SvR Series Fighting Styles & Abilities

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<div class='spoiler_toggle'>Clean / Dirty Tactics (SvR, SvR06 & SvR07)</div><div class="spoiler" style="display:none;">
It is very simple; if you choose the ‘Clean’ fighting style, performing actions from the Clean Tactics list will increase your momentum. Performing moves from the Dirty Tactics will decrease your momentum. However, if you use the ‘Dirty’ fighting style, performing actions from the Clean Tactics list will cost you momentum, while the Dirty Tactics will increase it.

Note: Performing attacks that cause the announce table to break benefits both fighting styles.

Clean Tactics:
+ Perform diving attacks from the top of a turnbuckle or a ladder.
+ Perform outside dives.
+ Perform any of your 3 signature moves.
+ Perform diving attacks from the top of the Steel Cage or the Hell In A Cell.
+ Counter a weapon strike.
+ Taunt your opponent when you are in the ring, or both outside.
+ Win a Chop Battle in the corner by performing all 3 chops successfully.
+ Get a Rope Break during an opponent’s submission attempt.
+ Escape an opponent’s pin attempt after a 2 count.
+ Perform any move that breaks the announce table.
+ Perform a submission counter when held in a Sub B move.
+ Escape a submission attempt when the target body part has sustained high (red) damage.

Dirty Tactics:
- Use weapons.
- Use ‘Dirty’ moves.
- Remove a turnbuckle cover.
- Perform an Irish Whip towards an exposed turnbuckle.
- Perform a grapple move in a corner with an exposed turnbuckle.
- Release a pin attempt after a 2 count.
- Taunt your opponent from outside the ring when he is inside it.
- Attack your opponent while they are taunting.
- Ignore the rope break.
- Complain to the Referee after a 2 count.
- Attack the Referee.
- Attack your own tag team partner.
- Attack a manager or valet.
- Attack the illegal person on your opponent’s team when they are on the apron in their own corner.
- Push or drop your opponent off the top of the Hell In A Cell.
- Call for outside interference.
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<div class='spoiler_toggle'>Fighting Styles (SvR08 only)</div><div class="spoiler" style="display:none;">
Note: Super Moves require the indicated fighting style to be your main fighting style for the match. Then you will need to store an icon after gaining full momentum.

Brawler (fist icon)
The most common fighting style covers inexperienced fighters, self-styled boxers and skilled martial arts strikers. They rely on punches and kicks to overcome their opponents. Taking damage to the arms and legs will weaken their offense and defense. This fighting style opens up a lot more standing strikes in CAM mode.

Ground & Pound – You can mount your opponent while they are on the ground and pummel them with a custom combination of punches. You can also hit their heads against the mat or attempt a crude but effective chinlock.

Fists of Fury – A combination of 3-5 standing strikes. If the first one connects, your opponent will not be able to counter or block the remaining hits in the sequence. But just make sure the moves complement one another. A long-range strike will knock your opponent out of range for a short-range strike.

Super Move: Wreck Shop – Your superstar will have an adrenaline rush that will make all of his standing strikes unstoppable. He will also automatically counter all strike attempts made against him.

Dirty (Trash can icon)
Wrestlers with the Dirty fighting style like to cheat to win matches quickly with as little effort as possible. Not only do they have more ‘dirty’ grapple moves, they are also the only ones who benefit from using such moves. You are also rewarded for attacking the Referee and managers, just as long as you don’t use weapons or finishers on them. Do not confuse them with Hardcore wrestlers though, because they will lose momentum for using weapons.

Referee Shield – If the Referee is nearby, you can use him as a human shield to protect you from all attacks. When you release him, you will shove him towards your opponent. This Referee Bump is difficult to avoid. The Referee will then be stunned for a limited time, meaning that you cannot be disqualified until he recovers. When any player attempts the Referee Shield, the Referee will unable to make any counts until he has recovered from the bump.

Argue With The Referee – If the opponent kicks out of a pin attempt after a 2 count, you can argue with the Referee. While this does give your opponent time to recover, you do get a nice momentum boost for doing this.

Ignore Rope Break – As the name suggests, you can use this to ignore the Referee’s demand to release a Struggle Submission attempt. This allows you to inflict more damage and gain some momentum too. But be careful, because if you haven’t let go before the Referee counts to 5, you will be disqualified.

Strip Turnbuckle – You can remove the top turnbuckle padding for a tiny momentum boost. Any Irish Whips and grapple moves performed in this corner will inflict more damage and give your more momentum. While opponents could also inflict more damage in exposed corners, they will lose momentum if they do this.

