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WWE 13 eGuide
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Contents

  • Essentials
    • Controls & Match Types
      • Controls & Match Types
      • Match Types
      • Prima Games Q & A with the WWE ’13 Development Team
    • Flow of the Match: Strategy
      • Flow of the Match: Strategy
      • Reversals
      • Chain Grapples
      • Limb Targeting
      • Pressure
      • Taunts
      • Understanding you Superstar
      • Objects
    • WWE Universe 3.0
      • Creations
      • Custom Entrance
      • Match Cards
      • WWE Universe 3.0
      • Schedule
      • Edit Universe
      • Simulating Matches
      • Interfering
    • Unlockables, Achievements, & Trophies
      • Unlockables, Achievements, & Trophies
  • Walkthrough
    • WWE "Attitude Era"
      • Introduction
      • Rise of D-X
      • Austin 3:16
      • Brothers of Destruction
      • The “People's Champ”
      • Mankind
      • WrestleMania XV
      • Off Script
    • Superstars & Divas
      • Superstars & Divas
      • Alberto Del Rio
      • Big Show
      • Booker T
      • Brock Lesnar
      • Brodus Clay
      • Chris Jericho
      • Christian
      • CM Punk
      • Cody Rhodes
      • Daniel Bryan
      • David Otunga
      • Dolph Ziggler
      • Edge
      • Epico
      • The Great Khali
      • Heath Slater
      • Hunico
      • Jack Swagger
      • JBL
      • Jinder Mahal
      • John Cena
      • John Cena ‘04
      • John Laurinatis
      • Justin Gabriel
      • Kane
      • Kevin Nash
      • Kofi Kingston
      • Mark Henry
      • The Miz
      • Primo
      • Randy Orton
      • Rey Mysterio
      • The Rock
      • R-Truth
      • Santino Marella
      • Sheamus
      • Sin Cara
      • Ted DiBiase
      • Triple H
      • Undertaker
      • Wade Barrett
      • Zack Ryder
      • Animal
      • Big Boss Man
      • Billy Gunn
      • Bradshaw
      • Bret Hart
      • British Bulldog
      • Cactus Jack
      • Chris Jericho '99
      • Christian ‘99
      • Dude Love
      • Eddie Guerrero
      • Edge ‘99
      • Faarooq
      • Godfather
      • Hawk
      • Hunter Hearst Helmsley
      • Kane ‘97-99
      • Ken Shamrock
      • Mankind
      • Mark Henry ‘98
      • Mr. McMahon
      • Paul Wight
      • Road Dogg
      • The Rock ‘98-99
      • Shane McMahon
      • Shawn Michaels
      • Stone Cold Steve Austin
      • Triple H ‘99
      • Undertaker ‘97-98
      • Vader
      • X-Pac
      • Alicia Fox
      • Beth Phoenix
      • Brie Bella
      • Eve
      • Kelly Kelly
      • Kharma
      • Nikki Bella
      • Lita
      • Lita ‘00
      • Stephanie McMahon
      • Trish Stratus
      • Antonio Cesaro
      • Brian Pillman
      • Chainsaw Charlie
      • Damien Sandow
      • DDP
      • Drew McIntyre
      • Gangrel
      • Goldust
      • Grand Master Sexay
      • Jey Uso
      • Jimmy Uso
      • Mike Tyson
      • Rikishi
      • Ryback
      • Scotty 2 Hotty
      • Tensai
      • Val Venis
      • Yoshi Tatsu
      • AJ Lee
      • Layla
      • Natalya

WWE 13 Guide › Essentials › Controls & Match Types

Controls & Match Types

Controlling Your Superstar

WWE ‘13 uses many of the same control systems as the previous game iteration. Some new gameplay features have been added, making the game even more explosive, but returning WWE fans will feel comfortable with the controls and new players can pick them up with relative ease. After learning the basics (button presses, match rules, and strategy) it’s important to understand how to smoothly transition between all of the different gameplay scenarios in order to effectively keep control of your opponent.

This chapter breaks down all of the controller commands for your Superstar, and then goes deeper into match-specific controls. Certain matches have situational controls (climbing cage walls, asking opponents if they quit, etc.) and we have included tables divided by match type for quick browsing references.

Note

The gap between a seasoned WWE ‘13 champion and a button-mashing newbie—other than hours and hours of awesome gameplay practice—can be narrowed by focusing on a few primary areas: reversals, groggy control, chain grappling control, managing distance between you and your opponent, and use of the tools provided in your Superstar’s move-set. Please visit Flow of the Match: In-Ring Strategy for breakdowns of each strategy.

WWE ‘13 adds the powerful OMG! Finisher to your repertoire.

