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Bronson on Munchies > Bronson on the mic
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I like him doing both no need to even choose one over the other.Bronson on Munchies > Bronson on the mic
Revisionist History.
Most of the CW matches on Nitro were between 4 and 6 mins.
PPV, different story
CliffsReason 77 Why WWE 2K will never be as deep as Fire Pro.
Hey so my previous post on Fighting styles is kinda (very) long-winded, I’m painfully aware of that. I haven’t really satisfyingly boiled all of that down, so here’s a quick guide to the different Attack and Return styles, and what you should expect from each.
Orthodox - Typical “professional wrestler.” Balanced, plain. Anything you can do ingame, Orthodox can handle within reason.
Technician - More fragile, agile version of Orthodox. Focuses on pins, not submissions.
Wrestling - Amateur wrestler based. Kinda stubborn, good at ground work and excels at suplexes.
Does not have a matching Defense style.
Ground - Low stamina, pure technical type. Excels at submissions, pins, and transitions.
Does not have a matching Defense style.
Power - Overwhelmingly strong, quicker to expend energy and become “soft”. Excels at powerbombs and lariat-type moves.
American - Showy take on Orthodox, with less fighting spirit. More athletic and excels at brawling.
Junior - High-stamina, high agility high-flyer. More mobile than orthodox type classes. Has a hard time doing power moves on non-Junior classes.
Luchador - Version of Junior more oriented on pins and tricky reversals.
Heel - Dirty brawler/cheater. Great with weapons, runs out of energy fast.
Wrestlers with this style get boos instead of cheers
Mysterious - High-flying heel. Less high-flying and lower stamina than other junior classes, but good at cheating.
All-Round - Agile but with a technical slant. Bit of technician, bit of junior.
Only available as a Defense style
Shooter - More focused on “realistic” techniques, strong with/against strikes and subs, weak against power moves and throws.
Fighter - Pure standup fighter. Can not/will not do most pro wrestling things. Made only for striking.
Grappler - Pure submission grappler. Incredibly fragile, great at submissions and MMA techniques. Not pins.
Panther - Strike-and-submission oriented take on Junior. Endless stamina.
Does not have a matching Defense style.
Giant - Immovable powerhouse that can only go for short bits. Actually kinda sucks if used wrong.
Vicious - Orthodox pro wrestler with more fighting spirit and a higher emphasis on striking.
A few notes:
Giant’s main deal is that the Giant Defense class, when paired with the Offense class, is hard to reverse and even harder to do moves on, at least in the early match. Giant doesn’t need to be doing **** for free because except for its exceptional reversal/success rates, it’s got the worst stats in the game.
Fighter and Grappler are not pro-wrestling classes. They will never run the ropes, they don’t have fighting spirit comebacks, and they can’t stick a landing to save their lives. Shooter and to a lesser extent Wrestler have less pronounced versions of the same deal going on.
Junior, Panther, Luchador and kinda Vicious are the exact opposite. They will run the ropes, every single time.
Some archetypes for ya:
High-flyer: Junior, Luchador, Panther, lesser extent Mysterious
Semi-high-flyer: Technical, American
Brawler: Heel, Vicious, American, Power, Giant
‘Martial Artsy’ type: Fighter, Vicious, Panther, Shooter
Judo: Wrestler, shooter, technician
Submission expert: Grappler, ground, shooter, vicious. Also: Panther, Junior.
Mysterious, Giant (kinda), Ground, Panther, and Vicious were all designed with one specific person in mind, each. You can fudge them, but generally you have to have a plan in mind for them.
Grappler and Fighter and, to a lesser extent, Shooter and Wrestler are all combat-sport oriented, and are substantially less able and willing to handle the pro wrestling style. “Wrestler” is the most “entertainment” of all of them.
PUN – Punches, chops, elbows.
KIK – Kicks and knees
THR – Basic wrestling and martial arts throws – most suplexes fall under this.
JNT – Joint locks – elbows, knees, ankles, etc.
STR – Spine stretches and other submissions to the torso and head.
POW – Lifting and power moves.
INS – “Instant-P,” or agility. High-flying moves.
ARM – Lariats, forearm clubs, other forceful big-body enoughs
TEC – Transitions and pins.
RGH – Brawling moves and foul play. Also modifies weapon damage.
MMA – “Shoot” techniques – MMA position changes, headlock attacks, etc.
ENT – Goofy-*** entertainment moves. There are like three moves that use this.
RUN – Running
Air – Aerial distance, where 100% is the standard.
Crash – Crash damage (falling, bad landings), where 100% is standard.
SD, MD, LD, ND – Damage rate. Little-to-no damage, moderate damage, severe damage, and “near death.”
Types of Critical rates:
FIN – Finisher move. The move assigned as your finisher. If a move can crit in ANY fashion, it can crit as a Finisher.
SPX – Suplexes or other similar throws.
POW – Power. Powerbombs and etc. Things that require a deadlift.
TEC – Technical. Almost entirely pins.
STR – Strike. Sorry that I forgot to change the acronym.
SUB – Submissions.
Class: Orthodox
Great at: Nothing
Good at: Showing off
Bad at: Heeling it up
Orthodox represents your standard face-ish pro wrestler. Not particularly good or bad at any part of fair play. Orthodox is an entertainer, and can use a wide repertoire of moves adequately. They have a slight bonus to “technical,” since they’ll be going for pinfalls frequently, and are overall likely to “play along” with irish whips – especially later on, when the opponent’s gonna be going for a finisher, too.
Orthodox’s health grades represent a bit of a babyface fire comeback – strong start, slowly wear down, have a comeback when near death.
Orthodox’s best criticals are Finisher and Suplex, followed by Technical – Primarily the “finishing move” staying protected in pro wrestling. A standard pro wrestler is unlikely to finish the match with a freak submission (there’s a reason “Submission artist” is a gimmick) and even less likely to crater an opponent with a powerbomb or a strike.
Class: Technician
Great at: Technical trickery, transitions, and pins
Good at: Jumping around, ground grappling, showing off, and proper throw techniques
Bad at: Martial artist-y kicks and overpowering body strikes
Horrible at: Foul play
Technician represents a more classical sort of wrestler, not necessarily a submission master, but someone who can hop around and pull out bizarre pins and counters. Technician can go for days and still scrap a bit, but their emphasis on finesse means that they’ll never be a brawler. Interestingly, they’ll become less cooperative to hammer throws as the fight goes on and they gain a footing (or run out of the cardio that let them bounce off the ropes like a rollerball earlier,) only to lose it when they can barely stand up.
Technician shares a health affinity grade with Orthodox, meaning that they’ll slowly wear down and then pick up a bit of a spark, to go to the bitter end (and make for a more impressive finish, naturally.)
Technicians Crit best with Technical maneuvers – flash pins outta nowhere. There’s a steep dropoff to finishing maneuvers, which just aren’t as important in places like World of Sport. Everything else ranges from “barely on-par” to “abysmal.” Again, Technicians aren’t meant to be submission artists.
Class: Wrestling
Great at: Technical Throws, grappling transitions
Bad at: Power throws, lengthy bouts of cardio, scrapping, high-flying moves, basically bad at pro wrestling.
Horrible at: Kicking.
“Wrestler,” in this case, is meant to be an amateur wrestler – ie, a sport wrestler, a for-realsy guy. Since there’s a pretty big crossover of the two, Wrestling types will cooperate a bit with irish whips, but will definitely resist them at first. Sport Wrestlers are meant to basically go really hard on manhandling the foe and not too much else, so their long-distance endurance is kind of ****, and they can’t handle most of the ins and outs of pro wrestling or standup fighting. They are surprisingly fragile, but can bully the hell out of the opponent.
Sport wrestling bouts typically only last a few minutes, so the “Wrestling” type wrestler starts out very strong and then very quickly begins to gas out and stays there.
