Home

Beginners

Advanced

Experienced

Superstar

Free txt's

Newbie Mistakes

FAQ

Forum

E-mail

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 :)

 

Links

Other Strategy Sites

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.