Controls Quick Reference

Action/Move Xbox 360 PlayStation 3
Move
Run Hold and move Hold and move
Target opponent (manual) Click Click
Strike
Grapple
Move/turn opponent
Submission Hold then button-mash Hold then button-mash
Reversal
Irish whip + +
Taunt D-pad D-pad
Signature/Finisher
Store Finisher Click Click
Drag opponent + +
Pin grounded opponent
Climb/Interact with object
Limb Targeting System Hold Hold

Controls vs. Match Types

Here, we break down the “Controls” and “Match Types” in separate sections. We classify “Controls” as controlling your Superstar in the ring—what will be your movement and move-set actions. The “Match Types” will include using objects and interacting with the specific environment in each match type to help you achieve objectives within that match type. Example: If you want to know how to climb a ladder and grab the hanging prize in a Ladder Match, visit the “Ladder Match” section under “Match Types” later in this chapter for a detailed breakdown of controls for that kind of match.

Tip

Once you have started what will be a long-lasting relationship with a Superstar, go to the “Creations” menu in-game and select “Move-Set”. Select the Superstar (or Diva) you want and you can view previews and button presses for all assigned moves from every scenario.

In the descriptions that follow, the controls are the same for every Superstar and Diva. Only the moves in the move-sets are different. This means that what CM Punk will do for a chain grapple is going to differ from what The Great Khali will do for a chain grapple, but what you press on the controller will be the same. If a Superstar’s Finisher is a submission, don’t worry—Finishers are all controlled the same way!

States of Being

You and your opponent will face each other in the ring in multiple states as the match progresses, and each state allows different moves to be performed. Each of these different situations will open different moves in your move-set. When looking at a particular move or Finisher, take note of the situation required to pull off the maneuver. In the screenshots below, Dude Love is being controlled against opponent Ken Shamrock:

Standing

Grounded

Note

Against grounded opponents, certain moves may require you to be near a specific part of the opponent’s body.

Standing Groggy

Groggy Against Ropes

Groggy in Corner

Groggy Seated in Corner

Groggy Seated on Top Rope

Tree of Woe

On Apron

Attacking from Top Rope (Turnbuckle)

Rebound from Irish Whip

Irish Whipped Against Object

Basic Controls Tutorials

These are the basic actions performed in most game situations. Some Superstars will have multiple assigned button presses for the same move. Consult the in-game “Move-Set” menu under “Creations” to identify the moves for each Superstar.

Movement

Moving around areas within the game is fairly straight forward as you are getting started. As you improve, you’ll want to combine these movements into your move combinations and seamlessly incorporate using the ropes, apron, turnbuckles, and ringside objects in your matches.

Action/Move Xbox 360 PlayStation 3
Move Superstar
Run Hold and move Hold and move
Enter/exit ring toward ropes + toward ropes + press
Step on apron toward ropes + tap toward ropes + press
Climb turnbuckle Run toward turnbuckle (far) or + (close) Run toward turnbuckle (far) or + (close)
Lift grounded opponent
Lift grounded opponent to face opponent’s rear
Turn grounded opponent over , ,
Turn standing groggy opponent , ,
Turn corner groggy opponent , ,
Lift corner groggy opponent to top rope
Place corner groggy opponent in Tree of Woe
Place groggy opponent on ropes to middle rope position
Drag opponent + +
Change target opponent against multiple opponents (target settings set to manual) Click Click
Limb Targeting System Hold Hold

Strikes

Strikes can be performed in almost every scenario within a match, and pressing or holding the strike button will initiate the strike assigned to that scenario in the Superstar’s Move-Set.

Action/Move Xbox 360 PlayStation 3
Strike
Strike combination , , , , , ,
Alternate strikes any direction + any direction +
Strong strike Hold Hold
Strong strike 2 any direction + hold any direction + hold
Gut kick to a corner + to a corner +
Running strike Run + Run +
Running strike 2 Run + hold Run + hold
Striking a grounded opponent
Running strike to grounded opponent Run + Run +
Diving attack from turnbuckle Climb turnbuckle, Climb turnbuckle,
Diving attack from turnbuckle 2 Climb turnbuckle, any direction + Climb turnbuckle, any direction +

Grapples

Use A button on the Xbox 360 or X button on the PlayStation 3 to initiate grapples in different scenarios. Just as with strikes, using the left analog stick in conjunction with the grapple will perform a different move from the Superstar’s move-set. You can reposition to different holds with the right analog stick. If you “tie” your opponent in moving in for a grapple, you’ll initiate a Collar and Elbow tie-up button-mashing mini-game. The Superstar that comes out on top will move into a chain grapple lock. If it’s deemed a tie, the Superstars will push off and return to a standing, neutral position.

