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Setting Up The Walls Of Jericho
by The
Main Event
Chris Jericho has 2 different finishers in the game.
They are:
- Lionsault
- Walls Of Jericho
I will look at the ways to set up the Walls Of Jericho,
and as being a submission hold you can hold it on as long
as your opponent doesn't have a counter to play against
it. If you have done enough hit point damage you may only
need to hold it on for a few turns in order to win.
First of all, Walls Of Jericho does 4 back damage + 1
extra damage for each different type of momentum so
before you've even built your playbook make sure it
covers each type of momentum (agility, strike, strength,
knowledge, and technical) this way your Walls of Jericho
will do 9 back damage each turn once applied.
There are many ways Chris Jericho can go. He can play any
page he likes apart from pages that require 3 strength
momentums or 3 strike momentums, and there aren't that
many pages in the game that require such cost.
Now whatever finisher you choose to play, both of them
have only 4 different counters. One of those counters is
Dodge and that can be used to counter both the Lionsault
and Walls Of Jericho.
Therefore it's a good idea to play moves that require
your opponent to play dodge pages. A good way to do this
is to make the most of Jericho's no limit on agility. 2nd
rope legdrop must be a favourite to play because if it
pulls off, you stun your opponent and you gain an extra
momentum. If he counters it, that's one less counter for
the Lionsault, (and Walls Of Jericho as well if Dodge is
played). Other effective pages to draw out dodges include
Moonsault, and even pages as cheap as Elbow Drop and Knee
Drop in order to avoid page loss from their playbook.
Another counter for the Walls of Jericho is Eye Rake.
This is quite a popular counter as it counters many moves
and gives only 2 DQ points. Veterans with an Eye Rake in
their playbook will no doubt save this page for the Walls
Of Jericho. However, there is a way around this. By
playing Plead to the ref, without countering, this gives
your opponent an extra 4 DQ points and an instant 30% on
the spot chance of winning. If it does work you win the
match. if it doesn't, he's unlikely to play it again. But
if he does, he risks giving himself a 40% chance of a
disqualification but if you have another Plead to the
ref, you can give him a 60% chance of an instant DQ.
Shove is another counter for the Walls Of Jericho. A good
way to make your opponent play his shove pages is to
include victim below moves such as DDT, and Double
Underhook Suplex. These require only 1 technical page to
play and again is in Chris Jericho's limits. If the moves
pull off, you can ditch pages from his playbook. If he
counters, then it's one less counter for the Walls Of
Jericho.
Those are the main counters for the Walls Of Jericho. The
other counter is Inside Cradle. This counters in close
and standing above moves. Powerslam could draw these
counters out as Powerslam stuns the opponent.
To summarise the above, the following moves are
recommended in a Chris Jericho playbook:
- 2nd rope leg drop
- Moonsault
- Elbow Drop
- Knee Drop
- Plead to the referee (special)
- DDT
- Double Underhook Suplex
- Powerslam
Not forgetting our Walls Of Jericho of course :)
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