“Wrestlers” get their biggest crit chance with suplexes, since they’re basically trained to throw large men and not much else. They have a decent chance with finishers, since they’re still kinda pro-style, but other than that… Well, they’re wrestlers.
Class: Ground
Great at: Ground transitions and submissions.
Good at: Pins and takedowns
Bad at: Standup fighting
Horrible at: Martial arts and powerhousing
Ground represents a submission-oriented pro wrestler, who’s not quite a shoot wrestler. As the name suggests, they’re entirely dependent on keeping the fight on the ground. Ground-type wrestlers are stubborn as **** (more “realistic”) but lose most of their advantages as the fight wears on, so they’ll really want to work those submissions.
As far as I’ve ever seen, literally the only default member of the Fire Pro roster to have this is Yoshiaki Fujiwara, who has been old as **** since the ‘70s and can’t be expected to run a marathon. Plus, wrangling a fellow human on the ground can take it out of you in a lot of ways, so when the Ground wrestler’s cardio goes, it STAYS gone.
Ground type is still a “pro wrestling” type, so the finishing maneuver is still king. As expected, the runner-ups are both based on technical grappling.
Class: Power
Great at: Feats of massive, crushing, lifting strength.
Good at: Brawling and generally grinding down the opponent’s spirit.
Bad at: Anything requiring precision or technique
Horrible at: Anything requiring finesse
Power represents the giant, unstoppable mastodons of the wrestling world. They exist solely to crush the opponent into a powder and counters their moves with strength alone. This means that they’re probably quite big, and anything involving jumping around or rolling on the ground is likely to tucker them out.
Power wrestlers come out of the gate like a battering ram, but between the extra cardio needed to support a large body, and the match narrative of “surviving” a power wrestler’s assault, they drop off hard and don’t really come back. They’re meant to be dominant, and roaring babyface fire isn’t part of the “dominant” type.
Power types mostly Crit off of power moves and, to a lesser extent, finishing moves. They don’t need anything else and they hardly use it. They just put suckers through rings.
Class: American
Great at: Rough-housing
Good at: Showboating, hot-dogging, and doing dynamic and exciting things.
Bad at: Graceful standup striking, submissions, and feats of absurd strength.
American type is basically boilerplate WWE style. They’re not a martial arts or submission master or strongman gimmick, so they suffer for doing those “highlight reel” stunts, but they’re good to go for jumping on people (despite not being high-flyers). Like Orthodox, going for pins is second nature. They’re also quite great at brawling and/or heeling, as is the oldschool American style.
(there is quite a clear record on American megafaces acting like heels)
Americans share a cardio grade with Orthodox: They get tired, then they find an energy reserve when it’s all on the line. Note that American-style wrestlers are a bit more stubborn than Orthodox types, willing to run the ropes but also more likely to stuff out irish whip attempts – strongest when they’re beaten down, hanging on by a thread, and preparing for a comeback.
Crit-wise, American wrestlers’ finishers are god, and pinfalls are second. Everything else is unlikely, and they’ll almost never crit off a sub because when is the last time a non-finisher submission won a match in WWE, much less a flash submission?
Class: Junior
Great at: Running and jumping
Good at: Submissions and showing off
Horrible at: Feats of strength
These are your basic Japanese junior/American indie style high flyers. They’re a bottomless well of energy, death-defying stunts, and elaborate holds, which is good, as they will never, ever stop at the ropes. They will bounce off every time. I wanna say they even bounce twice sometimes. Also note that they have the longest jump distance in the game and the lowest penalty for missing. Hint hint.
Juniors have a really basic health affinity progression, in the vein of Orthodox, but, since cruiserweight match finishes rely on insane high-energy exchanges, the Junior’s recovery levels are as good as new when they’re about ready to call it quits.
Juniors can pretty much either Crit off of their finishing maneuver or a fancy rollup pin. Most of them are known for their ground game secondary (if at all) to their high-flying shenanigans, so everything else is almost negligible.
Class: Luchador
Great at: Bizarre and complicated stretches and pins, athletic prowess
Good at: Weird gimmick moves
Bad at: Striking and more orthodox throws
Horrible at: Power moves
The “Luchador” in question is a traditional Junior Heavyweight “Tecnico”, or a babyface. This means they don’t really do beatdowns or brutality, since they impress with their derring-do and cat-like reflexes and all that. Note that they share aerial distance and crash damage resistance stats with the Junior class.
Lucha Libre is a bit more dramatic, so they get a bit worn down, but when they’re beaten, they are BEATEN. Their comeback isn’t as high as the Juniors, but is equally pronounced due to how hard they feel the beating before they come back.
Class: Heel
Great at: Playing dirty
Good at: Showing off
Bad at: Sporting holds and fan-pleasing flying moves
Horrible at: Advanced techniques that could be construed as “fair”
“Heel” isn’t a Chris Jericho heel, it’s a Tiger Jeet Singh heel. It’s an ******* who bends the rules, brawls to the outside, grabs weapons (note that the weapon attacks are controlled by the ‘Rough’ stat,) pisses off the crowd, and overall barely does anything that could be construed as “wrestling.” The type of ‘Heel’ here is the type who is either long past their days of being able to do wrestling or never had them, so they’ll suck wind when they try.
The Heel health grade is a straight slope downwards, because, again, these guys are sloppy, but also they exist to get exposed by the fired-up babyface that managed to survive their opening beatdown. That, or run out of breath and sit around stabbing each other and screaming.
Heels mostly crit off of Finishers, since it’ll probably be their one good technique (and, traditionally, were ‘dirty’ moves – illegal chokes, concealed weapons, vicious stomps, etc..) Curiously, they also have a moderate chance of a Power move crit, I guess to reflect a powerbomb through a flaming table or something.
Class: Mysterious
Great at: High-flying and foul play
Good at: Running and pinning (using bizarre secret techniques! ooOoohh!)
Bad at: Power strikes, chain wrestling, and submissions
Horrible at: Jokes.
Mysterious is based off of one guy: The Great Muta. Not even Keiji Mutoh, just Muta. Thus, the class is balanced to be a fast guy, working a methodical style. Mysterious is best when running circles around the foe, tricking the foe, or making them bleed by any means necessary. Fair play is out of the question.
The Mysterious class shares a health gradient with the Orthodox classes, since it’s still meant to work basic pro wrestling matches, albeit a little more hardcore.
Mysterious crits off of Finishers or Flash pins, and basically nothing else. It’s a showy class, dedicated to a strange character.
Class: Shooter
Great at: Nothing
Good at: Everything related to MMA
Bad at: Cheating and going the distance
Horrible at: Everything related to pro wrestling
The Shooter refers to either a “shoot-style” wrestler OR a for-real mixed martial artist. Due to the high crossover (in Japan, at least) of MMA and pro wrestling, the Shooter is a bit more cooperative to the ins-and-outs of pro wrestling, especially in the beginning. They’re fine doing just about everything you could be asked of in an MMA match, but they’re considerably less well-equipped for high-flying and feats of strength.
Shooters are accustomed to rounds (and the increased exertion of trying to avoid another human’s attempts to turn you into tomato paste) so their long-distance cardio goes to ****. They blow off their full head of steam and never quite recover, though they can pull a bit extra out when the end is in sight.
Shooters Crit primarily off of Strikes – knockout punches, ground-and-pounds, head kicks, fierce combos… Hold on I just checked and lol it’s part of a combo but you can technically CRITICAL! off of a low kick. Those Bas Rutten styyyles.
-ahem- anyways, they can get flash submissions sometimes and can favor a finishing move, but strikes are their number-one fight-ender.
Class: Fighter
Great at: PUNCH! KICK!
Good at: THUMB TO THE EYE! KICK IN THE GROIN!
