblockable, Undertaker is extremely well-rounded and is another top candidate for the higher tier in the game.

PROS
Running Lariat is an unblockable strike
HS gives KND
Finisher goes directly into a pin
Good follow-ups from WLK
Several combos that lead to SLM or JUG

CONS
Few TRUE combos
Charge Strike doesn’t give JUG
No chains that lead into WLK or SLK

Signatures
**Chokeslam **QS+QG (Gives Cinematic Finisher)
**Last Ride **HS+HG (Gives Cinematic Finisher)
Old School QS+QG or HS+HG when opponent is in SLM in the corner (You’ll definitely want to use this because Taker has a few ways to set up SLM apart from the usual Irish Whip method. That is, Taker has the ability to end some of his combos by throwing the opponent into the corner. Once that’s done, you’ll get this Signature for pretty much free)
**Running Lariat **Running+QS+QG or Running+HS+HG (This is a pretty deceptive finisher. For starters, it’s an unblockable strike rather than a grab, and its animation is almost identical to his regular running attack. If you’re running towards the opponent and switch between the non-Signature and Signature version, the opponent will instinctively block and you can catch them off-guard with this)

Movelist
QS>HS(KND)
QS>QG(KND)
QS>HG
QS>QS>HS(KND)
QS>QS>QG(KND)
QS>QS>HG(KND)
QS>QS>QS[TRUE]>QSTRUE
QS>QS>QS[TRUE]>HS(KND)
QS>QS>QS[TRUE]>QG(KND)
QS>QS>QS[TRUE]>HG(KND)
Toward+QS>HS(JUG)
Toward+QS>QG(KND)
Toward+QS>HG(KND)
Toward+QS>QS>HS(JUG)
Toward+QS>QS>QG(KND)
Toward+QS>QS>HG(KND)
Toward+QS>QS>QS[TRUE]>QSTRUE
Toward+QS>QS>QS[TRUE]>HS(JUG)
Toward+QS>QS>QS[TRUE]>QG(KND)
Toward+QS>QS>QS[TRUE]>HG(KND)
Away+QS>HS(KB) <----Your first DEADMAN combo. It hits TRUE all the way through and gives KB, which as I’ve stated many times in previous posts, this can mean death if the opponent is backed up against a barrier. Use this to keep on the pressure from the best pure-striker in the game (according to Michael Cole, not to this guide!) But wait, there’s more! If the opponent has taken enough damage, the HS will put them into a KND-S instead of KB. That means you get even more damage!
Away+QS>QS[TRUE]>QG(KB)
Away+QS>QS[TRUE]>HG(JUG) <----Your second DEADMAN combo. The final input isn’t TRUE and thus can be reversed, but it’ll be difficult to do if since the second hit of the combo does it TRUE, so if the second hit is successful, you’ll get the HG and it’ll be very difficult for the opponent to counter. After that you can follow up with the juggle of your choice after the launcher.
Away+QS>QS[TRUE]>HS>QSTRUE
Away+QS>QS[TRUE]>HS>HSTRUE
Away+QS>QS[TRUE]>HS>QG(KND)
Away+QS>QS[TRUE]>HS>HG(SLM) <----Your third DEADMAN combo. While it doesn’t hit TRUE all the way through, the final attack has Undertaker throwing his opponent into the nearest turnbuckle where they immediately enter a SLM state. If you have signature meter, this is an EXTREMELY good way to get serious damage.
Away+QS>QS[TRUE]>QS>QS(KB)
Away+QS>QS[TRUE]>QS>HS>QSTRUE
Away+QS>QS[TRUE]>QS>HS>HSTRUE
Away+QS>QS[TRUE]>QS>HS>QG(KND)
Away+QS>QS[TRUE]>QS>HS>HG(SLM) <----An alternative to the third DEADMAN combo. Use this when you feel that the opponent isn’t good at reversing your chains.
WLK>QS>Any button(KND)

As Undertaker
**
**
Some may wonder why Undertaker is not a Big Man class like his “brother” Kane. He is easily one of the biggest Brawler class characters in the game, but he plays like a cross between a Brawler class and a Big Man class. He has the speed and agility of a Brawler, with the brute force of a Big Man. He’s definitely a difficult match for almost any opponent.

The Undertaker’s biggest asset is the fact that an opponent cannot counter during his chain combos aside from the first attack or the grabs at the end of some chains. What this means is that as long as the first attack is not countered, The Undertaker is in no danger of being countered or reversed unless he performs a grab at the end of the chain. To make things even better, if an opponent blocks during one of his chains, The Undertaker can continue the chain combo to the very end. This gives The Undertaker a very good mix-up strategy at the end of his chain combos (end the combo with a strike or grab), plus he has combo ending grabs that lead into a juggle or slumped state for even more damage.

If all of this weren’t enough, The Undertaker has very good weak lockup follow-up options, with a chain combo and guaranteed ground attacks after all but one weak lockup option. To make matters even worse for his opponents, The Undertaker can enter a weak lockup by using a HG near a grounded opponent’s head. So anytime an opponent is stunned on the ground, The Undertaker can enter a weak lockup, then potentially land an attack while in the weak lockup, which can lead to a grounded attack.

Focus on The Undertaker’s chain combos that end with grabs that either juggle or leave an opponent in a slumped state. Mix these up with strike attacks at the end of The Undertaker’s chains to keep opponents guessing. If an opponent starts countering the first attack in The Undertaker’s chains, mix in a few stand-alone and running grabs. A stand-alone QG executes relatively fast and leads into a weak lockup with high damage potential. In fact, almost everything The Undertaker has equates to high damage potential.

Rounding out The Undertaker’s stellar offensive game plan, his Running Lariat is a strike-based Signature Move, which makes it difficult to counter. It also has good range and executes fairly quickly. His Tombstone Piledriver Finisher transitions directly into a pin attempt if it doesn’t KO an opponent. This means that you don’t have to wait until an opponent has a flashing red health meter to use The Undertaker’s Finisher. If an opponent is low on health (orange or red bar), and you see an opening to use the Finisher, there’s a high probability that the pin attempt after the Finisher will take out the opponent.

Against Undertaker

There isn’t much you can do to mount a proper defense against The Undertaker. If you block his chain combos, he can just continue into various grabs that lead to big damage. He doesn’t rely on grabs, but if he catches you in a weak lockup, he can dish out even more damage. To top it off, he has both a strike-based, long-range Signature Move and a Finisher that leads directly into a pin attempt.

Defensively, all you can really do against The Undertake is focus on countering the first attack of his chains and reversing or countering the grabs at the end of his chains. If you can do this, The Undertaker will take a huge hit to his offense. Your only other option is to mount a blistering offense so The Undertaker does not have many opportunities to attack. Once he gets going, he’s very difficult to stop.

