Submission Guide (mostly designed for techs)
Page 1 of 1 • Share •
Submission Guide (mostly designed for techs)
Technique Skills
Ruthless Grasp = Submission Bonus = SB
SB is the primary skill for everything that has to do with submissions. The higher it is, the better your submission ability, submission bonus determines how good submission holds are and gives
greater chance to make them tap out.
Power Grappling = % Submission Damage Increaser = SDI
SDI can be viewed as a bonus skill, the same as Direct Damage Increaser is for strongs, and is what makes your submission moves lethal. SDI adds to the submission damage of the following submission holds and increases the chance to cause an injury. Make sure you have enough of it so you don't find yourself hitting good holds that doesn't cause any damage. I recommend to have at least as much as a good resist has Damage Reducers and a little more. (there seems to be a cap of max 90% added SDI even if you have more than 90% SDI more than your opponent has DR)
Escape Artist = % Escape Submission = ES
ES is the primary defense against submission holds. ES can make a world of difference if its high compared with the submission ability of your opponent. A technique class wrestler and a balanced sub specialist will still be able to hold submissions against a good ES more often than not, but the other classes will have a hard time. (ES is tested vs Sub bonus)
Mastery = +1 Submission Bonus, +1% Submission Damage Increaser
Mastery is the technique class' primary skill and is the most vital skill to master. It should always be maxed out for maximum benefit, since you'll get two skills for the cost of a single skill and
is needed to unlock all the high level moves.
Non-Technique Skills
Might = Direct Damage Increaser = DDI (Direct Damage = DD)
DDI is easy to neglect, but is an important skill for all tech wrestlers, since all submission moves have a low DD to begin with (1/3 compared with an equivalent DD move). Not only does it enhance the sub move damage, but also adds to the damage of all the regular DD moves and you'll need to be able to wear down your opponents as well.
Toughness = Direct Damage Reducer = DDR
DDR is the best overall defense skill against everything, including submissions, period.
Lightness = Stamina Reducer = SR
Since submission moves costs a lot of stamina to execute, you'll need a good deal of SR to prevent from burning out too early. An added bonus is that each level you train Speed stat you'll also gain +2 to base stamina and is a good way to raise both stamina a little and lower the use of it at the same time.
Tireless = Stamina
Submission moves costs a lot of stamina to execute, so you'll need plenty of stamina to have enough to last the entire match or risk losing it even when you dominate, due to fatigue. Invest heavily in the Stamina Advanced Technique, Increased Resistance, to boost your Stamina even more, cause you will needed it and not just for submissions.
Execution of a Submission Move
Wrestler grabs Wrestler's ankle
twisting it applying a MORTAL Mod. Ankle Lock!! <-> MORTAL = +DDI, -DDR
Wrestler keeps his ripping submission hold <-> ripping = +SB, the move itself has a SB (SDI enhances depending on opponents DR)
(1. Escape? 2. Injury? 3. Tap Out? 4. Break Sub?) <-> None, one or two of these actions may occur (read below)
Wrestler keeps his weak submission hold <-> weak = Same as above ripping. Sub holds are very random and also depends on wrestlers' healths.
(1. Escape? 2. Injury? 3. Tap Out? 4. Break Sub?) <-> None, one or two of these actions may occur (read below)
Wrestler releases his grasp <-> End of submission move
1. Escape?Wrestler escapes from the hold <-> +SB, -ES, hold is broken
Wrestler quickly gets up and counterattacks! <-> A possible change in Initiative
2. Injury?WRESTLER IS SCREAMING IN PAIN!! <-> +SDI, hold continues, depends on both wrestlers' health
3. Tap Out?Wrestler can't resist anymore and taps out!! <-> +SB, depends on both wrestlers health, match is over (or wrestler is out)
4. Break Sub?
Wrestler reaches for a rope and grabs it!! <-> Basically like an Escape, but without the Initiative change, hold is broken Wrestler hangs on to referee shirt!!!! <-> Same as above, needless to say they can be damned annoying sometimes.
Submission Damage Levels
0-29 = Weak
30-59 = Ruthless
60-89 = Excruciating
90-179 = Agonizing
180-299 = Ripping
300+ = DESTRUCTIVE
Submission Finishers
There are a lot of opinions about submission finishers, but a well balanced is recommend, which weaknesses can be corrected when it's leveled up. It should have a little of everything, a good AB, a decent DD and plenty of SB.