Bad to horrible at: NOBODY TOLD ME THERE’D BE WRESTLING INVOLVED
“Fighter” is a standup striker. Boxers, kickboxers, karateka, everyone who’s not allowed to hug. Therefore, they spend all their energy almost-effortlessly hitting the **** out of everything, but gas out when they try to do anything else. They’re incredibly stubborn (they’re not made to work a scripted match,) they’ll shatter like fine china if their pathetic little hop off the top rope misses, they’re fighters!
Fighters are used to rounds and short bursts, and expend a LOT of energy with all of the striking, so they gas out kinda quickly and then reach the absolute PITS. Striking matches aren’t meant to go on that long.
Fighters crit off of Strikes. A lot. They can kinda do finishing moves, but why? Their hands are weapons!
Class: Grappler
Great at: Rolling around on the ground to submit people, and curiously punches (more on that in a bit.)
Good to okay at: NOTHING.
Bad to horrible at: Running, jumping, throwing, and pinning.
Grapplers are the counterpart to and natural enemy of the Fighter class. They have what it takes to take the opponent down and take them apart, but they’re pretty much lost in standup and have spent so long on flexibility and control that they’re kind of pansies at the rest of the stats. Similar to Fighters, they’re VERY stubborn and can’t jump for ****, and will turn to powder if they take a bad bump.
The sole exception to this is punching – as far as I can tell, they’re meant to have decent punches to simulate the little “feel-out” slaps in standup (and mount, if necessary) before a takedown. I feel like, officially, they’re meant to have a weak punch power stat to complete the experience, but feel free to have Mike Tyson: Master of Brazilian Jiujitsu.
Cardio-wise, they gas out pretty quick from the extreme exertion, but can hold on for just a bit. Then they get worn down and are well and truly dead. Again, their native sport’s matches aren’t supposed to last quite so long.
The grapplers, predictably, crit off of subs. Everything else is “average” to “abysmal,” and they will basically never score a crit off of a power move or a pin, since those are outside their wheelhouse.
Class: Panther
Great at: Dynamic kicks and flying techniques
Good at: Agile grappling and brutal submissions
Bad at: Powerlifting
Horrible at: Brutish crushing attacks and dastardly heel tactics
Panther is a fusion of lucha libre, martial arts, and submission grappling. It’s kinda based on one person – Tiger Mask. Specifically, Tiger Mask I/Super Tiger/Satoru Sayama. The Panther is basically a sentai hero, readily able to fly (note the Air and Crash ratings shared with Luchadores and Juniors,) always moving (a Panther will never stop at the ropes) and prepared to crack off gravity-defying kicks. Or, as it may be, face-shattering MMA kicks to a stubborn foe. Satoru Sayama was a complicated man.
The Panther’s health progression is nuts – literally superheroic. They’re never down for too long, and come back with just as much fire as they entered the match with.
The Panther is still a pro wrestler, so they’re most likely to critical off of the finisher (sadly, Fire Pro does not freeze the screen and yell the attack name out loud) or a pin.
Class: Giant
Great at: Beating the opponent down
Good at: Raining down hammerfists and giant, meaty, clobbering blows.
Bad to horrible at: Literally everything else.
The Giant is basically a true giant – not a tall guy, not a beefy guy, an actual, factual, larger-than-life “Andre the” style Giant. I don’t even think Giant Baba has this style, but I could be wrong. They can hammer the foe into submission effortlessly, but they don’t have long to do it – and they might have a hard time catching them. The Giant has no business in the air and hardly any business running. A Giant is in a constant state of being betrayed by their own body.
The Giant has to exert obscene amounts of effort to move their gargantuan forms, so they enter the ring already having a hard time moving around. By the halfway point, they should have really packed it up or tagged out – remember, these guys are a special attraction.
The Giant can crit off of their finisher OR off of a power move, and virtually nothing else. The power moves don’t really seem like a great deal for the Giant, but they’re not the ones being dropped from seven feet up, so.
So, the Giant seems pretty worthless. Thing is, I don’t know the numbers, but supposedly Giant is pretty much garbage without the Giant defense style, one of the few that I actually know what it does. The Giant defense style can shrug off attacks and is near impossible to lift (or Irish whip, iirc) until they’ve been worn down. Opponents will literally hurt their backs trying.
Class: Vicious
Great at: Rough-housing
Good at: Martial arts and grappling techniques
Bad at: Brute force and hyper-agility.
Horrible at: Fooling around or overpowering the foe
Vicious is the final class based on a single person, in this case Antonio Inoki. Vicious is meant to be a firey, dramatic babyface who tries to wield pro wrestling as a martial art. Vicious style can go a long way with traditional martial arts, but excels in brutal blows, like Inoki’s signature “Knuckle arrow” – a punch that can be spammed early game and draw a lot of blood, for that dramatic, shockingly violent open to a scramble. Note that Vicious is extraordinarily cooperative, even for a pro wrestling style.
The Vicious style is kind of unique in that its vitality immediately drops off hard – taking a customary Babyface beating – and bounces back gradually until it’s almost peak again. This coincides with the irish whip resistance rising at the end.
Inoki wasn’t really built for power, so Vicious isn’t great at it, but other than that, the crit rates are pretty standard. Definite emphasis on his world-shattering sure-killing techniques.
It is so logical that I couldn't do it justice by cliffing itCliffs
Yeah you didn't even read it.It is so logical that I couldn't do it justice by cliffing it
Who's coppin 2k18?
Studying it while making a spreadsheet for edit modeYeah you didn't even read it.
If you could only keep 3 Cruiserweights (excluding Neville) who would you keep? I'd pick Cedric Alexander, Gran Metalik, and Mustafa Ali
Reason 77 Why WWE 2K will never be as deep as Fire Pro.
Hey so my previous post on Fighting styles is kinda (very) long-winded, I’m painfully aware of that. I haven’t really satisfyingly boiled all of that down, so here’s a quick guide to the different Attack and Return styles, and what you should expect from each.
Orthodox - Typical “professional wrestler.” Balanced, plain. Anything you can do ingame, Orthodox can handle within reason.
Technician - More fragile, agile version of Orthodox. Focuses on pins, not submissions.
Wrestling - Amateur wrestler based. Kinda stubborn, good at ground work and excels at suplexes.
Does not have a matching Defense style.
Ground - Low stamina, pure technical type. Excels at submissions, pins, and transitions.
Does not have a matching Defense style.
Power - Overwhelmingly strong, quicker to expend energy and become “soft”. Excels at powerbombs and lariat-type moves.
American - Showy take on Orthodox, with less fighting spirit. More athletic and excels at brawling.
Junior - High-stamina, high agility high-flyer. More mobile than orthodox type classes. Has a hard time doing power moves on non-Junior classes.
Luchador - Version of Junior more oriented on pins and tricky reversals.
Heel - Dirty brawler/cheater. Great with weapons, runs out of energy fast.
Wrestlers with this style get boos instead of cheers
Mysterious - High-flying heel. Less high-flying and lower stamina than other junior classes, but good at cheating.
All-Round - Agile but with a technical slant. Bit of technician, bit of junior.
Only available as a Defense style
Shooter - More focused on “realistic” techniques, strong with/against strikes and subs, weak against power moves and throws.
Fighter - Pure standup fighter. Can not/will not do most pro wrestling things. Made only for striking.
Grappler - Pure submission grappler. Incredibly fragile, great at submissions and MMA techniques. Not pins.
Panther - Strike-and-submission oriented take on Junior. Endless stamina.
Does not have a matching Defense style.
Giant - Immovable powerhouse that can only go for short bits. Actually kinda sucks if used wrong.
Vicious - Orthodox pro wrestler with more fighting spirit and a higher emphasis on striking.