Shawn Michaels: Acrobat
Counter: Normal

He thinks he’s cute, he knows he’s sexy, but he’s absolutely certain that he is “Mr. Wrestlemania.” Starting his career as one-half of the acrobatic Rockers tag team, Shawn Michaels would eventually find his niche as a singles wrestler, becoming the cocky Heartbreak Kid. His real-life rivalry with fellow WWE Legend Bret Hart is the stuff of legends, as well as being part of “the Kliq:” one of the most controversial and revolutionary groups in the history of the business. Throughout the 90s he was often in the center of attention, whether it be as WWE Champion or as part of the upstart DeGeneration X. After a few years off the road, HBK returned to the ring and picked up where he left off: stealing the show whenever he was on the card until a second loss to Undertaker at Wrestlemania XXVI forced him into retirement, this time for good.

Throughout his career, Shawn Michaels called himself “the Showstopper:” his claim to that being based on how he could wrestle pretty much any style that was asked of him. Here in WWE All-Stars, that’s only partially true. Being an Acrobat, his damage output isn’t particularly high, but his chain combos are surprisingly good for an Acrobat since many of them can continue even on block. Furthermore, he can combo into one of his Signature moves for some really good damage, and his set of Signatures as a whole aren’t too shabby. However, where Shawn really excels at is when he’s taking off: remember that rope spring attack cycle? Shawn has it too, and along with his decent combos, he’s certainly not someone you want to take lightly whether it be in the air or on the ground.

PROS
Flying Forearm Kipup is a strike
Signature move during chains
Rope spring attack cycle
Can pin from either chain or WLK

CONS
Weak damage output
Limited when outside the ring

Signatures
**Teardrop Suplex **QS+QG (Gives Cinematic Finisher)
**Figure Four Leglock **HS+HG (Gives Cinematic Finisher)
**Front Flip Elbow Drop **QS+QG or HS+HG from the top of the turnbuckle (Does good damage and can hit the opponent no matter if he’s standing or grounded, or even if he’s in the ring or not. If you have the time to get to the top rope, use this. It’s a good move!)
**Flying Forearm Kipup **Running+HS+HG or Running+QS+QG (This is an unblockable strike that comes out fast thanks to HBK’s good running speed. This is best used as a mid-range move so you don’t whiff it from too far away, and if you’re up close and running the opponent can easily grab you and put you down. Try not to be too predictable with this as the opponent can reverse this attack with proper timing)

Finisher

**Sweet Chin Music **This is a strike and not a grab, but it has some pretty bad start-up time. Your best bet is to use this as a KO tool as the opponent is getting up, but being that HBK has the ability to pin from combos and WLK, you can also use this to your heart’s content to get the damage. If the opponent is having trouble reversing your moves, you might be able to get a pin after getting the damage from the superkick.

Movelist

QS>HS(KB)
QS>QG(WLK)
QS>HG(SLK)
QS>QS>QSTRUE
QS>QS>HSTRUE
QS>QS>QG
QS>QS>HG(KND)
Away+QS>HSTRUE <---- This is your first HEARTBREAK combo. It hits TRUE all the way through and more importantly, it builds the meter necessarily to start the rope spring cycle. Use this, get the meter, and then start taking off.
Away+QS>QG(WLK) <----This is your second HEARTBREAK combo. Once you have the opponent in a WLK, you can either do a chain grapple from HS or you could use HG to get a pin attempt, and potentially end the match.
Away+QS>HG(SLK)
Away+QS>QS>QSTRUE>QS+QG(Signature) <—This is your third HEARTBREAK combo. Let’s say your opponent has gotten wise to the rope spring cycle and how to counter it. Well, he’d probably think that as an Acrobat, he could walk all over you now since your combos are usually inferior. Well, when he starts blocking your chains…tack that signature on at the end of it and crack ‘em in the mouth! This is a GREAT way to throw off turtlers: remember this move!
Away+QS>QS>HS(KND)
Away+QS>QS>QG(KND)
Away+QS>QS>HG(KND)
Toward+QS>HS(KB)
Toward+QS>QG(WLK)
Toward+QS>HG(SLK)
Toward+QS>QS>QS(KB)>QS+QG (Signature) <---- Your alternative to the third HEARTBREAK combo. This one doesn’t hit TRUE during any part of the combo, but again, these combos are used to punish people who block too much.
Toward+QS>QS>HS(KND)
Toward+QS>QS>QG
Toward+QS>QS>HG
WLK>HS>QS(KB)
WLK>HS>HS(KND)
WLK>HS>QG
WLK>HS>HG(KND)
WLK>HG (PIN) <----Not necessarily a HEARTBREAK combo, but something you’ll want to remember. What happens here is that Shawn drops his opponent with a Fisherman Suplex and then holds it for a pin. This is something that can save your life later in the match when the opponent is low on health. You might be able to steal a victory.

As Shawn Michaels

Shawn Michaels plays like most of the other Acrobat class characters. He relies heavily on the rope spring attack cycle to keep an opponent down and rack up the damage. He also has a few tricks up his sleeves, which involve his Signature Moves, but otherwise he’s fairly average. Most of his chain combos are limited because an opponent can block after the first attack. Luckily, Michaels can still continue his chain combos even if the opponent blocks. You can use this talent to connect QG or HG at the end of Michaels’s chain combos to catch an opponent off guard.

Unlike most other Superstars and Legends, Michaels actually excels when his chain combos are blocked. Because the opponent can’t counter most of Michaels’s chains after the first hit, this puts the opponent in a guessing game. Michaels can end his combos with a grab, a Signature Move, or a normal strike.

If you have enough Energy Meter to use a Signature Move, start either chain combo that ends with a Signature Move, and if the opponent blocks the last QS just before the Signature Move, go for the big damage. Unless an opponent is waiting for the Signature Move, it’s extremely difficult to avoid it. A skilled opponent can counter the Signature Move, but even that requires precision timing and is not easy to do. If the counter is mistimed, the opponent takes big damage, but if the counter is successful,

Michaels takes no damage. It’s a very good situation for Michaels to be in. The real bread and butter of Shawn Michaels’s offense is the same rope spring cycle that many of the other Acrobat characters utilize so well. You need to hit the opponent at least one time to get enough Energy Meter to use a running attack. At this point, head for the ropes and use a Running QS or Running HS as you approach the ropes. This initiates a rope spring attack.

The QS attack knocks the opponent down and allows Michaels to head back to the ropes for another rope spring attack. The HS sends the opponent flying into the ropes and leaves him in a juggle state. Depending on the position of the opponent, Michaels can follow with a full juggle combo (QS > QS > QG) or just a grab. In some cases, Michaels cannot get any follow-ups. In this situation, or after a juggle combo, head back to the ropes for another rope spring attack. If the opponent is too close to the ropes, the HS knocks him over the ropes and outside of the ring. Use a running attack to follow the opponent out of the ring, but head back into the ring as quickly as possible. Michaels is somewhat limited without the rope spring cycle to rely on.