Attack Bonus = AB
You'll need some AB. Without it you'll end up missing it in critical situations... How much depends on your wrestler's level, but 20+ is recommended at higher levels.
Direct Damage = DD
It's important to have some DD in a good sub finisher, but don't go to high and don't neglect the minimum damage.
Submission Bonus = SB
SB is what defines a sub finisher, so you'll need to have a good deal of it.
Adrenaline Cost = AdrCost (Adrenaline Gain = AdrGain)
Don't go nuts on the AdrCost, cause if it's too high you'll end up with a finisher that won't execute that often, if at all. It's the number of executions that levels it up, which ultimately will make it a great finisher in the long run. The general recommendation on how much AdrCost you should aim for depends on your AdrGain, your build and wrestler's level. Try keeping it around 15-25 times your AdrGain and if it still doesn't execute often enough, you should consider raising your AdrGain a little more.
What positions are good for a sub finisher?
Well, that entirely up to you, but groggy, stunned or bent are highly recommend. Grounded is an excellent position, but only when you have a high enough AdrGain to afford the very high cost of the position
itself.
Regular and Trademark Submission Moves
Why doesn't submission moves have a Submission Bonus?
It's been said that there is a hidden SB and I believe they do they do, but there's no way to tell how much it is. It can't be very high and it's hard to notice its existence in regular sub moves. On the other hand, once you get your Trademark submission move up to a high level, this hidden SB effect becomes obvious.
A Trademark submission move or not?
If you're a Technique class wrestler you would have to be insane not to have a Grounded Trademark Sub, period. Trademark Subs in the other positions is perhaps more of a
preference and depends on your build. A technique class wrestler might opt for a DD Trademark in groggy or bent position (or both), because they deal a lot of damage and can be useful in wearing down an opponent for the grounded submissions that often follows those positions.
How many active submission moves do one need?
Well, that's entirely up to you, but I recommend to only have the best 3-5 sub moves active in grounded and one or two in groggy and bent. (You might not have that many submission moves yet or any at all in some position. Don't worry cause in time you'll have more than you need)
Ruthless Grasp = Submission Bonus = SB
SB is the primary skill for everything that has to do with submissions. The higher it is, the better your submission ability, submission bonus determines how good submission holds are and gives
greater chance to make them tap out.
Power Grappling = % Submission Damage Increaser = SDI
SDI can be viewed as a bonus skill, the same as Direct Damage Increaser is for strongs, and is what makes your submission moves lethal. SDI adds to the submission damage of the following submission holds and increases the chance to cause an injury. Make sure you have enough of it so you don't find yourself hitting good holds that doesn't cause any damage. I recommend to have at least as much as a good resist has Damage Reducers and a little more. (there seems to be a cap of max 90% added SDI even if you have more than 90% SDI more than your opponent has DR)
Escape Artist = % Escape Submission = ES
ES is the primary defense against submission holds. ES can make a world of difference if its high compared with the submission ability of your opponent. A technique class wrestler and a balanced sub specialist will still be able to hold submissions against a good ES more often than not, but the other classes will have a hard time. (ES is tested vs Sub bonus)
Mastery = +1 Submission Bonus, +1% Submission Damage Increaser
Mastery is the technique class' primary skill and is the most vital skill to master. It should always be maxed out for maximum benefit, since you'll get two skills for the cost of a single skill and
is needed to unlock all the high level moves.
Non-Technique Skills
Might = Direct Damage Increaser = DDI (Direct Damage = DD)
DDI is easy to neglect, but is an important skill for all tech wrestlers, since all submission moves have a low DD to begin with (1/3 compared with an equivalent DD move). Not only does it enhance the sub move damage, but also adds to the damage of all the regular DD moves and you'll need to be able to wear down your opponents as well.
Toughness = Direct Damage Reducer = DDR
DDR is the best overall defense skill against everything, including submissions, period.
Lightness = Stamina Reducer = SR
Since submission moves costs a lot of stamina to execute, you'll need a good deal of SR to prevent from burning out too early. An added bonus is that each level you train Speed stat you'll also gain +2 to base stamina and is a good way to raise both stamina a little and lower the use of it at the same time.
Tireless = Stamina
Submission moves costs a lot of stamina to execute, so you'll need plenty of stamina to have enough to last the entire match or risk losing it even when you dominate, due to fatigue. Invest heavily in the Stamina Advanced Technique, Increased Resistance, to boost your Stamina even more, cause you will needed it and not just for submissions.
