Prima Games eGuides WWE 13 eGuide

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WWE 13 Guide Essentials Flow of the Match: Strategy

Understanding you Superstar

Attributes

Each Superstar in the game is rated on 14 different attributes. The out-of-the-box ratings closely match their performances in the real-world ring, and some Superstars are represented in both present day and in an “Attitude Era” version of themselves (Triple H has three personas in the game!). These differences are not only reflected in the repeated instances of 1990’s-era long, flowing blonde hair, but also in the different attribute ratings for each version based on their progression over time in the WWE ranks.

WWE ‘13 expands the attributes rated from last year’s version of the game with the revived Jump and Toughness attributes.

Strike Power

Strike Power determines the level of damage caused by strike attacks. The higher the rating, the more damaging your landed strikes will be.

Grapple Power

Grapple Power determines the level of damage caused by grapple attacks. The higher the rating, the more damaging your grapples will be.

Submission

Submission determines the level of damage caused by the offensive application of Breaking Point Submission moves. When tested, the higher-rated Submission artists started their submission attempts with more red in the “Breaking Point” submission meter than lower-rated Superstars did.

Strike Defense

Strike Defense determines the level of difficulty for reversing strike attacks. The higher the rating, the easier it is for you to reverse successfully. Some strikes (like gut kick­s) are easier to detect visually, but the timeframe for reversals is based on the defending Superstar’s rating.

Grapple Defense

Grapple Defense determines the level of difficulty for reversing grapple attacks. The higher the rating, the longer the window to press RT or R2 remains, and thus the easier it is to be awarded the reversal.

Speed

Speed determines how quick a Superstar’s movement is. Previously, we talked about using movement as a defense. Having decent speed will definitely help you.

Charisma

Charisma determines the amount of momentum a Superstar earns for attacking successfully and performing taunts without being interrupted—which is key. It’s fine to be charismatic, but nobody likes a showboat! Getting caught in mid-taunt not only costs you the momentum for that taunt, but also swings the advantage in the other direction, putting you on defense.

Adrenaline

Adrenaline determines the length of time that a Superstar can run without interruption. The higher the rating, the longer the Superstar can run. If they get tired, they’ll slow to a walk. When this happens, they and won’t be able to perform running grapples or run to slide into the ring quickly.

Recovery

Recovery determines the speed in which a Superstar can recover from an incapictated state (grounded, groggy). The higher the rating, the quicker the recovery time.

Durability

The Durability attribute affects a Superstar’s total hit points. The higher the rating, the higher the hit points. See the “Superstars” chapter for more on this.

Agility

Agility dertermines the Superstar’s range for performing dive attacks off of the turnbuckle, as well as the speed in which the Superstar is able to mount the turnbuckle. The higher the rating, the more distance they can cover and the faster they can mount the turnbuckle.

Tag Team

Tag Team determines the level of damage caused by double team grapple moves. The higher the rating, the more damaging your double team moves will be.

Jump

The Jump attribute affects the range of diving and springboard attacks. Superstars with a high jump attribute can hit opponents that are far away.

Toughness

Toughness determines the level of difficulty for participating in Royal Rumble mini-games and escaping from Breaking Point Submission moves. The higher the rating, the less likely you are to be eliminated from the Rumble or be submitted.

Abilites

Dirty Pin

Pin your opponent when they are grounded near the ropes, and then add leverage to your pin attempt by placing your feet on the ropes.

Move Thief

Steal your opponent’s Finisher and use it against them. When your opponent is grounded, hold RB or R1 and press up on the D-pad to enter the Move Thief state. A stored Finisher is required.

Hammer Throw

A powerful variation of the Irish whip. Hold down the Irish whip button to increase the power of the whip into a Hammer Throw.

Resiliency

Increase the size of the target zone during a pin attempt once per match. When you’re being pinned, press LB or L1.

Comeback

Perform a dramatic comeback after getting injured. Comebacks cannot be used if you have a Signature Move or Finisher stored. Press the Finisher button when prompted and follow the button-press mini-game prompts. If you are successful, you are rewarded with a Signature Move.

Outside Dives

Perform dive attacks against an opponent outside the ring. Move the left analog stick in the direction of the opponent and press strike. You can also run into the dive.

Springboard Dives

Spring off of the ropes to perform an aerial dive attack. Move the left analog stick toward the ropes and press strike. You can also run toward the ropes to initiate the dive.

Leverage Pin

Reverse groggy grapples, running attacks, and Irish whip rebound attacks into powerful leverage pins. When your opponent has sustained heavy damage, reverse certain attacks by pressing RT or R2 or move the right analog stick when close to the standing groggy opponent to perform a leverage pin.

Ring Escape

Press LB or L1 when grounded near the ropes and prompted. You can use this method to escape to ringside up to three times per match.