Your goal when using the rope spring cycle is to time the rope spring attacks so that they hit the opponent just as the opponent stands up from the previous rope spring attack. With proper timing, Michaels can make it very difficult for an opponent to escape this series of attacks.

When an opponent has low health, Michaels can perform a pin from a weak lockup or a chain combo. Keep in mind the fact that Michaels’s Flying Forearm Kipup Signature Move is a strike attack. It’s difficult to evade or counter, and cannot be blocked, which makes it ideal for inflicting big damage on an unsuspecting opponent.

Against Shawn Michaels

Michaels uses the rope spring cycle like most of the other Acrobat class characters. But in addition to defending against that, you’ll need to keep a close eye on his chain combos. Unlike most other Superstars and Legends, Michaels can use a Signature Move at the end of his chain combos. He also has a strike-based Signature Move that can be hard to evade if you’re not ready for it. To top things off, while you can block most of his chain combos on the second attack, he can continue his combos to the end, which makes it difficult to avoid grabs or a Signature Move that may occur at the end of the combo.

Your first order of business is to learn Shawn’s combos. You need to know when he can end a combo with a Signature Move and when he can use a grab. This is important so that you’re ready to counter or reverse the grab, or evade the Signature Move. The best way to avoid his Signature Move is to let the last QS before the Signature Move connect. This may sound odd, but as long as you’re not up against a barrier of some sort, if the last QS hits you, the knockback will push you far enough away to automatically avoid the coming Signature Move. When the Signature Move misses, you have ample time to counterattack while Michaels is still recovering from his missed attack. If the last QS is blocked, Michaels is still within range to hit it and you’ll have to either walk backward to avoid the Signature Move, or try to counter. The timing to counter it is strict, and if you walk back you’ll be moving closer to a barrier.

If Michaels starts the rope spring cycle, there are a few ways you can counter it. The easiest way is simply to get out of the ring. This completely nullifies the rope spring cycle because Michaels can’t use it outside of the ring. If you wish to stay in the ring, head toward the turnbuckle. If you stay in the corner, it’s harder for Michaels to connect with the rope spring attacks and keep you in the cycle. If neither of these two choices is a good option for you, try a running attack while Michaels makes his way to the ropes. Often this causes the rope spring attack to miss, or knocks you far enough away to avoid the next attack.

The nerfed the hell outta Ultimate Warrior, he was my only character I used.

Warrior I don’t think needed much nerfing so I don’t really understand that. I think if anyone needs nerfing it’s the broken-ass DLC characters who have moves that never miss (R-Truth), unbreakable infinities (Big Bossman), or are just overall unstoppable (Animal). Ah well.

Sgt. Slaughter: Brawler
Counter: Superior

We’ve all had those self-righteous pricks who think they’re holier than thou just because they have some kind of chip on their shoulder like being in the army, being a teacher, or doing some kind of public service even when it’s clear that they’re just looking out for number one while doing so. In the early days of the World Wrestling Federation, Sgt. Slaughter was that guy. He would regularly blow his whistle, bark commands at fans, and openly brag about how tough his army training was, as well as dare anyone to try and break his “Cobra Clutch” submission in open challenges. As the WWF grew in popularity, however, Sgt. Slaughter started becoming a fan favorite, even getting so popular as to get a role in the G.I. Joe toyline and TV series. But when he had to turn heel again by becoming an Iraqi sympathizer…woo boy, could he get that heat! He had to wear a bulletproof vest in public because he was receiving death threats. You think Michael Cole being an annoying douchebag is bad, he’s got NOTHING on Iraqi sympathizer Slaughter!

Here in WWE All-Stars, Sgt. Slaughter is a Brawler that happens to have the coveted Superior Counter, which gives him some really painful follow-ups after reversing an attack. The key to winning with Slaughter is to utilize several different combos to keep your opponent guessing what you’re going to end the combo with. He also has a few ways to get into a juggle state, which can give him additional options to rack up free hits. Combine that with how he has two STN options from WLK, and he’s definitely a handful for any maggot dumb enough to step in the ring with him.

PROS
HS launches opponent
Has combo mix-ups even on block
Superior counter

CONS
No TRUE combos
Most useful attacks can be blocked easily

Signatures
**Inverted Suplex Slam **QS+QG (Gives Cinematic Finisher)
**Gutbuster **HS+HG (Gives Cinematic Finisher)
**Punch Combo **Away+QS+QG (Gives Cinematic Finisher)
**Slaughter Cannon **QS+QG or HS+HG from the top of the turnbuckle (Has decent tracking and is of course unblockable. Won’t hit grounded opponents though.)

Finisher

**Cobra Clutch **Being a grapple, you’re better off saving this until the opponent is ready to be KO’d. You know the drill: opponent needs to be writing on the mat before you hold down the Finisher button for the guaranteed Finisher.

Movelist
QS>HS(KB)
QS>QS>QG(KND)
QS>QS>HG
QS>QS>HS>QS(KND-S)
QS>QS>HS>HS(KND)
QS>QS>HS>QG(STN)>HS(KND)
QS>QS>HS>HG(JUG)
**Anything that starts with QS>QS>QS[TRUE] are SLAUGHTER mix-ups. The final TRUE hit can deceive your opponents into thinking they can interrupt, but they’ll be WRONG! WRONG WRONG WRONG WRONG WROOOOOOOOOONG! **
QS>QS>QS[TRUE]>QSTRUE
QS>QS>QS[TRUE]>HS>QS(KND-S)
QS>QS>QS[TRUE]>HS>HS(KND)
QS>QS>QS[TRUE]>HS>QG(STN)>HS(KND)
QS>QS>QS[TRUE]>HS>HG(JUG)
QS>QS>QS[TRUE]>QG(KND)
QS>QS>QS[TRUE]>HG
Away+QS>HS(KB)
Away+QS>QS>QG(KB)
Away+QS>QS>HG(KND)
Away+QS>QS>HS>HS(JUG)
Away+QS>QS>HS>QG(KND)
Away+QS>QS>HS>HG(SUB)
Away+QS>QS>QS>QSTRUE
Away+QS>QS>QS>HS>HS(JUG)
Away+QS>QS>QS>HS>QG(KND)
Away+QS>QS>QS>HS>HG(SUB)
Toward+QS>HS(KB)
Toward+QS>QS>HS(JUG)
Toward+QS>QS>QG
Toward+QS>QS>HG(KND)
Anything that starts with Toward+QS>QS>QS[TRUE] are your second set of SLAUGHTER mix-ups. The HS ender is particularly lethal because not only does it hit TRUE, it launches! That means more free damage for you with the juggle of your choice!
Toward+QS>QS>QS[TRUE]>QS(KB)
Toward+QS>QS>QS[TRUE]>HSTRUE
Toward+QS>QS>QS[TRUE]>QG(KND)
Toward+QS>QS>QS[TRUE]>HG(KND)
WLK>QS(STN) <----FREE COMBO AFTER
WLK>HS(STN) <----FREE COMBO AFTER

As Sgt. Slaughter
Sgt. Slaughter plays like you’d expect a typical Brawler class to play. He relies almost exclusively on his chain combos, and only looks to other attacks to keep an opponent guessing. Most of Slaughter’s chain combos can be blocked at some point, but very few can be countered after the first attack. The chains that end with grabs can be reversed or countered at that point, but even if these chains are blocked, Slaughter will still follow through until the end of each combo.

