It’s not about that, it’s just silly that there’s a licensed fightstick for a game that uses both sticks and the D-pad.
sorry about that HBK is an acrobat. changed my first entry to reflect that. thanks for noting it to me.
Now lets go over the situations/states that can occur in the game.
KND: pretty self explanatory. this is a knockdown, where you are flat on the mat.
KND-HK: special knockdown state where you are left on all fours…your hands and knees (hence the HK)
KND-K: special knockdown state where you are left kneeling on one knee
KND-S: special knockdown state where you are left sitting flat on your ass
KB: knockback state. this pushes you away creating space between the fighters
SLM: slumped state. this typically occurs when youre knocked into the corner and slump into the turnbuckles
STN: stunned state. after certain attacks you can be stunned where you cant move but you CAN reverse/counter
SUB: submission state. certain grab chains lead right into submissions and will be noted as such
PIN: attempted pin. as saying earlier about grapplers, they have attack strings that lead right into pins which will be noted as such
WLK: weak lockup
SLK: strong lockup
SHLK: side headlock
RWLK: rear waistlock
Yes as is the case with most current gen fighting games (yes that means I consider this more akin to a true fighter than a wrestling sim) it can be casual and you can just press buttons and expect cool shit to happen, but for those who want to take it serious this game can have a surprising amount of depth, with that said let me explain how strike combos/chain grabs work. Combos can start from your standard QS (quick strike) or modified by using F or B(forward or backwards in relation to your opponent)+QS, your standing QG (quick grapple) or your HG (hard grapple). From the opening attack you can then chain to one of your other attacks which have the possibility of leaving your opponent in different states, so on and so forth from there. NOTE THIS IS IMPORTANT: while performing combos/chains certain paths are better than others because they are TRUE links meaning that outside of the FIRST attack in the combo/chain you cant interrupt or counter/reverse it. These are typically pretty short, but from what im seeing they seem to be the basis of alot of characters offensive capabilities. I will note this by putting [TRUE] behind the attack in the combo/chain.
Here is an example of a combo string using my personal favorite character right now…The Miz
F+QS> a.QS [TRUE] or b.HS (KB) or c.QG (WLK) or d.HG (SLK)
do you follow so far? if not let me explain from a standing position tap forward and quick strike F+QS togther. if that attack isnt reversed or countered you can then chain into any of the other 4 attacks. If you choose option a. by tapping QS (quick strike) again its a TRUE combo that cant be reversed, if you choose option b. by tapping HS (hard strike) it goes into a second attack that ISNT a TRUE combo meaning it can be countered/reversed with the proper button but it does cause knockback (KB) state, if you choose option c. by tapping QG (quick grapple) it shifts into a WLK (weak lockup state),and if you choose option d. by tapping HG (hard grapple) it shifts into SLK (strong lockup state) either of which can then go into other chains, but lets not get ahead of ourselves just yet.
Now here is where it gets complicated. First lets go back to where we started…
F+QS> a.QS [TRUE] or b.HS (KB) or c.QG (WLK) or d.HG (SLK)
Now look at this. Im gonna remove the LETTERED options and go into the next parts of the combo
F+QS> QS [TRUE]> QS [TRUE] (KB)
This is the same combo using option a. from earlier, but then after the first QS it adds ANOTHER quick strike which is still a TRUE combo that cant be countered and also causes KB (knockback state). But what if you wanted to do something different? Look at this.
F+QS> QS [TRUE]> QG (KND)
You see this and think why would I ever choose to use the combo that isnt TRUE only to get a knockdown. But the beauty of it is that the option with the QS at the end is done once you do the last QS and get the knockback, yes it creates space but it gives away a whole lot of potential damage. The option with the QG at the end can continue into other NEW chains from there. Here is an example:
F+QS> QS [TRUE]> QG (KND)> QS or HS (KND)> any button (KND)
This option adds two more links to the chain and does overall more damage, yes it can be countered/reversed but your opponent has to guess youre going to use QS or HS in the fourth link of the chain to counter it. You could always mix them up by choosing to put QG or HG in place of the fourth link which would do a different attack and would have to be countered differently. So it would look like this
F+QS> QS [TRUE]> QG (KND)> QG or HG (KND)> any button (KND)
theres only one difference in button presses but the guess between countering a grab and countering a strike based link makes a difference there.
Thats how I will be noting combos and such. I hope everyone is able to follow. I will be getting into character specifics next. This will be very time consuming so I may only be able to do one MAYBE two characters per day so please be patient.
Oh i am sure it will be patched in soon.
I hope dlc is done like it was in svr, one time fee of 9.99 then you get all dlc
fuck, i quit. Going back to the less bitchy wee thread.
How about I would have if I actually even liked the game?
Get off your high horse too, creampie.