Super Move: Super Dirty Move – This is a singular grapple move that inflicts high damage to the head and body.

Hardcore (Steel Chair Icon)
These guys are encouraged to use weapons, and they can come up with some really creative offense.

Armed & Dangerous – You can perform standing grapple moves while holding a weapon in your hands. Steel chairs are especially versatile as they can be used in multiple positions. Can you discover the secret weapon attacks?

Chair Finisher – If you perform a steel chair grapple when you have full momentum, you will perform a DDT unto the chair.

Hardcore Rejuvenation – If you get busted open, you will be given full momentum and will recover all your health. However, you will return back to your previous state once full momentum wears off.

Super Move: – Hardcore Resurrection – Performed while holding a steel chair, your superstar will strike himself in the head until he bleeds. This will activate the Hardcore Rejuvenation. But be warned, once full momentum wears off, you will have critical head damage.

High-Flyer (Man Icon)
Exactly as the name suggests, these guys are daredevils who like to throw their bodies at opponents in order to beat them. Their offense is weakened as they take on leg damage. This fighting style is not available for Heavyweights or Super Heavyweights.

Evasive Roll – This replaces the sidestep dodge. However, the roll can be performed any time, not just when you’re under attack. This move will allow you to move around quickly without losing stamina.

Out Of Ring Dives – You can perform a running diving attack from inside the ring to an opponent outside.

Springboard Attack – You can perform springboard strikes when standing on the apron or leaning against the ring ropes. You can attack opponents inside the ring or outside, lying or standing.

Turnbuckle Leapfrog – If you run at an opponent who is in the corner, you will leapfrog over them and perch yourself on the top rope. You will be in perfect position for a diving attack.

Super Move: Possum Pin – After you have been knocked down, this ability will keep you down after you have recovered. If your opponent attempts a grapple move, you will automatically counter it with a strong pin attempt. If your opponent attempts a strike, or you get up before he comes near you, you will lose the stored icon.

Powerhouse (Barbell icon)
These strong men like to use their superior upper body strength to throw opponents around. They also have a wider selection of Strong Grapple moves. Their offense is hindered if they take on too much arm damage. Light Heavyweights and Cruiserweights are not able to use this style.

Irresistible Force – You can kick out of most pin attempts instantly.

Strong Irish Whip – Also known as the Hammer Throw, this stronger version of the Irish Whip is designed to cause damage. If aimed at the corner or any solid surface, your opponent will get hurt. If aimed at the ring ropes, they will tumble outside of the ring. It will not eliminate opponents in the Royal Rumble or battle royals, but it will make things a lot easier.

Super Move: Rampage – Your superstar will have an adrenaline rush in which none of his Strong Grapple or Ultimate Control Moves can be reversed. Also, all standing strike attempts against you will be ineffective.

Showman (clapperboard icon)
When you don’t have skill or strength, you can use your personality to get the crowd on your side. Or are you actually a master of mind games who knows that victories aren’t just physical?

Mass Appeal – Performing taunts will give you a larger momentum boost than for other superstars. However, taunting too often will still cost you momentum eventually.

Steal Taunt – You can perform your opponent’s taunt pose.

Turnbuckle Taunt – You can perform a taunt while sitting on the top rope.

Super Move: Steal Finisher – You can perform your opponent’s own finishing move on them.

Submission (Padlock icons)
The rarest fighting style is also the most useless. In wrestling, being a submissions expert makes you dangerous opponent. In SvR08, it leaves you at a distinct disadvantage. Your special skills only really work on Struggle Submissions, and there aren’t many of those. Super Heavyweights cannot use this fighting style.

Lock Pick – Escape any Struggle Submission attempt instantly.

Recovery Hold – During a Struggle Submission, wrenching the hold will restore a small amount of your arm health. But the difference is minimal.

Submission Advantage – You can win matches by submission using any Struggle Submission move. It does not have to be your finisher or signature move.

Super Move: Ultimate Submission – This is an adrenaline rush that allows you to wrench a Struggle Submission hold without losing your grip. However, it really does not last long. You can activate it during a Struggle Submission, but it won’t help much.

Technical (Spanner icon)
These guys have been paying attention during their wrestling training. They know how to avoid attacks as well as deliver them. They also have more grapple moves available. Taking on arm damage affects their defense.

Technical Immunity – You will automatically counter all quick grapple moves.

Out of Ring Dives – You can perform a running dive from inside the ring to an opponent outside of the ring.