Use Slaughter’s recommended combos to keep the opponent guessing. You can vary the end of these combos between the listed attack and a QG or HG. There are other variants, but those are the primary attacks you should be using. More often than not, an opponent will either be hit by the grabs, or block the entire combo. If the grab connects, go for any grounded attacks if the opponent is stunned, then repeat the process with another chain combo. If the opponent simply blocks the entire chain, be ready to counter any possible retaliation from the opponent. Slaughter has a superior counter, so if you can successfully counter an attack, and the counter is not reversed, Slaughter gets an unblockable attack. Use this opening to start another chain combo or go for a grab.

In the event that an opponent starts countering the first attack of Slaughter’s chain combos, mix in a stand-alone QG or HG to keep him on his toes. A stand-alone QG is preferred because it leaves the opponent in a weak lockup. This allows Slaughter to use HS from the weak lockup, which stuns the opponent. Slaughter gets an attack of his choice while the opponent is stunned. You can even go for consecutive weak lockup stun cycles, but the stun does not inflict much damage, and to get a weak lockup after the stun, you must wait a moment. If you attempt a QG immediately after the stun, it usually ends up as a rear waistlock.

Against Sgt. Slaughter

As a tried-and-true Brawler class, Sgt. Slaughter doesn’t have much going for him outside of his chain combos and superior counter. Before you deal with Slaughter’s chains, you need to make sure you’re ready to reverse his superior counter if you get caught by it. The timing to reverse the superior counter is much faster than that of a normal counter. However, if you reverse Slaughter’s superior counter, Slaughter becomes stunned and vulnerable to an attack of your choice.

Once you have the reversal timing down, you need to pay close attention to Slaughter’s chain combos. While you can block all of them after the first attack, Slaughter can continue his chains to the end. This is where he can mix up between a grab or a strike. If he uses a strike, you don’t have anything to worry about. Just keep blocking and you won’t take any damage. However, if he uses a grab, you need to either counter the initial grab attempt, or reverse the grab that follows. If you cannot do this, Slaughter will abuse it over and over again and you won’t be able to escape. If you can counter or reverse a majority of Slaughter’s grab attempts, he’ll have very little to rely on and the match should be an easy win.

They nerfed Ultimate Warrior greatly because of me. I had a loop with him that literally made people ragequit. He’s also lost some of his speed and gets beaten out by alot of stuff. When I turned the game back on like almost a month ago, my ass was getting handed to me. Darn, that stupid update they did. They did not have to nerf him. lol

I didn’t know they were MK patching the game.

Where are my damn mirror matches THQ?

Eddie Guerrero: Acrobat
Counter: Normal

“Viva la raza!”

Though today he might best be known as someone who suddenly died under WWE’s employ, starting the controversial “Eddiesploitation” storylines, Eddie Guerrero during the time he was alive was widely considered one of the greatest wrestlers of his generation. Coming from the Guerrero wrestling family, Eddie could do it all. He could cut a promo, he could mat wrestle, he could fly from the top rope, he had great psychology: when the Radicalz invaded WWF after defecting from WCW, Eddie immediately made himself the leader of an impressive quartet of athletes. After that, the sky was the limit: he became WWE Champion by defeating Brock Lesnar a few years after his debut and then defended his title at Wrestlemania XX against Kurt Angle before celebrating with newly-crowned World Heavyweight Champion Chris Benoit (AKA The Forbidden One) in one of the most emotional Wrestlemania endings in history.

In WWE All-Stars, Eddie is an Acrobat class but don’t think that means you can take him lightly by keeping him grounded. Unlike the other Acrobats, Eddie has a wide array of chain grapples that, if successful, can take off ¾ a color of lifebar. On top of that, his Finisher is one of the best in the game, able to track opponents and hit them no matter what position they are in. With proper use of rope spring moves, turnbuckle attacks, and grapples, you’ll be making the opponents feel the heat in no time at all!

PROS
Finisher connects on either standing or grounded opponents
A wide variety of chain grapples: a rarity for an Acrobat
Long range HS
Unblockable turnbuckle attacks

CONS
Trouble against strong defensive opponents

Signatures (all give Cinematic Finisher)
**Three Amigos **QS+QG
**Mexican Head Scissors **HS+HG
**Gory Special **Away+QS+QG
**Lasso from El Paso **Away+HS+HG

Finisher

**Frog Splash **Does great damage, has decent tracking, hits opponents standing or grounded, and can be used to dive to the outside. Furthermore, Eddie automatically jumps all the way to the turnbuckle behind him to get it primed, making it easier to get the space needed to use it. Use this move when you have the chance: it’s awesome.

Movelist
QS>HS(KB)
QS>QG(WLK)
QS>HG(SLK)
QS>QS>QS(KB)
QS>QS>HSTRUE
QS>QS>QG
QS>QS>HG>Any button(KND) <----the timing on the last input is strict
Away+QS>HSTRUE
Away+QS>QGTRUE <----Your LATINO HEATED setup for chain grapples. Eddie sports some really powerful grapples for an Acrobat and you should definitely use them. Because the QG at the end hits TRUE, if the first hit connects the opponent won’t be able to get out of the lockup.
Away+QS>HG(SLK)
Away+QS>QS[TRUE]>QSTRUE <----This is your LATINO HEATED combo. It hits TRUE all the way through and gives KB at the end, which allows you to do some nifty rushdown if the opponent is against the barrier. You could also lockup to start those powerful chain grapples.
Away+QS>QS[TRUE]>HS(KND)
Away+QS>QS[TRUE]>QG(KND)
Away+QS>QS[TRUE]>HG(SLK)>Any button(KND) <—timing on the last input is strict
Toward+QS>HS(KB)
Toward+QS>QG(WLK)
Toward+QS>HG(SLK)
Toward+QS>QS>QSTRUE
Toward+QS>QS>HS(KB)
Toward+QS>QS>QGTRUE
Toward+QS>QS>HG(STN)
WLK>QG(KB)>Any button(KND)
WLK>HG(KB)>Any button(KND)
SLK>QS(KND)>Any button(KND)>Any button(KND)
SLK>QG>Any button(KND)
SLK>HG(KND)>Any button(KND)
RLK>QS(KND)>Any button(KND)
RLK>HS(KND)>Any button
RLK>QG(KND)>Any button
RLK>HG>Any button(SUB)
SLM>HS(KB)>Any button(KB)

As Eddie Guerrero

Eddie Guerrero has a lot of tools at his disposal. As an Acrobat class he’s faster than most characters and has superior turnbuckle attacks. He also has an extremely long range HS that reaches almost the entire length of the ring, along with a variety of grab chain combos, which are usually reserved for Grappler class Superstars and Legends. Your goal should be to constantly maintain offensive pressure until you can score a knockdown, then climb the turnbuckle and unleash one of Guerrero’s unblockable attacks. Use Guerrero’s superior speed to stay outside of an opponent’s attack range, then use HS to punish any whiffed attacks.