And you’re calling ME a dumbass, yet you keep coming back here to complain about this thread?
I’m pretty sure there’s at LEAST one dumbass in the thread, and that person’s username is referenced in my post somewhere.
On the control list, reversal is listed as LB+RB. On the actual game screen, it just prompts you to press RB. I can’t get EITHER of these fucking things to work reliably. Something I’m doing wrong, or is the timing really that strict?
Other than that, it seems like it could be fun if I could fucking make it work. Really disappointed that it wasn’t more like a fighting game though, still could be fun in the end I guess.
It’s a timing issue. It’ll only work of you hit the button before the prompt shows up.
The LB one is for when an opponent tries to grapple you. If they try to punch you, you can reverse with RB, or also when RB flashes on screen during a grapple move, you can hit RB there and counter.
I have no clue about the LB+RB one though. Never landed it either
I still have no clue how to do chain grapple combos, or pick a dude up when they’re laying down (into another grapple, or leave them dizzy so I can preform a finisher),
I still hate the create a wrestler mode
Chain grapples require timing. If youre playing as someone capable of doing chain grabs (usually the grapplers) you have to know which grabs initiate the chain and then what the extensions are. Im in the process of compiling those. Was there a particular grappler you wanted me to go over?
Also about counters. I counter strikes with LB(L1) and grapples with RB(R1). Timing on counters is VERY strict, you cant mash it out.
Anyone got a link to decent fight vids?
lmao what an douchebag of a reviewer.
How can there be a thing like “too much depth” in a game?!
About the game itself- I still don’t see any “depth” in it.
Edge and Mr Perfect, if you can. I haven’t done em at all, and it kinda takes away from the game when I’m sorta forced to have to use brawlers.
Gonna plug a second controller in and ‘practice’
i think we all get that, and yeah, you can’t mash (or press really early, pause, then time it right). However in the “controls” section of the game, they’re listed on the same line, and I think a lot of people are thinking you can press both and do something
u can’t, by the way lol
load times get pretty annoying
EDIT: lol best i can do in “training” with Mr Perfect is quick attack, quick attack, quick grab (snap mare) then as soon as he hits the ground, strong grab or another quick grab.
and from quick grab, i press the quick grab button again (snap mare), then hit quick grab to combo into a suplex, then another suplex with quick grab, then it doesn’t seem to matter what you finish with (same move with either quick or strong grab). Still, nice 5 hit combo
and from quick grab, quick strick combos into quick grab, for a launcher. No clue what to do to them besides punch them, from launch
edit again: DAAAAAMN finally broke 5 hits for a chain grapple combo with Mr Perfect. from a quick grapple, press strong grab to suplex, then quick strike to backdrop, then either quick strike or quick attack to do a kneebuster(i’m thinking in grapple combos, only the strength matters at certain times???), then strong grapple to grab em from the back, where I’ve only managed to do 2 more combos (doesn’t matter the button presses, you usually back drop into a random move). I’ve chained into a sleeper hold though, to do more damage at the end
So I went back and retried the demo last night, and…I dunno what happened, but I’m really digging this game now. Something about it just clicked with me that didn’t before; I’m having a blast just cruising around with Rey like it’s nothing at all. If it weren’t for MK hogging up all my money next month I’d be buying this game right the fuck now.
The Big Man Class really has it worse then any grappler in any capcom game
i played a match online against this guy’s caw(i was andre the giant)and all this guy did was run away jump off the top rope knocking andre over then runs again rinse and repeat if i get close to him he slides out of the ring and when i go after him he slides back in
due to the slow speed of the big man class
andre couldn’t do a thing but watch as some mohawk created wrestler kicked his ass…
U can counter him if he attacks from the turnbuckles. I duck out of the ring like 20 times a match. I need to find out mr perfects 4th sig move.
Still dunno how stand a guy up and make him dizzy. Strong grapple picks them up and puts them in quick grapple status
There’s got to be a way to counter that shit.
EDIT: Yeah, what Soviet said.
sigh guess im wasting my time doing all these character write ups if this game supposedly has no depth? While its not the next coming of No Mercy this game does have a surprising amount of depth and strategy involved. With that said and as promised here is my first character write up.
The Miz: Grappler
Although he may not be anybody’s favorite wrestler and most people take him for a farce, The Miz really isnt a character you want to joke with in this game. While he isnt very strong offensively and his damage output isnt the highest, he has alot of nice tricks that he can employ to annoy/frustrate the opponent. Before the game came out I told myself he would be the character I was gonna play, mainly because my boy HHH is in his later years and also because The Miz has come into his own with this current title run hes been given. He’s my personal favorite right now and if you run into him…dont take him lightly.
