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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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With Authority! and related marks are TM of Genetic Anomalies, a THQ company. World Wrestling Federation is a registered TM of World Wrestling Federation Entertainment, Inc. All other TM and trade names are the properties of their respective owners.