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Pro Wrestling

Page history last edited by Galdeira 12 years, 1 month ago

Pro Wrestling
Description: A "fake" fighting style used in fighting rings. While its attacks might all be for show in real life, in Rumble Fighter, it's all about pain!
Price: 157 Astros
Class: All
Opinion: Pro Wrestling was our first scroll that could grab the opponent no matter what direction they were facing, which was revolutionary at the time. However, the scroll itself kind of sucked; but then it got a MASSIVE face-lift, and now is one of the damage hogs in Rumble Fighter. Pro Wrestling is overall, very very slow, but can cater to both 1v1 and edging players.
DIFFICULTY TO USE: HARD+
DIFFICULTY TO MASTER: VERY HARD

POTENTIAL: HIGH


Combos:
PPPP - [465]
KKKK - [505]
KPK - [446]
K(K+G) - [320]
kGP - [260]
(P+G) - [260]
>>G - [200]

Tornado Lariat
PPPP
85, 100, 120, 160 [465]
Pro Wrestling's punch combo is basic and does a decent amount of damage. Their range is relatively wide and they don't move you very far. The first glaring drawback is the frontal range, which is something ALL of Pro Wrestling's moves sorely lack. You'll have to be extremely close to your opponent to render your punches effective.

The first punch is actually quite good as it deals 5 extra damage than the normal first punch and has a very wide range on top of decent execution speed and recovery. The rest of the punches pretty much have the same frontal and peripheral range. The stun on the other attacks aren't all that bad either, which makes the combo great for pressure. As mentioned earlier the most crippling aspect of this combo is the poor range and movement, so catching people will be tough. You'll have to manually move in to use the punches.

Stunner Stomp
KKKK
110, 110, 135, 150 (505)
Pro Wrestling is gifted with the second most powerful kick combo in the game without a ground hit. However, it's also cursed with kicks that are as slow as tar. This combo is powerful indeed, but the speed and recovery really make it difficult to work with.

This kick combo is unique as it's the only scroll released so far to have an actual grab in its combo (soon to be trumped by a scroll without a soul). The fourth "kick" is actually a grab animation and upon hit will initiate a grab attack. This unique property allows for perfect angling in any direction you choose, but be careful as the range on the actual grab is very poor. Keep in mind that the grab is blockable.

As mentioned previously, all prior kicks are very powerful but also very slow. The first kick is probably the slowest in game to execute, but thankfully it has some good peripheral range to make up for this. Generally, as long as the first kick hits you don't need to worry about the rest of them landing. But if you whiff the first kick, immediately stop. Don't attempt to search the opponent with the kicks, as they have little movement and poor range, making it ill-suited to catch drifters. The only thing you'll really have to worry about is landing the first kick. Like the punches, use it only at close range.

The stun on all the kicks render the attacks safe on block (except the last), and give you some good frame advantage if they land. Keep this in mind.

Flying Drop Kick
KPK
110, 165, 285* (446)
* - reduced damage due to air-time attack
With the advent of Pro Wrestling's KKKK, KPK is now useless except in a juggle or knocking people over fences. In a 1v1, this combo should be avoided.

Chest Slam
K(K+G)
110, 210 (320)
It's really, really powerful for a two-hit knockback, but its damage is still low compared to other combos. Treat it like any other two-hit knockback.

The Spear
kGP
[260]
Pro Wrestling has one huge trick up its sleeve, and that's its kG. Pro Wrestling is blessed with a long-range unblockable move that forces opponents to stay on their toes since jumping is the only way to avoid this move.

The move basically goes like this: kG puts your character in a ready stance and P causes your character to rush forward a certain distance. If you make contact with an opponent, you'll initiate a grab move that deals some hefty damage. It's unblockable, as well; and being a ranged unblockable, it's something Pro Wrestling sorely needs in its arsenal.

However, it takes time to charge up the move, so it's best suited to wake-up game. Approach your fallen enemy from the back, and start a kG. If they roll/jump away, do nothing and follow them. If they stand up normally, spear them away. You can also do the same with drifting. If your opponent happens to be attacking air or aimlessly drifting, you can kG to get their attention, and then P if they don't do anything.  Using this as a punishment tactic is effective as well; if you drifted well and you find your opponent is still in an attack/recovery animation as you ready up, it certain cases the resultant tackle is completely unavoidable.   There are a ton of uses for this, and this move really forces your opponent to make a move. Keep in mind that it is very difficult to hit people in the air with this, so you are very susceptible to jump-kicks. Don't spam the move either, as that will make you predictable.

Knee Smash
>>G
[200]
Pro Wrestling's juggle launcher is an unreliable running guard launcher. The attack executes faster than Red Scorpion's >>G, which is a good thing, and it has some wide hitboxes. Still, it's too slow to really disrupt any attacks. Really, the only time you'd effectively land this is on an opponent who tries to recovery kick while you approach from the back, or if an opponent tries to recovery punch away. It's difficult to land, and not at all reliable. Thankfully though, it's safe on block; that doesn't mean it's spammable though. If you miss, the horrid recovery will spell your doom.

Atomic Buster
(P+G)
[260] - FRONT GRAB
Pro Wrestling's normal grab does massive damage for a regular grab (35 extra damage) but only throws the opponent forward a moderate distance. Pro Wrestling has no problems forcing the opponent onto the defensive, so if you find your opponent blocking a bit too much, resort to grabbing.

Atomic Suplex
(P+G)
[260] - SIDE OR BACK GRAB
There really isn't anything special about this grab other than that it throws behind you and it renders sideblocking to escape grabs useless. In a 1v1, it just makes your grabs more likely to succeed.

Juggles:
>>G P P KPK
200, 51, 51, 66, 99, 171 (638)
Pro Wrestling's juggle really isn't that difficult, it's just landing the >>G that's hard.

STRATEGY:

Pro Wrestling is a powerful scroll cursed by a few things: range and speed. First, Pro Wrestling is as slow as tar; already a crippling aspect. Second, the short range on pretty much all of Pro Wrestling's attacks force you to stay in close to the opponent to do anything. These two things alone ramp up Pro Wrestling's difficulty very high. Despite being a grapple-based sport, Pro Wrestling doesn't have much time to grab: you'll mostly focus on punishing the opponent's moves with your kicks, and pressuring the opponent whenever you can with PPPP. Throw in the kGP to keep your opponent on his/her toes. Remember that Pro Wrestling is slow, very slow; the slightest slip-up on your part will result in punishment.

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