PROS
Couple of good TRUE combo series
Long range strikes
Strike combos that lead into chain grabs
Decent speed
Smaller size makes him less of a target
CONS
Charged grab doesnt lead to SLM (slumped state)
Weak offensively
Signatures dont naturally lead into Finisher
Signature moves: all require 1 stock of super bar and build roughly 25% of finisher bar when successful
**Shoulder Jawbreaker **[throw]: QS+QG
**Reality Check **[throw]: HS+HG gives long KND post orange bar
**Rope Neck Snap **[throw]: B+QS+QG since opponent is left in KND inside and Miz lands on outside of ring afterwards, this is the perfect signature to use when you have a Finisher ready, it allows you to “prime” it without worry of retaliation.
Leaping Corner Clothesline[throw]: HS+HG requires opponent to be in SLM in corner. Miz has no reliable way to get this, so this is purely for style.
Finisher: requires full Finisher bar
Skull Crushing Finale tap LB(L1)+RB(R1) to “prime” finisher then tap them again to initiate long grab to perform. Now with most characters the standard strategy is going to be to save up that finisher until the opponent is in the flashing red life. But what ive found with Miz is that its generally better to go ahead and pour it on and use your signatures/finisher early on to build a life lead. Reason I say this is because Miz has many reliable ways to go straight into a PIN (one TRUE combo in particular), and the lower the opponent’s life…the easier it is to PIN them.
Strike Combos/Chain Grabs
B+QS>QG(WLK)
B+QS>HG(SLK)
B+QS>HSTRUE>QG(KND)
B+QS>QS[TRUE]>QS(KB)
B+QS>QS[TRUE]>QG(KND)>QSorHS(KND)
B+QS>QS[TRUE]>QG(KND)>QGorHG(KND)>any buttonTRUE
B+QS>QS[TRUE]>HGTRUE THIS IS MIZ’S BEST COMBO HANDS DOWN!! Reason being is because remember how I said earlier on that Miz has tricks to annoy frustrate his opponent? Well here it is. Also remember how I said Miz should build a life lead and then possibly go for an early PIN win instead of trying to fight for the K.O.? Well heres the reason why. Basically if Miz gets a life lead he can throw this combo out, its a TRUE combo string so if the first attack (snap jab) isnt countered then the entire string is guaranteed to connect and if the opponent is in orange life or below…this could end the match. It might end it before the orange life because of its surprise factor.
QS>QG(WLK)
QS>HG(SLK)
QS>QS>QG>QSorHSTRUE
QS>QS>QG>QGorHGTRUE
QS>HS[TRUE]>QG>QSorHSTRUE
QS>HS[TRUE]>QG>QGorHGTRUE
PAY ATTENTION TO THESE NEXT COMBO CHAINS THEY ARE ALL TRUE AND VERY GOOD
QS>HS[TRUE]>HGTRUE>QS[TRUE]
QS>HS[TRUE]>HGTRUE>HS[TRUE]
Every one of those starts with long range QS (thigh kick) and remain TRUE combos throughout. These should be worked into ANY Miz player’s game plan.
(WLK)>HS>QSorHS[TRUE]
(WLK)>HS>QGorHG>HG[TRUE]
(WLK)>HS>QGorHG>QSorHS(KND)
(WLK)>HS>QGorHG>QG>QSorHSTRUE
(WLK)>HS>QGorHG>QG>QG>QSorHSorQG(KND)
(WLK)>HS>QGorHG>QG>QG>HG[TRUE]
F+QS>QG(WLK)
F+QS>HG(SLK)
F+QS>QS[TRUE]>QSTRUE while this combo barely does ANY damage at all the whole string is TRUE, it executes fast AND it gives knockback. so definitely work this into your game.
F+QS>QS[TRUE]>QG(KND)>HG(STN)>any button(STN) one of the ONLY ways Miz can achieve STN on an opponent, which works if youre pressing to get the K.O. using a finisher.
F+QS>QS[TRUE]>QG(KND)>QSorHS(KND)>any button(KND)
F+QS>QS[TRUE]>QG(KND)>QGorHG(KND)>any button(KND)
(RWLK)>HS(KND)>any button(KND)
Irish whip opponent>bounce off ropes>HG>any button(KND)
Thats pretty much it as for his combo capabilities. As you can see he does have some neat tools to use to maintain offense and to keep the opponent at bay. Use his TRUE combo strings to set up your bigger and more damaging chain grabs. I personally say go for the pin over trying to win by K.O. And above all else just have fun.
This is all out of the guide right?
And in case people don’t know, if anything is TRUE, that means it cannot be reversed.
would anyone be up for fighting me soon?
Most of the strings come from the guide yes, but the strategy and such is mine. The guide doesnt tell you what you can use to prime his finisher or about his body style and things. Dont worry, I wont steer you wrong though lol.
Damn!!! Good job! SRK to the rescue. This game has depth, just obvious room for improvement
I can’t be the only person who made Sagat, right?