Note

In a Collar and Elbow mini-game, mash the grapple button. There’s some math involved in the game coding that will either help or hurt your chances of winning: your Superstar’s weight class, attributes, and damage taken will all factor in to see who comes out on top.

Front Facelock

Side Headlock

Wrist Lock

Waist Lock

Action/Move Xbox 360 PlayStation 3
Collar and Elbow tie-up Mash Mash
Engage Front Facelock + +
Engage Side Headlock + +
Engage Wrist Lock + +
Engage Waist Lock + +
Reposition to Front Facelock
Reposition to Side Headlock
Reposition to Wrist Lock
Reposition to Waist Lock
Chain grapple in a direction + in a direction +
Pull-back strike from hold
Groggy grapple in a direction + in a direction +
Groggy grapple from behind in a direction + in a direction +
Running grapple (facing) Run + Run +
Running grapple (behind) Run + Run +
Drag a held, groggy, or grounded opponent Hold + Hold then Hold + Hold then
Move groggy opponent against ropes to second rope
Move groggy opponent in corner up onto top turnbuckle
Move groggy opponent in corner into Tree of Woe

Note

Groggy grapples are stronger than a normal chain grapple against a fresh opponent. You’ll also go directly to the move (rather than into a hold, and then into the grapple).

Reversals

Any time your opponent wraps you up or strikes at you, use it as an opportunity to reverse the move and gain control. The game is (by default) set in “Options” to flash a reversal indicator over your Superstar’s head when you have the chance to reverse—which is pretty much any time your opponent is in dominant position but not in the middle of a move animation. Study each of the four chain grapple locks and get the feel for when to reverse based on the character’s movement in the transitions.

Tip

If you wait to “see” the reversal icon over your Superstar’s head, you’ll rarely catch the reversal. Watch the opponent on-screen, anticipate the move and press the reversal button to respond to the move. See Flow of the Match: In-Ring Strategy for more on this.

Reversing a move is another series of complex formulas that takes into account Superstar attributes, damage taken, and match situations. You can adjust the reversal success slider bar for both the player and the AI from “Options -> Gameplay -> Match Options -> Balancing”.

Action/Move Xbox 360 PlayStation 3
Reversals

Irish Whips

Irish whips are very important for both controlling a match and scoring big damage against your opponent. When you sling your opponent into a corner of the ring, they can enter a groggy-like state or bounce off, heavily damaged (Hammer Throw ability). Outside of the ring, whipping an opponent into an object like a fence or the corner post does damage and causes them to slump against the object. If you Irish whip a Superstar into the ropes from a distance, you can execute an Irish whip Rebound strike or grapple. If you are close to the ropes, you can whip them out of the ring completely (onto the apron or down to the ground ringside). This will give you some breathing room and allow you to taunt or interact with an object.

Action/Move Xbox 360 PlayStation 3
Irish whip to toward far ropes + toward far ropes +
Irish whip to corner toward corner + toward corner +
Irish whip out of ring toward close ropes + toward close ropes +
Irish whip back into ring from ringside toward apron + toward apron +
Leapfrog/Duck rebounding opponent on the rebound on the rebound

Note

When you’re ringside, whipping an opponent back into the ring is a good way to force them back into the fight. They’ll also end up grounded under the bottom rope with their head hanging precariously off the apron—perfect for a strike or a running strike along the side of the ring.

Using Objects

Sometimes you can grab a chair near the announcer table.

Grab objects out of the crowd.

Using objects can be a key component of certain matches. You may need them to complete objectives, or you can use them to wear down opponents with heavy damage. You can grab and use any object that moves, including the ring stairs. To search for an object under the ring, approach the middle of the ring from ringside and press the pick up button to reach under and grab a chair or other object. You can strike with it four times before your Superstar drops it. If your Superstars gets hit while holding it, they’ll drop it. A successful reversal (or grapple) will pry the object from the Superstar’s hands.

Reaching under the ring will sometimes bring up a bunch of object options. Use the left stick and press grapple to choose.

Perform extra actions with objects to get really creative in the ring! Pressing grapple in certain cases will allow you to use the object a bit differently (such as feeding an opponent’s feet through a chair for the extra crunch).

Action/Move Xbox 360 PlayStation 3
Get object
Strike with object
Running strike with object Run + Run +
Perform action with object

Limb Targeting System

The limb targeting diagram can be called up when you are in control of a chain grapple lock, standing over a grounded opponent, or standing near a groggy opponent. This system allows you to target specific areas of an opponent’s body to achieve certain outcomes within a match. As matches wear on and Superstars take damage, they may begin to favor an arm, or hold their head or ribs. By controlling these damage areas, you can reap the in-ring benefits that surface when your opponent is weakened in specific areas.