Guerrero’s many grab chain combos allow you to land a quick knockdown. While they can be reversed, if you mix up between strikes and the various grab chain combos, the opponent will have a hard time connecting consistent reversals. Away + QS > QG is an easy way to enter a weak lockup, which leads into many of Guerrero’s grab chain combos.

As an Acrobat, Guerrero can mount the turnbuckle and execute attacks that reach all the way across the ring. Not only that, but his QS and HS attacks from the top of the turnbuckle cannot be blocked or reversed. It is extremely difficult for an opponent to avoid one of these turnbuckle attacks. Ideally, the opponent can be anywhere in the ring, as long as he’s not right next to the turnbuckle. If the opponent is very close to the turnbuckle, not only is Eddie in danger of getting attacked before he can execute an attack, but the QS attack changes due to the opponent’s proximity. It’s still unblockable, but nowhere near as impactful as the normal QS attack from the turnbuckle.

When you connect with Guerrero’s normal turnbuckle QS attack, he launches into a flying kick that slams the opponent against one of the turnbuckles in a slumped state. At this point Guerrero can continue his offense without worrying about a reversal. Use one of the recommended chain combos or try Guerrero’s slumped state grab chain combo, which leaves the opponent in a knockback state and vulnerable to attack (although it can be reversed with proper timing).

If you’re playing online, against an opponent who isn’t skilled at reversals, or against the computer, Guerrero’s Toward + QS > QS > HG is one of his best tools. The HG at the end of the chain combo places the opponent in a generic stun, which is somewhat similar to a knockdown-sitting state. The opponent cannot block, reverse, or even move for a short period. During this time, you can use the same chain combo again and repeat this endlessly until the opponent reverses or blocks. This repeating cycle works especially well against the computer, but against a human opponent it’s best to use only one or two chains back to back, then use a true combo series chain or go for a grab chain combo. Either way, against a skilled opponent, this won’t work because the opponent can escape after the first attack by simply holding the Block button.

Against Eddie Guerrero

The best way to defeat Eddie Guerrero is to stay as close as possible to him at all times. You don’t want to let him use his superior speed to get away and control the spacing between you. If you miss an attack, Guerrero can punish your miss from almost anywhere in the ring, so be very careful and do not attack unless you’re sure the attack will make contact with Guerrero, even if it’s blocked.

If you stay away from Guerrero and allow him to climb the turnbuckle, get out of the ring as quickly as possible. Stay on the opposite side of the turnbuckle Guerrero has mounted to ensure that he cannot attack you. If you remain in the ring, Guerrero can unleash attacks from the top of the turnbuckle that cannot be blocked or reversed. His QS from the turnbuckle sends you flying to another turnbuckle and leaves you in a slumped state, which just allows Guerrero to follow up with even more damage. Any way you look at it, allowing Guerrero to mount the turnbuckle is a bad idea, so stay close and apply as much offensive pressure as you can.

Watch out for Guerrero’s grab chain combos. His QG executes very quickly and he can enter a weak lockup after an Away + QS. Make sure you know what this attack looks like so you can be ready to avoid the weak lockup. If the attack connects, you can’t do anything to avoid it, so be ready to reverse the grab chain combo that follows. If the attack is blocked, Guerrero can still go into the weak lockup, but you can reverse it with proper timing. Either way, you need to be ready for it because it executes quickly and can easily catch you off guard.

John Cena: Brawler
Counter: Normal

No matter how hard he tries, John Cena just can’t help but be hated by most of us. People complain about his five moves of doom, and he adds to them: we still hate him. People complain about his workrate: he has a five-star match under his belt, something that guys like Kurt Angle and Chris Jericho don’t have, and we still hate him. We complain about him winning all the time, and…well, that’s a pretty good reason to hate him since he does. Like him or hate him, John Cena has main evented more Wrestlemanias than anyone in history, participating in a title match every year since Wrestlemania XX. Even horrible injuries do surprisingly little to keep him down for long, when he was supposed to be out for over 6 months back in 2007 only for him to come back 3 months later good as new to win the Royal Rumble 2008. He may be bland and juvenile, but one thing you can’t deny is that he’s a genetic freak: the laws of nature don’t seem to apply to him, making his “Superman” comparisons extend past his booking.

It seems that even the THQ guide doesn’t like him and they made the freakin’ game. According to the guide, John Cena is one of the easier matchups you can hope for as all of his moves can be easily blocked or reversed. I have to disagree: while he does have a LOT of reversible moves, if he manages to sneak a combo in, it can lead to major consequences. His damage-dealing capabilities are extraordinary, almost on par with a Big Man class. On top of that, he has a plethora of Signatures that he can CHAIN TOGETHER. That means if you hit one Signature, you might be able to get a second one FREE because he has a grounded Signature regardless if the opponent is facing towards or away from you. Don’t sleep on Cena, or you might get Five Move of Doom’d.

Signatures
**Side Slam Suplex (AKA the Proto-Bomb) **QS+QG (Gives Cinematic Finisher)
**Delayed Suplex **HS+HG (Gives Cinematic Finisher)
**5 Knuckle Shuffle **QS+QG to a grounded opponent lying head-first to you (Gives Cinematic Finisher)
**STF **HS+HG to a grounded opponent lying feet-first to you (Gives Cinematic Finisher)
**Air Leg Drop **QS+QG or HS+HG on the top rope (REALLY good move. It hits opponents standing or grounded and has good tracking. If there’s enough distance between you and the opponent, climb up to the top and use this)

Finisher

**Attitude Adjustment **Because Cena can transition directly into PIN from WLK, you can use this move even when the opponent isn’t flashing red. Get the damage, and then if the subsequent pinfall doesn’t get them, the pin from WLK just might.