A few notes:
Giant’s main deal is that the Giant Defense class, when paired with the Offense class, is hard to reverse and even harder to do moves on, at least in the early match. Giant doesn’t need to be doing **** for free because except for its exceptional reversal/success rates, it’s got the worst stats in the game.
Fighter and Grappler are not pro-wrestling classes. They will never run the ropes, they don’t have fighting spirit comebacks, and they can’t stick a landing to save their lives. Shooter and to a lesser extent Wrestler have less pronounced versions of the same deal going on.
Junior, Panther, Luchador and kinda Vicious are the exact opposite. They will run the ropes, every single time.
Some archetypes for ya:
High-flyer: Junior, Luchador, Panther, lesser extent Mysterious
Semi-high-flyer: Technical, American
Brawler: Heel, Vicious, American, Power, Giant
‘Martial Artsy’ type: Fighter, Vicious, Panther, Shooter
Judo: Wrestler, shooter, technician
Submission expert: Grappler, ground, shooter, vicious. Also: Panther, Junior.
Mysterious, Giant (kinda), Ground, Panther, and Vicious were all designed with one specific person in mind, each. You can fudge them, but generally you have to have a plan in mind for them.
Grappler and Fighter and, to a lesser extent, Shooter and Wrestler are all combat-sport oriented, and are substantially less able and willing to handle the pro wrestling style. “Wrestler” is the most “entertainment” of all of them.
PUN – Punches, chops, elbows.
KIK – Kicks and knees
THR – Basic wrestling and martial arts throws – most suplexes fall under this.
JNT – Joint locks – elbows, knees, ankles, etc.
STR – Spine stretches and other submissions to the torso and head.
POW – Lifting and power moves.
INS – “Instant-P,” or agility. High-flying moves.
ARM – Lariats, forearm clubs, other forceful big-body enoughs
TEC – Transitions and pins.
RGH – Brawling moves and foul play. Also modifies weapon damage.
MMA – “Shoot” techniques – MMA position changes, headlock attacks, etc.
ENT – Goofy-*** entertainment moves. There are like three moves that use this.
RUN – Running
Air – Aerial distance, where 100% is the standard.
Crash – Crash damage (falling, bad landings), where 100% is standard.
SD, MD, LD, ND – Damage rate. Little-to-no damage, moderate damage, severe damage, and “near death.”
Types of Critical rates:
FIN – Finisher move. The move assigned as your finisher. If a move can crit in ANY fashion, it can crit as a Finisher.
SPX – Suplexes or other similar throws.
POW – Power. Powerbombs and etc. Things that require a deadlift.
TEC – Technical. Almost entirely pins.
STR – Strike. Sorry that I forgot to change the acronym.
SUB – Submissions.
Class: Orthodox
Great at: Nothing
Good at: Showing off
Bad at: Heeling it up
Orthodox represents your standard face-ish pro wrestler. Not particularly good or bad at any part of fair play. Orthodox is an entertainer, and can use a wide repertoire of moves adequately. They have a slight bonus to “technical,” since they’ll be going for pinfalls frequently, and are overall likely to “play along” with irish whips – especially later on, when the opponent’s gonna be going for a finisher, too.
Orthodox’s health grades represent a bit of a babyface fire comeback – strong start, slowly wear down, have a comeback when near death.
Orthodox’s best criticals are Finisher and Suplex, followed by Technical – Primarily the “finishing move” staying protected in pro wrestling. A standard pro wrestler is unlikely to finish the match with a freak submission (there’s a reason “Submission artist” is a gimmick) and even less likely to crater an opponent with a powerbomb or a strike.
Class: Technician
Great at: Technical trickery, transitions, and pins
Good at: Jumping around, ground grappling, showing off, and proper throw techniques
Bad at: Martial artist-y kicks and overpowering body strikes
Horrible at: Foul play
Technician represents a more classical sort of wrestler, not necessarily a submission master, but someone who can hop around and pull out bizarre pins and counters. Technician can go for days and still scrap a bit, but their emphasis on finesse means that they’ll never be a brawler. Interestingly, they’ll become less cooperative to hammer throws as the fight goes on and they gain a footing (or run out of the cardio that let them bounce off the ropes like a rollerball earlier,) only to lose it when they can barely stand up.
Technician shares a health affinity grade with Orthodox, meaning that they’ll slowly wear down and then pick up a bit of a spark, to go to the bitter end (and make for a more impressive finish, naturally.)
Technicians Crit best with Technical maneuvers – flash pins outta nowhere. There’s a steep dropoff to finishing maneuvers, which just aren’t as important in places like World of Sport. Everything else ranges from “barely on-par” to “abysmal.” Again, Technicians aren’t meant to be submission artists.
Class: Wrestling
Great at: Technical Throws, grappling transitions
Bad at: Power throws, lengthy bouts of cardio, scrapping, high-flying moves, basically bad at pro wrestling.
Horrible at: Kicking.
“Wrestler,” in this case, is meant to be an amateur wrestler – ie, a sport wrestler, a for-realsy guy. Since there’s a pretty big crossover of the two, Wrestling types will cooperate a bit with irish whips, but will definitely resist them at first. Sport Wrestlers are meant to basically go really hard on manhandling the foe and not too much else, so their long-distance endurance is kind of ****, and they can’t handle most of the ins and outs of pro wrestling or standup fighting. They are surprisingly fragile, but can bully the hell out of the opponent.
Sport wrestling bouts typically only last a few minutes, so the “Wrestling” type wrestler starts out very strong and then very quickly begins to gas out and stays there.
“Wrestlers” get their biggest crit chance with suplexes, since they’re basically trained to throw large men and not much else. They have a decent chance with finishers, since they’re still kinda pro-style, but other than that… Well, they’re wrestlers.
Class: Ground
Great at: Ground transitions and submissions.
Good at: Pins and takedowns
Bad at: Standup fighting
Horrible at: Martial arts and powerhousing
Ground represents a submission-oriented pro wrestler, who’s not quite a shoot wrestler. As the name suggests, they’re entirely dependent on keeping the fight on the ground. Ground-type wrestlers are stubborn as **** (more “realistic”) but lose most of their advantages as the fight wears on, so they’ll really want to work those submissions.
As far as I’ve ever seen, literally the only default member of the Fire Pro roster to have this is Yoshiaki Fujiwara, who has been old as **** since the ‘70s and can’t be expected to run a marathon. Plus, wrangling a fellow human on the ground can take it out of you in a lot of ways, so when the Ground wrestler’s cardio goes, it STAYS gone.
Ground type is still a “pro wrestling” type, so the finishing maneuver is still king. As expected, the runner-ups are both based on technical grappling.
Class: Power
Great at: Feats of massive, crushing, lifting strength.
Good at: Brawling and generally grinding down the opponent’s spirit.
Bad at: Anything requiring precision or technique
Horrible at: Anything requiring finesse
Power represents the giant, unstoppable mastodons of the wrestling world. They exist solely to crush the opponent into a powder and counters their moves with strength alone. This means that they’re probably quite big, and anything involving jumping around or rolling on the ground is likely to tucker them out.
Power wrestlers come out of the gate like a battering ram, but between the extra cardio needed to support a large body, and the match narrative of “surviving” a power wrestler’s assault, they drop off hard and don’t really come back. They’re meant to be dominant, and roaring babyface fire isn’t part of the “dominant” type.
Power types mostly Crit off of power moves and, to a lesser extent, finishing moves. They don’t need anything else and they hardly use it. They just put suckers through rings.
Class: American
Great at: Rough-housing
Good at: Showboating, hot-dogging, and doing dynamic and exciting things.
Bad at: Graceful standup striking, submissions, and feats of absurd strength.
American type is basically boilerplate WWE style. They’re not a martial arts or submission master or strongman gimmick, so they suffer for doing those “highlight reel” stunts, but they’re good to go for jumping on people (despite not being high-flyers). Like Orthodox, going for pins is second nature. They’re also quite great at brawling and/or heeling, as is the oldschool American style.
