Welcome to the OFFICIAL WWE All-Stars thread!! I know that initially people see the commercials or how the game is advertised and think its just another “rasslin” game, and on the surface it is a very arcadey old school press some buttons have some fun kind of game. But underneath that surface is a whole slew of depth that is more like a traditional fighting game than a wrestling game. With proper sharing of information and a few dedicated players…this game could possibly have a scene. This is where to come if you have questions about the game, or if you want to contribute any new strats you may have. I have written a few character write ups and a short overview of game mechanics which I will be updating HERE as I do them. And with the new thread I will be going more in depth into gameplay mechanics, match flow, and the metagame. Any and all help would be appreciated. And if this is your first time here and you intend to play, please take advantage of what we are going to be providing and share your SN/Tag and decide if you wanna represent RAW or SMACKDOWN.
PLAYER LIST: COMING SOON
Movement is done with the left stick on either system. Depending on the class you are playing and your character, movement speeds differ. Of course Rey Mysterio is gonna move faster than Andre the Giant right?
**X (360)/Square (PS3): **QS (quick strike)
**Y (360)/Triangle (PS3): **HS (hard strike)
**A (360)/Ecks-X (PS3): **QG (quick grapple)
**B (360)/Circle (PS3): **HG (hard grapple)
NOTE ON STRIKES: There are 6 different strikes for each character. Neutral QS, B+QS, F+QS, Neutral HS, B+HS, and F+HS. QS variations will be the main offensive moves used by most players, including yourself probably. Take note of this bc HS or any of its modifiers cannot be countered, only blocked. So if your QS pressure is getting countered/reversed, throw out a HS or start using your grapples.
LT (360)/L2 (PS3): PIN/Roll out of/into ring/climb turnbuckle (this can serve other purpsoses if modified. Outside of the ring B+the button searches for a weapon. It also serves other purposes in different match types but im viewing this as a strictly 1on1 fighter right now.)
RT (360)/R2 (PS3): Run
NOTE ON RUN: running does require meter to execute. it should be used in short bursts and sparingly. running also modifies certain actions. RUN into LT(360)/L2(PS3) executes a slide to get in/out of the ring. This has a longer range to keep opponents from hovering over the ropes and it also recovers faster in case you need to poke quickly. RUN into BLOCK (either counter button) executes a tactical roll.
LB (360)/L1 (PS3): Counter/Reverse GRAPPLES. Different grapples have different counter/reversal points, so you cant spam the button to get out of jail free. Learn the timing.
RB (360)/R1 (PS3): Counter/Reverse STRIKES. Same as above. You cannot spam the button and escape.
NOTE ON COUNTERS/REVERSALS: If you are the person attacking you also need to be aware of your counter/reversal windows on your attacks. If you input reversal at the moment your move can be reversed, you will shorten their reversal window timing by half. This differs for all reversals but it is denoted on screen by the crossing out of the counter button in that players designated color.
Now lets break down the character classes. Im sure we all know what they are but if not here they are and the characters that fall under them.
NOTE: as a characters write-up is done just click the name to be directed to the post. there’s alot of characters and tons of DLC coming, so this may take awhile.
Their grabs inflict more damage
Their grabs execute faster than other classes
They can chain grab (think King from Tekken) from either their strikes or either grab leading into BIG damage
They can automatically go into RWLK by tapping B+QG
They have a “charged” grab done with B+HG(CHARGE BUTTON) their hands will glow if done correctly
They typically have a way to transition from strike/grab combo into a pin (this is a VERY good attribute)
Their strike combos are very limited
Their grab combos can be reversed by smart opponents, meaning you have to learn your mix-ups and what your TRUE combo chains are
Strikes inflict more damage and have longer range
More strike combos and extensions
They have a charged strike attack that is unblockable that usually gives juggles or knockdowns
Their grabs are weak and have limited range
Their strike combos are very susceptible to being reversed easily, so learn your true strike combos and mix up grabs with them
Faster movement than all other classes
Aerial attacks and turnbuckle attacks are more damaging, harder to reverse/counter and in some cases (like Eddie Guerrero) are totally unblockable and cant be reversed or countered
They can quickly mount the turnbuckle by running at the opponent and tapping attack. If they arent close to the turnbuckle they will just do a backflip.
Normal strikes and grabs do significantly less damage
Decreased range on strikes and grabs
Attacks do more damage
More attacks and combos lead into juggles
Cannot be knocked down by strike combos from other classes
Can control more space because their normal strikes cause knockback
Can store an unblockable HS by using B+HS(CHARGE). Their hands will glow if done correctly
Slower overall movement
Limited attack options
Thats a quick overview of some game mechanics, the characters, their classes and the pros and cons. Next post will go over different states the opponent can be placed in.