Prima Games eGuides
primagames.com Browse Redeem a code Help
WWE 13 eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

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 › 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.

Note

Each attribute has very little to do with any other attribute. Strike Power affects landed strikes, and Strike Defense affects reversal success but not hit points. The only contradiction to this is Submission vs. Toughness—during a submission attempt, the offensive player’s Submission rating is up against the defensive player’s Toughness rating, plus the amount of damage taken to that part of the body.

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.

Keep reading with a free account

The first 3 sections of WWE 13 are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousTaunts NextObjects