(there is quite a clear record on American megafaces acting like heels)
Americans share a cardio grade with Orthodox: They get tired, then they find an energy reserve when it’s all on the line. Note that American-style wrestlers are a bit more stubborn than Orthodox types, willing to run the ropes but also more likely to stuff out irish whip attempts – strongest when they’re beaten down, hanging on by a thread, and preparing for a comeback.
Crit-wise, American wrestlers’ finishers are god, and pinfalls are second. Everything else is unlikely, and they’ll almost never crit off a sub because when is the last time a non-finisher submission won a match in WWE, much less a flash submission?
Class: Junior
Great at: Running and jumping
Good at: Submissions and showing off
Horrible at: Feats of strength
These are your basic Japanese junior/American indie style high flyers. They’re a bottomless well of energy, death-defying stunts, and elaborate holds, which is good, as they will never, ever stop at the ropes. They will bounce off every time. I wanna say they even bounce twice sometimes. Also note that they have the longest jump distance in the game and the lowest penalty for missing. Hint hint.
Juniors have a really basic health affinity progression, in the vein of Orthodox, but, since cruiserweight match finishes rely on insane high-energy exchanges, the Junior’s recovery levels are as good as new when they’re about ready to call it quits.
Juniors can pretty much either Crit off of their finishing maneuver or a fancy rollup pin. Most of them are known for their ground game secondary (if at all) to their high-flying shenanigans, so everything else is almost negligible.
Class: Luchador
Great at: Bizarre and complicated stretches and pins, athletic prowess
Good at: Weird gimmick moves
Bad at: Striking and more orthodox throws
Horrible at: Power moves
The “Luchador” in question is a traditional Junior Heavyweight “Tecnico”, or a babyface. This means they don’t really do beatdowns or brutality, since they impress with their derring-do and cat-like reflexes and all that. Note that they share aerial distance and crash damage resistance stats with the Junior class.
Lucha Libre is a bit more dramatic, so they get a bit worn down, but when they’re beaten, they are BEATEN. Their comeback isn’t as high as the Juniors, but is equally pronounced due to how hard they feel the beating before they come back.
Class: Heel
Great at: Playing dirty
Good at: Showing off
Bad at: Sporting holds and fan-pleasing flying moves
Horrible at: Advanced techniques that could be construed as “fair”
“Heel” isn’t a Chris Jericho heel, it’s a Tiger Jeet Singh heel. It’s an ******* who bends the rules, brawls to the outside, grabs weapons (note that the weapon attacks are controlled by the ‘Rough’ stat,) pisses off the crowd, and overall barely does anything that could be construed as “wrestling.” The type of ‘Heel’ here is the type who is either long past their days of being able to do wrestling or never had them, so they’ll suck wind when they try.
The Heel health grade is a straight slope downwards, because, again, these guys are sloppy, but also they exist to get exposed by the fired-up babyface that managed to survive their opening beatdown. That, or run out of breath and sit around stabbing each other and screaming.
Heels mostly crit off of Finishers, since it’ll probably be their one good technique (and, traditionally, were ‘dirty’ moves – illegal chokes, concealed weapons, vicious stomps, etc..) Curiously, they also have a moderate chance of a Power move crit, I guess to reflect a powerbomb through a flaming table or something.
Class: Mysterious
Great at: High-flying and foul play
Good at: Running and pinning (using bizarre secret techniques! ooOoohh!)
Bad at: Power strikes, chain wrestling, and submissions
Horrible at: Jokes.
Mysterious is based off of one guy: The Great Muta. Not even Keiji Mutoh, just Muta. Thus, the class is balanced to be a fast guy, working a methodical style. Mysterious is best when running circles around the foe, tricking the foe, or making them bleed by any means necessary. Fair play is out of the question.
The Mysterious class shares a health gradient with the Orthodox classes, since it’s still meant to work basic pro wrestling matches, albeit a little more hardcore.
Mysterious crits off of Finishers or Flash pins, and basically nothing else. It’s a showy class, dedicated to a strange character.
Class: Shooter
Great at: Nothing
Good at: Everything related to MMA
Bad at: Cheating and going the distance
Horrible at: Everything related to pro wrestling
The Shooter refers to either a “shoot-style” wrestler OR a for-real mixed martial artist. Due to the high crossover (in Japan, at least) of MMA and pro wrestling, the Shooter is a bit more cooperative to the ins-and-outs of pro wrestling, especially in the beginning. They’re fine doing just about everything you could be asked of in an MMA match, but they’re considerably less well-equipped for high-flying and feats of strength.
Shooters are accustomed to rounds (and the increased exertion of trying to avoid another human’s attempts to turn you into tomato paste) so their long-distance cardio goes to ****. They blow off their full head of steam and never quite recover, though they can pull a bit extra out when the end is in sight.
Shooters Crit primarily off of Strikes – knockout punches, ground-and-pounds, head kicks, fierce combos… Hold on I just checked and lol it’s part of a combo but you can technically CRITICAL! off of a low kick. Those Bas Rutten styyyles.
-ahem- anyways, they can get flash submissions sometimes and can favor a finishing move, but strikes are their number-one fight-ender.
Class: Fighter
Great at: PUNCH! KICK!
Good at: THUMB TO THE EYE! KICK IN THE GROIN!
Bad to horrible at: NOBODY TOLD ME THERE’D BE WRESTLING INVOLVED
“Fighter” is a standup striker. Boxers, kickboxers, karateka, everyone who’s not allowed to hug. Therefore, they spend all their energy almost-effortlessly hitting the **** out of everything, but gas out when they try to do anything else. They’re incredibly stubborn (they’re not made to work a scripted match,) they’ll shatter like fine china if their pathetic little hop off the top rope misses, they’re fighters!
Fighters are used to rounds and short bursts, and expend a LOT of energy with all of the striking, so they gas out kinda quickly and then reach the absolute PITS. Striking matches aren’t meant to go on that long.
Fighters crit off of Strikes. A lot. They can kinda do finishing moves, but why? Their hands are weapons!
Class: Grappler
Great at: Rolling around on the ground to submit people, and curiously punches (more on that in a bit.)
Good to okay at: NOTHING.
Bad to horrible at: Running, jumping, throwing, and pinning.
Grapplers are the counterpart to and natural enemy of the Fighter class. They have what it takes to take the opponent down and take them apart, but they’re pretty much lost in standup and have spent so long on flexibility and control that they’re kind of pansies at the rest of the stats. Similar to Fighters, they’re VERY stubborn and can’t jump for ****, and will turn to powder if they take a bad bump.
The sole exception to this is punching – as far as I can tell, they’re meant to have decent punches to simulate the little “feel-out” slaps in standup (and mount, if necessary) before a takedown. I feel like, officially, they’re meant to have a weak punch power stat to complete the experience, but feel free to have Mike Tyson: Master of Brazilian Jiujitsu.
Cardio-wise, they gas out pretty quick from the extreme exertion, but can hold on for just a bit. Then they get worn down and are well and truly dead. Again, their native sport’s matches aren’t supposed to last quite so long.
The grapplers, predictably, crit off of subs. Everything else is “average” to “abysmal,” and they will basically never score a crit off of a power move or a pin, since those are outside their wheelhouse.
Class: Panther
Great at: Dynamic kicks and flying techniques
Good at: Agile grappling and brutal submissions
Bad at: Powerlifting
Horrible at: Brutish crushing attacks and dastardly heel tactics
Panther is a fusion of lucha libre, martial arts, and submission grappling. It’s kinda based on one person – Tiger Mask. Specifically, Tiger Mask I/Super Tiger/Satoru Sayama. The Panther is basically a sentai hero, readily able to fly (note the Air and Crash ratings shared with Luchadores and Juniors,) always moving (a Panther will never stop at the ropes) and prepared to crack off gravity-defying kicks. Or, as it may be, face-shattering MMA kicks to a stubborn foe. Satoru Sayama was a complicated man.