Movelist
QS>HS(KB)
QS>QS[TRUE]>QG(KND)
QS>QS[TRUE]>HG
QS>QS[TRUE]>HS[TRUE]>QS(KND-S)
QS>QS[TRUE]>HS[TRUE]>HS(KND)
QS>QS[TRUE]>HS[TRUE]>QG(STN)>Any button(JUG) <—This is THUGANOMIC combo. While the opponent can reverse the last two inputs, This hits TRUE all the way to the grab and if it all connects, it can lead to crazy good damage, almost an entire color of life if not a little more. I don’t remember the exact damage, but this combo is too good to pass up on: it can potentially turn the match around to your favor.
QS>QS[TRUE]>HS[TRUE]>HG(KND)
QS>QS[TRUE]>QS>QSTRUE
QS>QS[TRUE]>QS>HS>QS(KND-S)
QS>QS[TRUE]>QS>HS>HS(KND)
QS>QS[TRUE]>QS>HS>QG(STN)>Any button(JUG) <----Your alternative to the THUGANOMIC combo. The extra QS can throw your opponent’s timing off if they’re getting wise to the rhythmic of the other combo. Alternate between this and the previous THUGANOMIC combo to get that insane damage.
QS>QS[TRUE]>QS>HS>HG(KND)
Toward+QS>HSTRUE <----Another one of your THUGANOMIC combos. It hits TRUE all the way through and gets KB at the end, which allows Cena to follow up with any number of offensive options.
Toward+QS>QS[TRUE]>QG
Toward+QS>QS[TRUE]>HG(KND)
Toward+QS>QS[TRUE]>HS[TRUE]>QS(KB)
Toward+QS>QS[TRUE]>HS[TRUE]>HS(KND)
Toward+QS>QS[TRUE]>HS[TRUE]>QG(STN)
Toward+QS>QS[TRUE]>HS[TRUE]>HG(KND)
Toward+QS>QS[TRUE]>QS>QSTRUE
Toward+QS>QS[TRUE]>QS>HS[TRUE]>QS(KB)
Toward+QS>QS[TRUE]>QS>HS[TRUE]>HS(KND)
Toward+QS>QS[TRUE]>QS>HS[TRUE]>QG(STN)
Toward+QS>QS[TRUE]>QS>HS[TRUE]>HG(KND)
Away+QS>HS(KB)
Away+QS>QS>HSTRUE>Any button
Away+QS>QS>QG(KND)>Any button(KND
Away+QS>QS>HG(KND)
Away+QS>QS>QS>QS(KB)
Away+QS>QS>QS>HS(KND)>Any button
Away+QS>QS>QS>QG(KND)>Any button(KND)
Away+QS>QS>QS>HG
WLK>QS(STN)>QS or HS(KND)>Any button(KND)
WLK>HG <----What happens here is that Cena plants his foe with a Fisherman Suplex and holds it for a pin attempt. If the opponent is low on health, this can potentially end the match.

(For the past few I’ve just been copy-and-pasting matchup suggestions from the Prima guide, but I don’t agree with Cena’s at all so I’m going to do my own)

As John Cena

John Cena put it best himself, “I throw hands, I’m not the man of a thousand holds.” Cena isn’t going to blow you away with technical prowess so opponents that have better reversal/blocking senses should be able to deal with most of your attacks. But when you finally get that opening you need…hoo boy, Cena has the potential to deliver insane damage, making him someone with the potential to mount MASSIVE comebacks after getting beat on most of the match. If your opponent gets sloppy, you can potentially knock off almost TWO full colors of health with the right use of combos and Signatures.

Cena’s main weapon for getting that opening is Toward+QS>HS, his only TRUE combo. If that connects, and the opponent is backed in a corner, Cena can unleash his THUGANOMIC combos to rack up those big damage chains. If the opponent is getting wise to that, you can also use WLK to start his potent chain grapple or get that Fisherman PIN to potentially steal the match. And if you manage to get KND, say from a successful Air Leg Drop, and you still have Signature, you can use either his 5 Knuckle Shuffle or STF to rack up even more damage.

BUT WAIT, THERE’S MORE. If you manage to do all of that while the opponent is in the orange health or below, you can prime your finisher and give them an Attitude Adjustment for EVEN MORE DAMAGE. W-O-W! In short, don’t get too predictable and create the opening necessary to start your chains. Because once those chains start and the opponent isn’t blocking/reversing them correctly, you can unleash Hell on the poor sap.

Against John Cena

While Cena has great damage-dealing capability, almost all of his attacks can be blocked or reversed easily. Because his moves can be countered so easily, be prepared to use the L1/LB button moreso than the R1/RB button because being on the offensive is a must for beating Cena. He deals way too much damage for you to risk him throwing out a WLK and you not expecting it, not to mention that he can go into PIN from WLK. Beat him down and make sure that you can reverse his chain grapple from WLK, which hurts quite a bit.

If your health is in the orange or below, be very careful not to get put in WLK. Again, he can go into pin and if he plants you from WLK, you might just lose the match. Just stay focused, block and reverse as needed, and don’t give Cena a chance to mount an offensive.

The Rock: Brawler
**Counter: **Normal

Hard to believe this guy started his wrestling career as Rocky Maivia, a colorfully-dressed blue chipper who got a big face push upon debuting yet fans immediately disliked him, even going so far as making signs that said “Die Rocky Die.” Before irreparable damage could be done to his young career, he joined the Nation of Domination where he started calling himself “the Rock,” and soon after he became the most electrifying man in sports entertainment. Those haters were now just a few of the millions (AND MILLIONS~) of the Rock’s fans, and though later Superstars like John Cena and CM Punk have put in question the Rock’s dedication to the business after he jumped ship to become a movie star, the brutal honesty is this: the Rock helped usher in the most lucrative period in professional wrestling history.

Now me, I never liked the Rock growing up: I was more of a Stone Cold/HHH kind of guy. Here in WWE All-Stars, I don’t have to put too much effort into sending the Rock back to Jabroni Avenue because while he has plenty of damaging options at his disposal, a smart defense can render most of his attacks completely useless. The only weapons the Rock has to rely on are his chain combos, as he has no chain grapples to worry about. However, that doesn’t mean you should take him lightly: the chain combos he does have are very good, and he has quite a few TRUE combos that can really mess you up if you let them, not to mention a deadly frame trap. Whether you like him or hate him, do NOT underestimate him.

PROS
People’s Elbow hits grounded opponents
Charge Strike gives Wall Bounce
Can use Charge Strike in chain combos

CONS
No grab chain combos
Weak against defensive opponents

Signatures (All are Cinematic Finishers)
**Samoan Drop **QS+QG
**Swingin’ Neckbreaker **HS+HG
**Spinebuster **Away+QS+QG
**People’s Elbow **QS+QG to a grounded opponent
**Belly 2 Belly Suplex **Away+HS+HG

Finisher

**Rock Bottom **As a grapple, it can be difficult to hit if the opponent is not stunned. Snce Rock has so many Signatures at his disposal, you should stick with those until the opponent’s health is low enough that you’re sure the Rock Bottom will put them away.