Tip

Use the diagram when your opponent is standing groggy to check their damage!

When you are in control of a chain grapple lock, or when you are up against a standing groggy opponent, activate the limb targeting diagram and press the button that corresponds with the body part you want to attack. Against a grounded opponent, position yourself near the body part and press strike or grapple to inflict damage. As you inflict damage to a body part, you’ll see that part of the diagram change from transparent to yellow, and then to orange, and finally to critical red. Side effects occur when a Superstar takes critical damage. Their performance will most definitely slow down, and they’ll become vulnerable in different ways. Learning to master limb targeting is critical for submissions.

Tip

When entering a chain grapple lock, immediately hold RB or R1 and press the button that corresponds to the part of the body you’d like to damage. You don’t have to wait for the diagram to appear to attack the body part.

Action/Move Xbox 360 PlayStation 3
Activate limb targeting Hold Hold
Attack the head Hold + Hold +
Attack the arms Hold + or Hold + or
Attack the legs Hold + Hold +

Targeting the Head

Critical damage to the head will result in an increased probability of transitioning into a standing groggy state, as well as an increased chance of being submitted.

Targeting the Arms

Critical damage to an arm will result in an increased chance of being submitted.

Hit Points

A Superstar’s health in WWE ‘13 is not like a traditional health meter in a fighting game, where you would whittle your opponent’s health down to 0 in order to win. Each Superstar is assigned 100 hit points, divided across the four areas that are highlighted in the limb targeting system diagram: the head, the midsection, the arms, and the legs. Each Superstar’s HP is divided uniquely between the four areas. The more damage you inflict (subtracting HP), the greater the likelihood of your victory in a pin or submission, but the damage itself does not guarantee victory. Again, gaining advantage all the way to a win is influenced by a number of factors (damage, attributes, etc.), and you can be stopped at any time, too!

Note

For detailed breakdowns for each Superstar and Diva’s HP, see the Superstars section for complete tables listing attributes, weight classes, and HP.

Targeting the Legs

Critical damage to the legs will result in a reduced walking speed, as well as an increased chance of being submitted. The Superstar may also randomly collapse if he or she attempts to run (which is hilarious, by the way).

Targeting the Midsection

There’s no specific button in the Limb Targeting System to target the midsection, but it will turn red when it takes damage. The midsection takes the brunt of most attacks throughout the course of a match, percentage-wise, so it often turns red by the time you’re ready to finish your opponent with a pin or submission. Critical damage to the midsection will result in a reduced adrenaline meter, groggy grapples from gut kicks, and an increased chance of being submitted.

Tip

This can be a huge advantage for you! Perform a quick gut kick when your opponent’s midsection is in the red, and they’ll immediately become groggy and bend over at the waist. Just like that, you can score big with a groggy grapple, or you can target a limb to set up a submission. Awesome!

Momentum and Taunts

Gaining momentum in a match is crucial—not only to make sure that you are the one in position to do the manhandling, but also to open up powerful Signature Moves and Finishers. Gain momentum quickly by scoring on your opponent with a variety of attacks, by reversing your opponent’s attacks, and by taunting.

The momentum system is based on formulas, and they favor variety. If you repeat a taunt over and over, you’ll notice that the amount your momentum increases will lessen with each repeat until you aren’t rewarded at all for that particular taunt. Vary your taunts by using all directions on the D-pad equally throughout any given match.

If your taunt is interrupted by an opponent, you don’t get the momentum boost and you lose the advantage! Longer taunt animations (some are 10 seconds!) may give you more momentum, but they are more likely to be interrupted. Use shorter taunts when your opponent is grounded at your feet or nearby, and save the longer ones for when your opponent is ringside or won’t be able to get to you to interrupt.

Tip

The taunt times for every Superstar’s taunts are listed on that Superstar or Diva’s profile page by D-pad direction.

Action/Move Xbox 360 PlayStation 3
Taunt D-pad any direction D-pad any direction
Wake-up Taunt to grounded opponent D-pad up with stored Finisher D-pad up with stored Finisher

Tip

To keep track of where you are momentum-wise and how close you are to a Finisher, enable the momentum meter under your Superstar by going to “Options -> Gameplay -> HUD” and turning it on. It’s unintrusive, and can also help you find your Superstar in a crowd during Royal Rumble Matches and other packed ring scenarios.