The Panther’s health progression is nuts – literally superheroic. They’re never down for too long, and come back with just as much fire as they entered the match with.
The Panther is still a pro wrestler, so they’re most likely to critical off of the finisher (sadly, Fire Pro does not freeze the screen and yell the attack name out loud) or a pin.
Class: Giant
Great at: Beating the opponent down
Good at: Raining down hammerfists and giant, meaty, clobbering blows.
Bad to horrible at: Literally everything else.
The Giant is basically a true giant – not a tall guy, not a beefy guy, an actual, factual, larger-than-life “Andre the” style Giant. I don’t even think Giant Baba has this style, but I could be wrong. They can hammer the foe into submission effortlessly, but they don’t have long to do it – and they might have a hard time catching them. The Giant has no business in the air and hardly any business running. A Giant is in a constant state of being betrayed by their own body.
The Giant has to exert obscene amounts of effort to move their gargantuan forms, so they enter the ring already having a hard time moving around. By the halfway point, they should have really packed it up or tagged out – remember, these guys are a special attraction.
The Giant can crit off of their finisher OR off of a power move, and virtually nothing else. The power moves don’t really seem like a great deal for the Giant, but they’re not the ones being dropped from seven feet up, so.
So, the Giant seems pretty worthless. Thing is, I don’t know the numbers, but supposedly Giant is pretty much garbage without the Giant defense style, one of the few that I actually know what it does. The Giant defense style can shrug off attacks and is near impossible to lift (or Irish whip, iirc) until they’ve been worn down. Opponents will literally hurt their backs trying.
Class: Vicious
Great at: Rough-housing
Good at: Martial arts and grappling techniques
Bad at: Brute force and hyper-agility.
Horrible at: Fooling around or overpowering the foe
Vicious is the final class based on a single person, in this case Antonio Inoki. Vicious is meant to be a firey, dramatic babyface who tries to wield pro wrestling as a martial art. Vicious style can go a long way with traditional martial arts, but excels in brutal blows, like Inoki’s signature “Knuckle arrow” – a punch that can be spammed early game and draw a lot of blood, for that dramatic, shockingly violent open to a scramble. Note that Vicious is extraordinarily cooperative, even for a pro wrestling style.
The Vicious style is kind of unique in that its vitality immediately drops off hard – taking a customary Babyface beating – and bounces back gradually until it’s almost peak again. This coincides with the irish whip resistance rising at the end.
Inoki wasn’t really built for power, so Vicious isn’t great at it, but other than that, the crit rates are pretty standard. Definite emphasis on his world-shattering sure-killing techniques.
Reason 77 Why WWE 2K will never be as deep as Fire Pro.
Hey so my previous post on Fighting styles is kinda (very) long-winded, I’m painfully aware of that. I haven’t really satisfyingly boiled all of that down, so here’s a quick guide to the different Attack and Return styles, and what you should expect from each.
Orthodox - Typical “professional wrestler.” Balanced, plain. Anything you can do ingame, Orthodox can handle within reason.
Technician - More fragile, agile version of Orthodox. Focuses on pins, not submissions.
Wrestling - Amateur wrestler based. Kinda stubborn, good at ground work and excels at suplexes.
Does not have a matching Defense style.
Ground - Low stamina, pure technical type. Excels at submissions, pins, and transitions.
Does not have a matching Defense style.
Power - Overwhelmingly strong, quicker to expend energy and become “soft”. Excels at powerbombs and lariat-type moves.
American - Showy take on Orthodox, with less fighting spirit. More athletic and excels at brawling.
Junior - High-stamina, high agility high-flyer. More mobile than orthodox type classes. Has a hard time doing power moves on non-Junior classes.
Luchador - Version of Junior more oriented on pins and tricky reversals.
Heel - Dirty brawler/cheater. Great with weapons, runs out of energy fast.
Wrestlers with this style get boos instead of cheers
Mysterious - High-flying heel. Less high-flying and lower stamina than other junior classes, but good at cheating.
All-Round - Agile but with a technical slant. Bit of technician, bit of junior.
Only available as a Defense style
Shooter - More focused on “realistic” techniques, strong with/against strikes and subs, weak against power moves and throws.
Fighter - Pure standup fighter. Can not/will not do most pro wrestling things. Made only for striking.
Grappler - Pure submission grappler. Incredibly fragile, great at submissions and MMA techniques. Not pins.
Panther - Strike-and-submission oriented take on Junior. Endless stamina.
Does not have a matching Defense style.
Giant - Immovable powerhouse that can only go for short bits. Actually kinda sucks if used wrong.
Vicious - Orthodox pro wrestler with more fighting spirit and a higher emphasis on striking.
A few notes:
Giant’s main deal is that the Giant Defense class, when paired with the Offense class, is hard to reverse and even harder to do moves on, at least in the early match. Giant doesn’t need to be doing **** for free because except for its exceptional reversal/success rates, it’s got the worst stats in the game.
Fighter and Grappler are not pro-wrestling classes. They will never run the ropes, they don’t have fighting spirit comebacks, and they can’t stick a landing to save their lives. Shooter and to a lesser extent Wrestler have less pronounced versions of the same deal going on.
Junior, Panther, Luchador and kinda Vicious are the exact opposite. They will run the ropes, every single time.
Some archetypes for ya:
High-flyer: Junior, Luchador, Panther, lesser extent Mysterious
Semi-high-flyer: Technical, American
Brawler: Heel, Vicious, American, Power, Giant
‘Martial Artsy’ type: Fighter, Vicious, Panther, Shooter
Judo: Wrestler, shooter, technician
Submission expert: Grappler, ground, shooter, vicious. Also: Panther, Junior.
Mysterious, Giant (kinda), Ground, Panther, and Vicious were all designed with one specific person in mind, each. You can fudge them, but generally you have to have a plan in mind for them.
Grappler and Fighter and, to a lesser extent, Shooter and Wrestler are all combat-sport oriented, and are substantially less able and willing to handle the pro wrestling style. “Wrestler” is the most “entertainment” of all of them.
PUN – Punches, chops, elbows.
KIK – Kicks and knees
THR – Basic wrestling and martial arts throws – most suplexes fall under this.
JNT – Joint locks – elbows, knees, ankles, etc.
STR – Spine stretches and other submissions to the torso and head.
POW – Lifting and power moves.
INS – “Instant-P,” or agility. High-flying moves.
ARM – Lariats, forearm clubs, other forceful big-body enoughs
TEC – Transitions and pins.
RGH – Brawling moves and foul play. Also modifies weapon damage.
MMA – “Shoot” techniques – MMA position changes, headlock attacks, etc.
ENT – Goofy-*** entertainment moves. There are like three moves that use this.
RUN – Running
Air – Aerial distance, where 100% is the standard.
Crash – Crash damage (falling, bad landings), where 100% is standard.
SD, MD, LD, ND – Damage rate. Little-to-no damage, moderate damage, severe damage, and “near death.”
Types of Critical rates:
FIN – Finisher move. The move assigned as your finisher. If a move can crit in ANY fashion, it can crit as a Finisher.
SPX – Suplexes or other similar throws.
POW – Power. Powerbombs and etc. Things that require a deadlift.
TEC – Technical. Almost entirely pins.
STR – Strike. Sorry that I forgot to change the acronym.
SUB – Submissions.
Class: Orthodox
Great at: Nothing
Good at: Showing off
Bad at: Heeling it up
Orthodox represents your standard face-ish pro wrestler. Not particularly good or bad at any part of fair play. Orthodox is an entertainer, and can use a wide repertoire of moves adequately. They have a slight bonus to “technical,” since they’ll be going for pinfalls frequently, and are overall likely to “play along” with irish whips – especially later on, when the opponent’s gonna be going for a finisher, too.