Movelist
QS>HS(KB)
QS>QG(WLK)
QS>HG(SLK)
QS>QS[TRUE]>QG(KND)
QS>QS[TRUE]>HG(KND)
QS>QS[TRUE]>HS>QS{KB)
QS>QS[TRUE]>HS>HSTRUE <— The first PEOPLE’s combo. While it doesn’t hit TRUE all the way through, the only time the opponent can reverse is at the HS, and by that time you’ll already know if the opponent is blocking. The KND-S at the end gives the Rock follow-up options, like say…a People’s Elbow after the follow-up hit of KND-S!QS>QS[TRUE]>HS>QG(KND)
QS>QS[TRUE]>HS>HG(SUB)
QS>QS[TRUE]>QS[TRUE]>QSTRUE <----The second of your PEOPLE’S combos. It hits TRUE all the way through and the last hit is a KB, giving you plenty of ways to follow up if the opponent is backed up against a barrier.
QS>QS[TRUE]>QS[TRUE]>HS>QS(KB)
QS>QS[TRUE]>QS[TRUE]>HS>HSTRUE <----An alternative to the first PEOPLE’S combo.
QS>QS[TRUE]>QS[TRUE]>HS>QG(KND)
QS>QS[TRUE]>QS[TRUE]>HS>HG(SUB)
Away+QS>QS>HS(KB)
Away+QS>QS>Hold HSTRUE <----The third PEOPLE’S combo you want to be aware of. If the opponent is just blocking anything you do, hold down the last input and lay the smackdown on him! This sending him flying away and bouncing back towards you were you can follow up with the juggle of your choice.
Away+QS>QS>QG(KND)
Away+QS>QS>HG(STN)>HG(KND)>QS or HS
Away+QS>QS>QS[TRUE]>QSTRUE
Away+QS>QS>QS[TRUE]>HS(KB)
Away+QS>QS>QS[TRUE]>Hold HS(JUG) <----An alternative to the third PEOPLE’S combo. The third QS hits TRUE which makes it impossible to stop.
Toward+QS>QG(WLK)
Toward+QS>HG(SLK)
Toward+QS>QS>QG(STN)>Any button(KND)>Any button(KND)
Toward+QS>QS>QS or HS(KND)>HG
Toward+QS>QS>HS>HS(KB)
Toward+QS>QS>HS>Hold HS(JUG)
Toward+QS>QS>HS>QG(KND)
Toward+QS>QS>HS>HG(KND)

As the Rock

If you can’t smell what The Rock is cooking, it’s probably because The Rock is too busy working hard to win matches. The Rock is capable of defeating any Superstar or Legend in the game, but he has to work a little bit to achieve this feat. As a Brawler, The Rock doesn’t really have much to rely on other than his chain combos (which are all strike-based). The Rock doesn’t get any guaranteed follow-up attacks from his various grabs (weak lockup, rear waistlock, etc.), and although there are times when an opponent will be stunned on the ground (allowing for a follow-up), you can’t rely on this.

You must use The Rock’s various chain combos, in conjunction with his Charge Strike, to keep up a steady stream of strikes. The Rock needs to stay on offense as long as possible, because he can’t do much else. Use The Rock’s recommended combos to maintain pressure on the opponent. Always be aware of your position in the ring. The Rock’s Strong Strike and Charge Strike both reach just shy of halfway across the ring. If an opponent is backing away and reaches the ropes of turnbuckle, go right into a Charge Strike from maximum range. In this situation, the opponent will have a diffi cult time avoiding the unblockable attack. The Charge Strike is an integral part of The Rock’s game plan. It can be used in chain combos (see the recommended combos section) or as a stand-alone attack. In either case, it’s one of The Rock’s most damaging attacks and it launches the opponent into a juggle state. In most cases, you can follow with Quick Strike > Quick Strike > Quick Grab for solid damage.

If you can hit one of The Rock’s chain combos that ends with the Charge Strike, and then add the juggle combo as a follow-up, it takes almost a full bar off the opponent’s health meter. The Charge Strike is also great to use after knocking an opponent to the ground. Back up a little bit and initiate the Charge Strike just as the opponent starts to stand up.
Unfortunately, The Rock doesn’t have the ability to pin opponents using any method other than a standard pin. However, he can use a Signature Move while an opponent is grounded.

Any time you score a knockdown, if the opponent is stunned on the ground and you have a Signature Move available, go for it!

Against the Rock

There isn’t much you need to worry about when facing off against The Rock. His only form of offense is his various chain combos. He doesn’t have any grab chain combos, and most of his strike-based chains can be blocked after the first or second hit. However, The Rock will try to keep you at bay throughout most of the match with a flurry of attacks. He’ll also try to use his Charge Strike whenever possible.

If you see The Rock pause during a chain combo, start to back away. Do not try to attack immediately after The Rock pauses. If you do this, you’re playing right into his hands. He wants you to attack so he can interrupt your attack with the rest of his chain combo or a canceled Charge Strike. It is also very important to pay close attention to The Rock as you’re getting up off the ground. If The Rock attempts to use a Charge Strike in this situation, get up and back away as quickly as possible. You cannot block the Charge Strike, and it’s difficult to evade while you’re getting off the ground. If you’re hit by it, you’ll see a large chunk of your health meter fade away, so avoid it whenever possible.

The Rock doesn’t have any unique ways to pin you, so if your health meter is low, just avoid getting knocked down. You don’t need to worry about specific attacks that lead into pins, just stay focused and don’t let The Rock get into an offensive rhythm. Use counters whenever possible and back away as soon as you see The Rock pause, and you should be fine.

Stone Cold Steve Austin: Brawler
Counter: Normal

“Talk about your psalms, your John 3:16…Austin 3:16 says I just whipped your ass!”

Even though Hulk Hogan who was the industry’s icon when professional wrestling was becoming a national sensation, it was Stone Cold Steve Austin who was on top of the world when the industry was at his peak. After being rejected by WCW and refining his character in ECW, Steve Austin came into WWF as the Ringmaster but very quickly developed a far more violent and rebellious persona called “Stone Cold:” a beer-swilling, profanity-laced redneck bruiser who attacked anyone and everyone that irked him in the slightest. While this would normally make him a villain, his popularity exploded and he wound up becoming the top face in the company, and it was his rivalries with the likes of the Rock, Triple H, and above all the WWF Chairman Vince McMahon that gave WWF the edge it needed to defeat WCW once and for all. Even though Austin claims to have hung up his gear from good, today he is still in amazing shape and makes sporadic appearance in WWE television, continuing to make his fans think that maybe, just maybe…there’s one more match in him after all.

As you might imagine, Austin is not known in this game for his technical acumen. Though he has one quick chain grapple from WLK that he can use to throw opponents off-guard, the bulk of his offense will come from his chain combos, and he has some REALLY good ones. Plenty of his chains hit TRUE which makes reversing them extremely difficult, and he also has an unblockable strike as a Signature in his Lou Thesz Press. The key to opening up a can of whoop-ass on your opponent is to apply lots of offensive pressure and dare them to make a mistake of thinking they can reverse certain combos, only for them to realize that isn’t the case.