Signature Moves, Finishers, and OMG! Moments

Every Superstar has at least one Signature Move and one Finisher assigned. When you build up your momentum all the way, you open up your Signature Move. Perform a Signature Move successfully and you’ll be rewarded with a fiery “F” icon representing a Super Finisher that will score more damage than a Normal Finisher. After a few seconds, this fiery “F” will revert to a Normal Finisher “F” icon. Signature moves and Finishers are situational (your opponent may have to be grounded or standing) so there may be a bit of setup involved when executing them. Look for the Finisher button prompt to appear when you’re in the right position.

Caution

In some scenarios or match types, your Finisher button may be obscured by another button press option if it matches your Finisher’s situation (“Ask” in an I Quit match or “Pin”). If your Superstar’s Finisher is for a grounded opponent and they’re in the right position, press the Finisher button. Your Superstar should perform the Finisher even though you can’t see the icon on screen.

When you have a stored Finisher, you can use a Wake Up Taunt to have your grounded opponent stand up groggy.

Note

You can also “store” Finishers based on a Superstar’s Charisma attribute. If your Superstar’s Charisma is 1-79, one Finisher can be stored. Two Finishers can be stored for Superstars with 80-89 Charisma, and three Finishers can be stored for Superstars with 90-100 Charisma.

OMG! Moments

WWE ‘13 has added OMG! Moments, which are open to use when you have a Finisher stored. As you approach different scenarios, the OMG! icon will appear and your Superstar will execute a Finisher that leaves your opponent struggling to get up from. Here are some examples of available OMG! Moment locations and the actions that occur:

  • Corner groggy front: Superplex (to ringside or breaking ring)
  • Ringside corner barrier: Spear through barrier
  • Groggy against announcer table: Finisher through table
  • Groggy against Cell wall: Grapple through Cell wall
Action/Move Xbox 360 PlayStation 3
Signature Move when “Signature” is available when “Signature” is available
Wake-Up Taunt D-pad up with stored Finisher D-pad up with stored Finisher
Store Finisher Click when “Signature” is available Click when “Signature” is available
Normal Finisher when “F” icon is present when “F” icon is present
Super Finisher when fiery “F” icon is present when fiery “F” icon is present

Caution

If you use a Wake Up Taunt to bring your opponent to standing groggy, you only have a small window of time to execute your Finisher before you lose it!

Pinfalls

There are basically two ways to finish your opponent in the ring: Pinfalls (pins) and Breaking Point Submissions. Every Superstar can pin an opponent, and some can transition a grapple move into a pinfall attempt and hold it for a count. When you approach a grounded opponent, press the “pin” button to call for a count and end the match.

If your Superstar has the Leverage Pin ability, an icon will appear showing up and down on the right analog stick when it’s available. Press up or down to pin and start the Leverage Pin mini-game.

Tip

If you are being pinned with a Leverage Pin, you’ll notice an extra yellow bar in the mini-game. Stop the slider in the yellow and you’ll reverse to a Leverage pin of your own.

Caution

Be aware of your position relative to the ropes! If you attempt a pinfall or submission near the ropes, your opponent may score a rope break, negating the attempt. Drag your grounded opponent closer to the center of the ring and pin him or her there, instead.

Action/Move Xbox 360 PlayStation 3
Pin near grounded opponent near grounded opponent

Pinfall Mini-game

When your opponent attempts a pin, a mini-game will show up on screen. Hold grapple and release it when the meter enters the blue area to escape the pinfall attempt. As you take more damage, the blue area will shrink, eventually becoming a tiny sliver and making it very difficult to escape the pin.

Breaking Point Submissions

If you don’t fully understand how to break down your opponent and make them vulnerable to a submission attempt, all the button-mashing in the world won’t help you. When you engage in a submission attempt, a button-mashing mini-game will show up on the screen. An outline of the words “Breaking Point” serve as a meter for the mini-game, and the objective is to win by filling the words with red.

Note

To engage an opponent in a submission, you must be either in a chain grapple, near a standing groggy opponent, or near a grounded opponent—unless your Superstar has a submission Finisher.

Submission attempts early in a match will be easily stuffed–you’ll notice that the more the body part targeted by a submission is damaged, the more the words “Breaking Point” will be filled when the mini-game starts. Reference the “Limb Targeting System” section of this chapter for details on how to break down body parts.

Action/Move Xbox 360 PlayStation 3
Engage Breaking Point Submission Hold Hold
Win mini-game Mash Mash

Tip

Since you have to mash the face buttons to win this tug-of-war, it’s better to position both of your thumbs on the face buttons. Abandon the left side of the controller when the mini-game starts and use one thumb for each of the two face buttons. Go nuts.

NextMatch Types