Orthodox’s health grades represent a bit of a babyface fire comeback – strong start, slowly wear down, have a comeback when near death.
Orthodox’s best criticals are Finisher and Suplex, followed by Technical – Primarily the “finishing move” staying protected in pro wrestling. A standard pro wrestler is unlikely to finish the match with a freak submission (there’s a reason “Submission artist” is a gimmick) and even less likely to crater an opponent with a powerbomb or a strike.
Class: Technician
Great at: Technical trickery, transitions, and pins
Good at: Jumping around, ground grappling, showing off, and proper throw techniques
Bad at: Martial artist-y kicks and overpowering body strikes
Horrible at: Foul play
Technician represents a more classical sort of wrestler, not necessarily a submission master, but someone who can hop around and pull out bizarre pins and counters. Technician can go for days and still scrap a bit, but their emphasis on finesse means that they’ll never be a brawler. Interestingly, they’ll become less cooperative to hammer throws as the fight goes on and they gain a footing (or run out of the cardio that let them bounce off the ropes like a rollerball earlier,) only to lose it when they can barely stand up.
Technician shares a health affinity grade with Orthodox, meaning that they’ll slowly wear down and then pick up a bit of a spark, to go to the bitter end (and make for a more impressive finish, naturally.)
Technicians Crit best with Technical maneuvers – flash pins outta nowhere. There’s a steep dropoff to finishing maneuvers, which just aren’t as important in places like World of Sport. Everything else ranges from “barely on-par” to “abysmal.” Again, Technicians aren’t meant to be submission artists.
Class: Wrestling
Great at: Technical Throws, grappling transitions
Bad at: Power throws, lengthy bouts of cardio, scrapping, high-flying moves, basically bad at pro wrestling.
Horrible at: Kicking.
“Wrestler,” in this case, is meant to be an amateur wrestler – ie, a sport wrestler, a for-realsy guy. Since there’s a pretty big crossover of the two, Wrestling types will cooperate a bit with irish whips, but will definitely resist them at first. Sport Wrestlers are meant to basically go really hard on manhandling the foe and not too much else, so their long-distance endurance is kind of ****, and they can’t handle most of the ins and outs of pro wrestling or standup fighting. They are surprisingly fragile, but can bully the hell out of the opponent.
Sport wrestling bouts typically only last a few minutes, so the “Wrestling” type wrestler starts out very strong and then very quickly begins to gas out and stays there.
“Wrestlers” get their biggest crit chance with suplexes, since they’re basically trained to throw large men and not much else. They have a decent chance with finishers, since they’re still kinda pro-style, but other than that… Well, they’re wrestlers.
Class: Ground
Great at: Ground transitions and submissions.
Good at: Pins and takedowns
Bad at: Standup fighting
Horrible at: Martial arts and powerhousing
Ground represents a submission-oriented pro wrestler, who’s not quite a shoot wrestler. As the name suggests, they’re entirely dependent on keeping the fight on the ground. Ground-type wrestlers are stubborn as **** (more “realistic”) but lose most of their advantages as the fight wears on, so they’ll really want to work those submissions.
As far as I’ve ever seen, literally the only default member of the Fire Pro roster to have this is Yoshiaki Fujiwara, who has been old as **** since the ‘70s and can’t be expected to run a marathon. Plus, wrangling a fellow human on the ground can take it out of you in a lot of ways, so when the Ground wrestler’s cardio goes, it STAYS gone.
Ground type is still a “pro wrestling” type, so the finishing maneuver is still king. As expected, the runner-ups are both based on technical grappling.
Class: Power
Great at: Feats of massive, crushing, lifting strength.
Good at: Brawling and generally grinding down the opponent’s spirit.
Bad at: Anything requiring precision or technique
Horrible at: Anything requiring finesse
Power represents the giant, unstoppable mastodons of the wrestling world. They exist solely to crush the opponent into a powder and counters their moves with strength alone. This means that they’re probably quite big, and anything involving jumping around or rolling on the ground is likely to tucker them out.
Power wrestlers come out of the gate like a battering ram, but between the extra cardio needed to support a large body, and the match narrative of “surviving” a power wrestler’s assault, they drop off hard and don’t really come back. They’re meant to be dominant, and roaring babyface fire isn’t part of the “dominant” type.
Power types mostly Crit off of power moves and, to a lesser extent, finishing moves. They don’t need anything else and they hardly use it. They just put suckers through rings.
Class: American
Great at: Rough-housing
Good at: Showboating, hot-dogging, and doing dynamic and exciting things.
Bad at: Graceful standup striking, submissions, and feats of absurd strength.
American type is basically boilerplate WWE style. They’re not a martial arts or submission master or strongman gimmick, so they suffer for doing those “highlight reel” stunts, but they’re good to go for jumping on people (despite not being high-flyers). Like Orthodox, going for pins is second nature. They’re also quite great at brawling and/or heeling, as is the oldschool American style.
(there is quite a clear record on American megafaces acting like heels)
Americans share a cardio grade with Orthodox: They get tired, then they find an energy reserve when it’s all on the line. Note that American-style wrestlers are a bit more stubborn than Orthodox types, willing to run the ropes but also more likely to stuff out irish whip attempts – strongest when they’re beaten down, hanging on by a thread, and preparing for a comeback.
Crit-wise, American wrestlers’ finishers are god, and pinfalls are second. Everything else is unlikely, and they’ll almost never crit off a sub because when is the last time a non-finisher submission won a match in WWE, much less a flash submission?
Class: Junior
Great at: Running and jumping
Good at: Submissions and showing off
Horrible at: Feats of strength
These are your basic Japanese junior/American indie style high flyers. They’re a bottomless well of energy, death-defying stunts, and elaborate holds, which is good, as they will never, ever stop at the ropes. They will bounce off every time. I wanna say they even bounce twice sometimes. Also note that they have the longest jump distance in the game and the lowest penalty for missing. Hint hint.
Juniors have a really basic health affinity progression, in the vein of Orthodox, but, since cruiserweight match finishes rely on insane high-energy exchanges, the Junior’s recovery levels are as good as new when they’re about ready to call it quits.
Juniors can pretty much either Crit off of their finishing maneuver or a fancy rollup pin. Most of them are known for their ground game secondary (if at all) to their high-flying shenanigans, so everything else is almost negligible.
Class: Luchador
Great at: Bizarre and complicated stretches and pins, athletic prowess
Good at: Weird gimmick moves
Bad at: Striking and more orthodox throws
Horrible at: Power moves
The “Luchador” in question is a traditional Junior Heavyweight “Tecnico”, or a babyface. This means they don’t really do beatdowns or brutality, since they impress with their derring-do and cat-like reflexes and all that. Note that they share aerial distance and crash damage resistance stats with the Junior class.
Lucha Libre is a bit more dramatic, so they get a bit worn down, but when they’re beaten, they are BEATEN. Their comeback isn’t as high as the Juniors, but is equally pronounced due to how hard they feel the beating before they come back.
Class: Heel
Great at: Playing dirty
Good at: Showing off
Bad at: Sporting holds and fan-pleasing flying moves
Horrible at: Advanced techniques that could be construed as “fair”
“Heel” isn’t a Chris Jericho heel, it’s a Tiger Jeet Singh heel. It’s an ******* who bends the rules, brawls to the outside, grabs weapons (note that the weapon attacks are controlled by the ‘Rough’ stat,) pisses off the crowd, and overall barely does anything that could be construed as “wrestling.” The type of ‘Heel’ here is the type who is either long past their days of being able to do wrestling or never had them, so they’ll suck wind when they try.
