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The Stretching Regal

by Prana Devil

Now one thing I notice about Regal, is the fact that his finisher isn't all that powerful from first look, 1 arm and back damage per turn for each technical Momentum you have isn't generally a great thing when you first look. Especially when Wrap Around Neckbreaker deals 5 Arm and Head damage, doesn't help with our back damage too much does it?

So what we need to look into is the fact that Regal has one of the best Finishers in the game, if of course you use it wisely, what that means, is using a lot of Technical Momentum, as there is no limit on the amount of damage you can do, this of course means we want a speedy playbook to kick us off, as theres no way in hell we'll be able to get a good amount of momentum to help our strategy otherwise.

Of course a second thing this means, is that we can also throw in harder hitting moves than normal, as we'll have more momentum coming from our playbook (In fact if we hit lucky, we could have a momentum fountain here).

So to speed up our playbook we need to have good special pages in there, so we include Boring, as I even if you don't get to play it, they are great as Auto counter fodder, and Hook The Leg, because not only does it break up move strings, it also draws us a page, very nice indeed.

Of course we need to get these moves into play quickly, and as much as possible, of course this doesn't mean hooking the leg every turn, if you have a leg Drop or Elbow drop, use them (we'll get into why a little later). So we put 5 of each into out playbook, making them easier to pull out than any other page (in theory of course, we can still be hit by a shuffler screw which places every copy of those pages near the bottom of the playbook, but lets not think like that :) ).

So we've got our specials sorted have we? Well not yet, you see we're going to include some Once To Often's as well, as they are one of the most useful specials in the game, especially if your opponent lands his finisher early, as while he's feeling smug that he just Pedigreed you, we also know that he's only done 10 damage, and that we have our Once To Often's held back to stop his other Pedigree attack's later on. Very useful stuff.

Then of course, we're using a lot of impact moves, so what better to help us land that Finisher than by teaming these moves up with a Stunning Blow, once we've drawn out enough moves and stunning blows to put together a combo at least 3 long before we add our Regal Stretch, we can start the chain running, starting with a Powerslam. Definatly helpful if you manage to land the move.

But What about Hello! That draws our specials out for us doesn't it?

Well yes it does, but at the same time, we'd need Knowledge momentum, and seeing as our Lead Off currently has 2 Strength and 1 strike, any more would be suicide in this playbook, and as already pointed out, this is a playbook made to draw out all our Technical Momentum for our finisher as soon as possible. So having to include anymore momentum in our playbook would either mean splitting the Momentum in half, or making the playbook even bigger, and niether of those we want to do. So Hello! Is left out.

Now onto the pages, the Finisher is a Standing above move, of course we don't want to include Standing Above moves in this playbook, because their all submission moves, and of course they need to be on the mat to put the move on, but when we look at their counters, we see that they are countered by Dodge, which counters HoM & High Risk as well, Eye Rake and Inside Cradle, both of whihc counter In Close moves, so the logical thing to do here is to include HoM moves and In Close moves, which is what has been done, we now have a nice playbook with Leg Drops and Elbow Drops and a whole stack of In Close moves, that should draw out their counters, plus the In Close moves are all takedown moves, helping us use our Hook The Leg and HoM moves.

Of course we also have Backbreaker included, as that is one nasty move that can push up our Back Damage so that it's within easy distance of our finisher by the time our opponent hits woozy.

So what do we now have? We have a deck that is fast, full of stun possibilities, and has a nasty submission move stuck on the end that can do up to 16 Arm and Back damage each turn. Of course this is a nasty playbook if you can get the moves out. With the expansion coming up, this playbook has the ability to get faster, and even nastier, so don't be surprised to see a few Regal's winning the occasional tournament when the expansion comes out.

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