PIT Manoeuvre – When running at an opponent, you can trick them by ducking behind them for a surprise attack.

Pull-Back Irish Whip – You can cancel out your own Irish Whip attempt in order to surprise your opponent with a rebound attack.

Super Move: Technically Sound – This is an adrenaline rush that allows you to counter every grapple attempt that is tried on you.
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<div class='spoiler_toggle'>Special Abilities (SvR09, 10, 11, WWE ’12 & ’13)</div><div class="spoiler" style="display:none;">
*Moves with an asterisk can only be used once in a single match.
All abilities marked ‘09’ are automatically given to all characters in every game AFTER SvR09.

Bloodshed / Bloodshed Resurrection* – You will gain full momentum if your superstar gets busted open. You can also strike yourself in the head with a steel chair until you bleed, activating this ability. However, this technique will leave you with critical head damage. Female characters cannot use this ability.
Comeback – When your character has received high damage, your character can activate this ability. This gives him a limited time to execute the first move in this three move sequence. Correct button presses ensure that each move is effective.
Dirty Pin – If your opponent is lying on a shadow cast by the ring ropes, you can perform a dirty pin. A dirty pin is harder to escape and prevents the opponent from getting a rope break.
Durability – After you have taken high damage to a body part, you can massage some health back into it. One hit to the affected body part will return it to high damage. It is essentially extra protection against KO or submission attempts. The more you use it during a match, the longer it takes to work.
Evasive Dodge – This replaces the side step, but can be performed when you are not under attack. You can use this roll to move around quickly without using stamina.
Exploder To TB Attack – This move allows you to attack an opponent who is on the top rope. You can either run up to them and perform a shining wizard kick. Or you can jump unto the top rope and perform a super overhead belly-to-belly suplex.
Fan Favorite* – If you complete this taunt, you will automatically gain full momentum.
Fired Up* – When you have full momentum, this will allow you to perform 3 finishers. You must use them before momentum runs out. A glitch in SvR10 means that you can award yourself 3 finisher icons in Royal Rumble or battle royal matches.
Hammer Throw – A stronger version of the Irish Whip. It inflicts damage when aimed at a corner or other solid object. It can also throw an opponent over the top rope and out of the ring.
Hardcore Resurrection* – Same as Bloodshed.
High-Flyer – Allows you to perform a wider range of diving strikes.
Kip Up* – This is an instant recovery move that gives you full momentum. In most games, you will be required to take on moderate damage first.
K.O. (09) – You can knock out an opponent who has critical head or body damage using KO moves.
Ladder (09) – This ability makes it easier for you to take down the belt or briefcase in ladder matches.
Leverage Pin – This ability allows you to counter a running attack with a pin attempt that is difficult to escape from.
Lock Pick – Allows you to escape a Struggle Submission move instantly. This will cost you a lot of momentum to use.
Manager/Tag Team – These abilities give you better team work synchronicity with your manager or illegal tag team partner.
Move Theft - You can perform your opponent’s own finishing or signature moves on them. However, it will only cause 75% damage.
Object – Allows you to perform grapple moves while holding weapons.
Outside Dives – Allows you to perform running diving attacks from inside the ring to an opponent outside of the ring.
Possum Pin – When you get knocked down, this ability will keep you down after you have recovered. If you opponent attempts a grapple move, you will automatically counter with a pin attempt that is difficult to escape.
Pull-Back Attacks – You can cut your own Irish Whip attempt short to catch your opponent with a rebound attack by surprise.
Referee Shield – If the Referee is nearby, you can use him as a human shield to protect you from all possible attacks. When the Referee is released, you will shove him towards your opponent. This Referee Bump is difficult to avoid. The Referee will be stunned for a few moments. He will not be able to make any counts until he has fully recovered.
Resiliency – This gives you extra resistance to pin attempts.
Ring Escape – An instant recovery move. If you are knocked down on the shadow cast by a ring rope, this move allows you to slide out of the ring. However, in some games this comes with a large momentum penalty.
Springboard – Allows you to perform springboard attacks whenever you are near ring ropes or the corner.
Submission (09) – You can defeat opponents using any Struggle Submission attempt. It does not have to be a signature or finishing move.
Steal Taunt – You can steal your opponent’s taunt. If you perform it without interruption, your opponent will lose momentum and will not be able to earn any more for a limited time.
Steel Cage (09) – Allows you to climb cage walls a little faster than normal.
Strong Strike – A hard strike that will knock your opponent down.
Table (09) - You can place a second wooden table on top of another wooden table.
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