PROS
Lou Thesz Press is a strike
Some really good chains, including a REALLY good TRUE chain
Charge Strike launches opponent into a SLM state on the turnbuckle

CONS
Charge Strike has limited range
Chain combos are a bit slow

Signatures
**Inverted Suplex Slam **QS+QG (Gives Cinematic Finisher)
**Stone Cold Stun Gun **HS+HG (Gives Cinematic Finisher)
**Mudhole Stomp **QS+QG or HS+HG in the corner (The ultimate follow-up to a successful Charge Strike or Irish Whip)
**Lou Thesz Press **Running+QS+QG or Running+HS+HG (This is an unblockable strike that comes out rather fast, making it a great move to surprise an opponent at mid-range)

Finisher

**Stone Cold Stunner **Ah, the Stunner: the overness of the Atomic Leg Drop with the usefulness and explosiveness of a superkick. In this game, the Stunner is a regular grapple as opposed to a jumping grapple like the RKO, so best save this until you’re certain it’ll hit. Focus on Austin’s wonderful chain combos for now.

Movelist
QS>HS(KB)
QS>QS[TRUE]>HSTRUE <---- This is your first STONE COLD combo. It hits TRUE all the way through and it gives BO-S at the end, where the opponent buckles over stunned and you get a free follow-up.
QS>QS[TRUE]>QG(KND)
QS>QS[TRUE]>HS(KND)
QS>QS[TRUE]>QS>QSTRUE
QS>QS[TRUE]>QS>HSTRUE
QS>QS[TRUE]>QS>QG(KND)
QS>QS[TRUE]>QS>HG(KND)
Toward+QS>HS(KB)
Toward+QS>QS[TRUE]>HSTRUE <----Your second STONE COLD combo. It hits TRUE all the way through and gives a KND-S at the end, which has the opponent sitting on his butt. You can follow up with some grounded hits after that. If the opponent is getting wise that that, you can tack on a QG or HG at the end instead of HS for some mix-up.
Toward+QS>QS[TRUE]>QG(KND)
Toward+QS>QS[TRUE]>HG(KND)
Toward+QS>QS[TRUE]>QS[TRUE]>QS(KB)
Toward+QS>QS[TRUE]>QS[TRUE]>HS(KND-S)
Toward+QS>QS[TRUE]>QS[TRUE]>QG(KND)
Toward+QS>QS[TRUE]>QS[TRUE]>HG
Away+QS>HS(KB)
Away+QS>QS>QG(KND)
Away+QS>QS>HG(KND)
Away+QS>QS>HS>QSTRUE
Away+QS>QS>HS>HS(JUG)
Away+QS>QS>HS>QG(KND)>QS or HS
Away+QS>QS>HS>QG(KND)>QG(KND)
Away+QS>QS>HS>QG(KND)>HG(SUB)
Away+QS>QS>HS>HGTRUE
Away+QS>QS>QS>QS(KB)
Away+QS>QS>QS>HS>QSTRUE
Away+QS>QS>QS>HS>HS(JUG)
Away+QS>QS>QS>HS>QG(KND)>QS or HS
Away+QS>QS>QS>HS>QG(KND)>QG(KND)
Away+QS>QS>QS>HS>QG(KND)>HG(SUB)
Away+QS>QS>QS>HS>HGTRUE
WLK>QS>Any button(KND)

As Stone Cold Steve Austin

Stone Cold Steve Austin is very much a hit or miss character. As a Brawler class he has a wide variety of chain combos, but most of them can be blocked at multiple points. He continues his combos even if an opponent is blocking, which leads to a mix-up between a grab or a strike at the end of the combos, but it’s not enough to get him a win. He has decent follow-up options after a weak or strong lockup, but not very many ways to enter these positions. He also has a Charge Strike that works very well when it connects, but has very limited range.

To be successful with Steve Austin, you need a good base skill set. You need to be able to counter and reverse well, and more importantly, use reversal blockers well. Austin’s best recommended combo is Toward + QS > QS > HS. It’s a complete true combo series and the last attack leaves the opponent in a knockdown-sitting state. This allows Stone Cold to follow with an attack that knocks the opponent to the ground, then a second follow-up attack on the grounded opponent. If you use a HG on the grounded opponent, Stone Cold picks him up and enters a weak lockup, which is one of the few ways Austin can get into this position.

A skilled opponent will start to counter Austin’s recommended chain combo, which is why you need to be good at reversals. It doesn’t help that almost everything else Austin has is average at best. His running attacks are average, his turnbuckle attacks are average, and while he has several stuns from his chain combos, most of them come from strikes, which can be blocked. Any other stuns he has don’t last long enough to give him any guaranteed follow-up attacks. On the bright side, Austin’s Lou Thesz Press Signature Move is a strike attack, which makes it more difficult to counter than most Signature Moves.

Austin’s Charge Strike knocks an opponent into a slumped state in the corner, or over the ropes and out of the ring (depending on the opponent’s position in the ring). Normally this would be outstanding because it sets up for Stone Cold’s Mudhole Stomp Signature Move, which must be executed while an opponent is in a slumped state. However, Austin’s Charge Strike has very limited range, which makes it difficult to connect against a skilled opponent. With most other useful Charge Strike attacks, you can back away and use them from just outside an opponent’s attack range. Austin has difficulty doing this because most opponents can easily attack him from the maximum range of his Charge Strike. Also, because of its lack of range, if a savvy opponent sees you attempting the Charge Strike, he can just back up slightly and it will miss.

Against Stone Cold Steve Austin

The main thing you need to watch out for when playing against Stone Cold Steve Austin. He has one true combo series chain, which is his recommended combo. If you get hit with this chain, you’re left in a knockdown-sitting state, which gives Austin multiple follow-up attacks and drains nearly half a bar from your health meter. Your best defense against this is to simply counter the first attack in the chain. Don’t worry about Austin mixing in a stand-alone grab because his grabs aren’t very effective and don’t execute very fast. His recommended combo is far more dangerous.

If you see Austin attempt to use his Charge Strike, just back up a little bit. It has very little range, and isn’t difficult to evade. If you’re caught by surprise and don’t have time to move, use QS to interrupt it. The speed and limited range of Austin’s Charge Strike makes it very easy to evade.

The only other thing you need to worry about when facing off against Stone Cold is the
Lou Thesz Press Signature Move. It’s a running attack, so you can see it coming, but it’s also a strike-based Signature Move, which makes it difficult to counter. Be ready for this any time you see Austin running toward you; counter his recommended combo and block every other chain combo, and you shouldn’t have any trouble taking this Legend down.

in my absence, i would like to give MUCH credit to PsychoBlue for taking the helm and completing these write-ups. i havent had a chance to review all of them but i will get right on fixing all links for these and i hope to be back soon (life is still kicking my ass)

Is it common knowledge that priming a turnbuckle finisher is a hitbox?
My finisher timer ran out after I had primed Macho Man Elbow earlier in the match (tangentially related, how long does that last?), and when my opponent went off the top rope when the match was at neutral, I was going to drop the elbow on him to first get out of the way and hit his recovery.
Well, not only does flipping to the top rope seem to be unhittable, Macho Man Randy Savage literally Flash Kicked The Rock on his way to the top rope. Shit was glorious.

Too bad there’s no replay feature in this game. If I actually saw it for myself I might be able to tell you exactly what happened.