Execution of a Submission Move
Wrestler grabs Wrestler's ankle
twisting it applying a MORTAL Mod. Ankle Lock!! <-> MORTAL = +DDI, -DDR
Wrestler keeps his ripping submission hold <-> ripping = +SB, the move itself has a SB (SDI enhances depending on opponents DR)
(1. Escape? 2. Injury? 3. Tap Out? 4. Break Sub?) <-> None, one or two of these actions may occur (read below)
Wrestler keeps his weak submission hold <-> weak = Same as above ripping. Sub holds are very random and also depends on wrestlers' healths.
(1. Escape? 2. Injury? 3. Tap Out? 4. Break Sub?) <-> None, one or two of these actions may occur (read below)
Wrestler releases his grasp <-> End of submission move
1. Escape?Wrestler escapes from the hold <-> +SB, -ES, hold is broken
Wrestler quickly gets up and counterattacks! <-> A possible change in Initiative
2. Injury?WRESTLER IS SCREAMING IN PAIN!! <-> +SDI, hold continues, depends on both wrestlers' health
3. Tap Out?Wrestler can't resist anymore and taps out!! <-> +SB, depends on both wrestlers health, match is over (or wrestler is out)
4. Break Sub?
Wrestler reaches for a rope and grabs it!! <-> Basically like an Escape, but without the Initiative change, hold is broken Wrestler hangs on to referee shirt!!!! <-> Same as above, needless to say they can be damned annoying sometimes.
Submission Damage Levels
0-29 = Weak
30-59 = Ruthless
60-89 = Excruciating
90-179 = Agonizing
180-299 = Ripping
300+ = DESTRUCTIVE
Submission Finishers
There are a lot of opinions about submission finishers, but a well balanced is recommend, which weaknesses can be corrected when it's leveled up. It should have a little of everything, a good AB, a decent DD and plenty of SB.
Attack Bonus = AB
You'll need some AB. Without it you'll end up missing it in critical situations... How much depends on your wrestler's level, but 20+ is recommended at higher levels.
Direct Damage = DD
It's important to have some DD in a good sub finisher, but don't go to high and don't neglect the minimum damage.
Submission Bonus = SB
SB is what defines a sub finisher, so you'll need to have a good deal of it.
Adrenaline Cost = AdrCost (Adrenaline Gain = AdrGain)
Don't go nuts on the AdrCost, cause if it's too high you'll end up with a finisher that won't execute that often, if at all. It's the number of executions that levels it up, which ultimately will make it a great finisher in the long run. The general recommendation on how much AdrCost you should aim for depends on your AdrGain, your build and wrestler's level. Try keeping it around 15-25 times your AdrGain and if it still doesn't execute often enough, you should consider raising your AdrGain a little more.
What positions are good for a sub finisher?
Well, that entirely up to you, but groggy, stunned or bent are highly recommend. Grounded is an excellent position, but only when you have a high enough AdrGain to afford the very high cost of the position
itself.
Regular and Trademark Submission Moves
Why doesn't submission moves have a Submission Bonus?
It's been said that there is a hidden SB and I believe they do they do, but there's no way to tell how much it is. It can't be very high and it's hard to notice its existence in regular sub moves. On the other hand, once you get your Trademark submission move up to a high level, this hidden SB effect becomes obvious.
A Trademark submission move or not?
If you're a Technique class wrestler you would have to be insane not to have a Grounded Trademark Sub, period. Trademark Subs in the other positions is perhaps more of a
preference and depends on your build. A technique class wrestler might opt for a DD Trademark in groggy or bent position (or both), because they deal a lot of damage and can be useful in wearing down an opponent for the grounded submissions that often follows those positions.
How many active submission moves do one need?
Well, that's entirely up to you, but I recommend to only have the best 3-5 sub moves active in grounded and one or two in groggy and bent. (You might not have that many submission moves yet or any at all in some position. Don't worry cause in time you'll have more than you need)

Queketh- General Manager

- Posts: 1368
Join date: 2009-01-12
Age: 23
Location: Denmark, Esbjerg
Wrestler sheet
Wrestler Name: Queketh
Level: 21
Alignment: Tweener

Permissions of this forum:
You can reply to topics in this forum
Home