The Heel health grade is a straight slope downwards, because, again, these guys are sloppy, but also they exist to get exposed by the fired-up babyface that managed to survive their opening beatdown. That, or run out of breath and sit around stabbing each other and screaming.
Heels mostly crit off of Finishers, since it’ll probably be their one good technique (and, traditionally, were ‘dirty’ moves – illegal chokes, concealed weapons, vicious stomps, etc..) Curiously, they also have a moderate chance of a Power move crit, I guess to reflect a powerbomb through a flaming table or something.
Class: Mysterious
Great at: High-flying and foul play
Good at: Running and pinning (using bizarre secret techniques! ooOoohh!)
Bad at: Power strikes, chain wrestling, and submissions
Horrible at: Jokes.
Mysterious is based off of one guy: The Great Muta. Not even Keiji Mutoh, just Muta. Thus, the class is balanced to be a fast guy, working a methodical style. Mysterious is best when running circles around the foe, tricking the foe, or making them bleed by any means necessary. Fair play is out of the question.
The Mysterious class shares a health gradient with the Orthodox classes, since it’s still meant to work basic pro wrestling matches, albeit a little more hardcore.
Mysterious crits off of Finishers or Flash pins, and basically nothing else. It’s a showy class, dedicated to a strange character.
Class: Shooter
Great at: Nothing
Good at: Everything related to MMA
Bad at: Cheating and going the distance
Horrible at: Everything related to pro wrestling
The Shooter refers to either a “shoot-style” wrestler OR a for-real mixed martial artist. Due to the high crossover (in Japan, at least) of MMA and pro wrestling, the Shooter is a bit more cooperative to the ins-and-outs of pro wrestling, especially in the beginning. They’re fine doing just about everything you could be asked of in an MMA match, but they’re considerably less well-equipped for high-flying and feats of strength.
Shooters are accustomed to rounds (and the increased exertion of trying to avoid another human’s attempts to turn you into tomato paste) so their long-distance cardio goes to ****. They blow off their full head of steam and never quite recover, though they can pull a bit extra out when the end is in sight.
Shooters Crit primarily off of Strikes – knockout punches, ground-and-pounds, head kicks, fierce combos… Hold on I just checked and lol it’s part of a combo but you can technically CRITICAL! off of a low kick. Those Bas Rutten styyyles.
-ahem- anyways, they can get flash submissions sometimes and can favor a finishing move, but strikes are their number-one fight-ender.
Class: Fighter
Great at: PUNCH! KICK!
Good at: THUMB TO THE EYE! KICK IN THE GROIN!
Bad to horrible at: NOBODY TOLD ME THERE’D BE WRESTLING INVOLVED
“Fighter” is a standup striker. Boxers, kickboxers, karateka, everyone who’s not allowed to hug. Therefore, they spend all their energy almost-effortlessly hitting the **** out of everything, but gas out when they try to do anything else. They’re incredibly stubborn (they’re not made to work a scripted match,) they’ll shatter like fine china if their pathetic little hop off the top rope misses, they’re fighters!
Fighters are used to rounds and short bursts, and expend a LOT of energy with all of the striking, so they gas out kinda quickly and then reach the absolute PITS. Striking matches aren’t meant to go on that long.
Fighters crit off of Strikes. A lot. They can kinda do finishing moves, but why? Their hands are weapons!
Class: Grappler
Great at: Rolling around on the ground to submit people, and curiously punches (more on that in a bit.)
Good to okay at: NOTHING.
Bad to horrible at: Running, jumping, throwing, and pinning.
Grapplers are the counterpart to and natural enemy of the Fighter class. They have what it takes to take the opponent down and take them apart, but they’re pretty much lost in standup and have spent so long on flexibility and control that they’re kind of pansies at the rest of the stats. Similar to Fighters, they’re VERY stubborn and can’t jump for ****, and will turn to powder if they take a bad bump.
The sole exception to this is punching – as far as I can tell, they’re meant to have decent punches to simulate the little “feel-out” slaps in standup (and mount, if necessary) before a takedown. I feel like, officially, they’re meant to have a weak punch power stat to complete the experience, but feel free to have Mike Tyson: Master of Brazilian Jiujitsu.
Cardio-wise, they gas out pretty quick from the extreme exertion, but can hold on for just a bit. Then they get worn down and are well and truly dead. Again, their native sport’s matches aren’t supposed to last quite so long.
The grapplers, predictably, crit off of subs. Everything else is “average” to “abysmal,” and they will basically never score a crit off of a power move or a pin, since those are outside their wheelhouse.
Class: Panther
Great at: Dynamic kicks and flying techniques
Good at: Agile grappling and brutal submissions
Bad at: Powerlifting
Horrible at: Brutish crushing attacks and dastardly heel tactics
Panther is a fusion of lucha libre, martial arts, and submission grappling. It’s kinda based on one person – Tiger Mask. Specifically, Tiger Mask I/Super Tiger/Satoru Sayama. The Panther is basically a sentai hero, readily able to fly (note the Air and Crash ratings shared with Luchadores and Juniors,) always moving (a Panther will never stop at the ropes) and prepared to crack off gravity-defying kicks. Or, as it may be, face-shattering MMA kicks to a stubborn foe. Satoru Sayama was a complicated man.
The Panther’s health progression is nuts – literally superheroic. They’re never down for too long, and come back with just as much fire as they entered the match with.
The Panther is still a pro wrestler, so they’re most likely to critical off of the finisher (sadly, Fire Pro does not freeze the screen and yell the attack name out loud) or a pin.
Class: Giant
Great at: Beating the opponent down
Good at: Raining down hammerfists and giant, meaty, clobbering blows.
Bad to horrible at: Literally everything else.
The Giant is basically a true giant – not a tall guy, not a beefy guy, an actual, factual, larger-than-life “Andre the” style Giant. I don’t even think Giant Baba has this style, but I could be wrong. They can hammer the foe into submission effortlessly, but they don’t have long to do it – and they might have a hard time catching them. The Giant has no business in the air and hardly any business running. A Giant is in a constant state of being betrayed by their own body.
The Giant has to exert obscene amounts of effort to move their gargantuan forms, so they enter the ring already having a hard time moving around. By the halfway point, they should have really packed it up or tagged out – remember, these guys are a special attraction.
The Giant can crit off of their finisher OR off of a power move, and virtually nothing else. The power moves don’t really seem like a great deal for the Giant, but they’re not the ones being dropped from seven feet up, so.
So, the Giant seems pretty worthless. Thing is, I don’t know the numbers, but supposedly Giant is pretty much garbage without the Giant defense style, one of the few that I actually know what it does. The Giant defense style can shrug off attacks and is near impossible to lift (or Irish whip, iirc) until they’ve been worn down. Opponents will literally hurt their backs trying.
Class: Vicious
Great at: Rough-housing
Good at: Martial arts and grappling techniques
Bad at: Brute force and hyper-agility.
Horrible at: Fooling around or overpowering the foe
Vicious is the final class based on a single person, in this case Antonio Inoki. Vicious is meant to be a firey, dramatic babyface who tries to wield pro wrestling as a martial art. Vicious style can go a long way with traditional martial arts, but excels in brutal blows, like Inoki’s signature “Knuckle arrow” – a punch that can be spammed early game and draw a lot of blood, for that dramatic, shockingly violent open to a scramble. Note that Vicious is extraordinarily cooperative, even for a pro wrestling style.
The Vicious style is kind of unique in that its vitality immediately drops off hard – taking a customary Babyface beating – and bounces back gradually until it’s almost peak again. This coincides with the irish whip resistance rising at the end.
Inoki wasn’t really built for power, so Vicious isn’t great at it, but other than that, the crit rates are pretty standard. Definite emphasis on his world-shattering sure-killing techniques.
Wow, how could I forget Tozawa? Replace him with Ali.
Only thing wrong with the cruiserweight division is that nobody watches 205 live