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Out of the Locker Room and into
the Tourney
by D-Cypher
So you've got your killer Tazz deck all lined up,
you've been whipping ass left right and centre in the
locker room, people moaning about how Tazz is cheap and
the such. Confidence riding high you wander into the
punsihment tourney. Its a named Superstar so you put Tazz
proudly in your tag. Into your first pairing with some
guy and suddenly he has a thousand In Close counters, you
cant land a suplex. He nails the finisher and wins
without you hitting a move. What happened? Well he knew
that you were going to play In Close moves because you
were playing Tazz, what you needed to do was go 'Rogue'
Going rogue is basically playing a move type that isn't
usual for the superstar you are playing, like playing
victim below moves with Tazz or Behind opponent with Kane.
If you play Kane you are expected to use either In Close
moves or Arm Extended (for more on Kane go to 'The Deadly
Tombstone') because thats what type his finisher is, so
you want to bleed out the other guys counters. However in
a named superstar tourney eveyone knows who your
superstar is and they play The 'Meta' game.
The meta game is otherwise known as playing 'anti' decks,
for instance if you know your going toe to toe with Tazz
your going to pack out on In Close counters and Behind
opponent counters. This is where the real deck building
begins.
When you build a locker room deck you go with the
finisher use loads of complementing moves. Its all nice
and laid out for you. What I want to try and show you is
the more complicated side of deck building, using
specials effectivly, ninja decks and so on. Whenever you
start building a deck you need to look at your superstars
limits, certain people just wont fit certain types, your
going to have trouble making a standing above deck with
Kane who has tech limit of one! So pick your type, lets
take Tazz for example, right away you need to avoid any
Behind opponent or In close moves because any attempt to
hit these in a tourney are likely to get stamped on. Tazz
has an agility limit so that leaves us with Victim Below,
Arm extended and leg extended. Ok well Leg extended and
Arm exended are big power types that can do major damager
so lets use those.
Superstar:
Tazz
Pages:
3 Flat of the Foot
3 Round Kick
3 Mafia Kick
3 Thrust Kick
3 Chop
3 European Uppercut
3 Punch
3 Corner Barrage
3 Elbows
3 Eye Rakes
As you can see I have taken more Arm Extended than
leg,this is becuase of something called 2 4 1,that means
that say for instance elbow as well as doing damage
counters back to foe and behind opponent moves. Eye rake
is also a great countering move,so right away we have a
counter and a damage move in 1 page, 2 for 1 deal. Ok but
that there isn't a deck, not by a long shot the next
thing you need is counters.
I am not going into detail about counters, if you need
more info go read 'benefits of saving counters' by Prana.
But always try to remember 2 4 1 if you can have a
counter that does damage thats all the better. At this
stage your deck needs to be ready for anything so take a
good range of counters to cater for anything the opponent
can throw at you.
Next up is momentum, this is a very hard thing to gauge
properly and can ruin your deck. Essentialy what you need
to do is get as much as you possibly can into that
opening hand, then you arent relying on the draw so much
to play pages. With you lead off you should generally go
for two moves and 3 momentum just as a general rule. With
the above moves you can do two things, either play 3
strike momentum and go 'ninja' or put a strength, a
strike and a tech momentum in there. The advantage of
going ninja like that is that you are always going to
draw a useful card, a counter, a move or a special which
really helps if your trying to be quick, there is a
disadvantage however because it can often either limit
your moves or your counters, as far as this deck goes
your not going to find enough strike counters for that
all important 2 4 1 so I would go for the three different
types.
The other thing we may want is some special pages, this
is essential to a strike deck so it may be useful to play
some working stiffs to really up that damage or even some
Bounce off the Ropes to get those all important pages.
There are so many specials that can help out your deck
but its important to use the right ones. There are some
pretty universally great specials. Heres a quick summary:
With Authority!
Turns any high damage move into a potential finisher,+4
dmg and no autocounter? A must for big damage decks
Hook the Leg
Ok well basically when you are beating someone up with
loads of your pages, if you use a move with the same type
twice they get a crowd support. Hook the leg pins your
opponent you draw a page and it breaks youe move string
so they dont get crowd support. Whats more if the pin
fails, you stay in control. Can be great in the right
situation
Once too Often
If you have been hit by a move already then you can play
once too often no matter what, it breaks you out of a
stun and it doesnt counter, it gives you control right
away!
Pose
Boosts your momentum up and really helps to hit those
high power moves, so useful in high power decks and ninja
decks.
Stunning Blow
+4 dmg and it stuns them, thats impressive for more on
stunning and how to use it read 'How stunning?' by Cypher.
Tough Guy
Ok so maybe not so universally great but still a really
useful page, can often save you from a nasty stun chain
Hope that helps you out on your way to tourney greatness,
if you need more info on these kind of decks you should
probably read some of the experienced articles. Later
Days
D-Cypher
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