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  • Resistance Build - (Thanks to Bakuhatsu Tasogare)

    Baku’s Resistance Wrestler Guide

    Okay, lets go. I will show you now how to spent the points in the different statistics to get the best out of your resi :3
    First of all: max out means putting as much points into the skill as possible.
    Strength : max out rage, the other points into Might
    Speed: max out lightness, rest into frenzied urge
    Technique: Max out Feint, other points into Escape Submissions
    Last but not least:
    Resistance: Your class-skill, and of course the most important one.
    Max out Endurance –class skill-, max out Thick Skin till 37 points in Thick Skin ( so you get Big Splash Pin and Banzai Drop fastest way), then stop spending into thick skin, all other points into Toughness till you have 31 toughness, then stop spending points there aswell. Then put all your points –expect the ones for endurance!- into Tireless, so you will get Gorilla Press fast :D If you got Gorilla Press keep Endurance maxed and put all other points into tireless and toughness in an amount which you like. Then add minimum 20 Pacification
    à Hint: Why spending points that way? Because you will get the strongest moves for a Resistance-wrestler as fast as possible so they can lvl fast and trigger often, so you will easily win matches :D
    Advanced techniques:
    When you get exp, you can buy advanced techniques. As a Resistance you need three Advanced techniques - in chat they all say AT to advanced techniques-
    These 3 are: Damage Reducer, Power Blow and Increased Resistance.
    Your Damage Reducer should always be one level higher then increased resistance
    When you reach more then 300 Stamina and more then 150% Damage Reducer start spending EXP in Power Blow aswell, but Damage Reducer should always be like 3 lvls higher then Power Blow.

    last but not least:



    Finishers:
    Okay, the finishers need adrenaline. You get adrenaline when you hit and when you get hit. Example: Your rage + 1 is your adrenaline gain, which is 3 atm. so you get 3 adrenaline points per move you hit on your rival and 1.5 adrenalinepoints when he hits you.
    Requiered adrenaline calculation:
    You are a Resistance, so to get your best requiered adrenaline you have to multiply your adrenaline gain with 30.
    Now I will send you finishers with cost around 300, because in the beginning, you must get your strengh to 10 and max out rage. then you will have 11 adrenaline gain and the finishers will hit good.

    Finisher:
    First of all, as a Resistance you use only 1 finishers:
    A Pin Finisher
    I will show you the perfect finisher for the beginning :
    Pin Damage Finisher:
    Position required: stunned
    Position if suffered: stunned
    Minimum Damage: 50
    Maximum Damage: 75
    Attack Bonus: 10
    Pin Bonus: 1

    okay, just to explain:
    The position stunned will trigger when your opponent is beated down hardly. So after a few good moves, you can hit your Pin finisher and you will easily win with it :D

    If you have any more questions, just send me a message :D

    Tm’s for the beginning: ( these are all moves you know from the beginning)

    Groggy:
    Samoan Drop
    Minimum Damage: 4
    Maximum Damage: 30
    Attack Bonus: 11
    Bleeding %: 0
    Required Position: Groggy
    Obtained Position: Grounded
    Suffered Position: Bent down
    1st Ability: Might
    2nd Ability: Unstoppable Blow
    total Ability: 0

    Stunned:
    Double Axe Handle
    Minimum Damage: 3
    Maximum Damage: 18
    Attack Bonus: 10
    Bleeding %: 0
    Required Position: Stunned
    Obtained Position: Grounded
    Suffered Position: Groggy
    1st Ability: Might
    2nd Ability: Stiff Blow
    total Ability: 0

    Grounded:
    Knee Stomp
    Minimum Damage: 3
    Maximum Damage: 18
    Attack Bonus: 10
    Bleeding %: 0
    Required Position: Grounded
    Obtained Position: Grounded
    Suffered Position: Grounded
    1st Ability: Toughness
    2nd Ability: Force of Will
    total Ability: 0











    Middle time Tm’s

    Groggy:

    Super Fallaway Slam
    Minimum Damage: 10
    Maximum Damage: 40
    Attack Bonus: 13
    Bleeding %: 0
    Required Position: Groggy
    Obtained Position: Grounded
    Suffered Position: Bent down
    1st Ability: Toughness
    2nd Ability: Endurance
    total Ability: 51

    Bent down: ( instead of stunned )
    Falling Arm Breaker
    Minimum Damage: 7
    Maximum Damage: 27
    Attack Bonus: 10
    Bleeding %: 0
    Required Position: Bent down
    Obtained Position: Grounded
    Suffered Position: Grounded
    1st Ability: Tireless
    2nd Ability: Thick Skin
    total Ability: 32

    Grounded: ( keep Knee Stomp )
    Knee Stomp
    Minimum Damage: 3
    Maximum Damage: 18
    Attack Bonus: 10
    Bleeding %: 0
    Required Position: Grounded
    Obtained Position: Grounded
    Suffered Position: Grounded
    1st Ability: Toughness
    2nd Ability: Force of Will
    total Ability: 0










    Future Tm’s –the tm’s are the best moves for a resistance to trademark-

    Bent down:
    Sit Down Powerbomb
    Minimum Damage: 18
    Maximum Damage: 50
    Attack Bonus: 21
    Bleeding %: 0
    Required Position: Bent down
    Obtained Position: Grounded
    Suffered Position: Groggy
    1st Ability: Tireless
    2nd Ability: Toughness

    Groggy: ( 2 possible moves, decide yourself)
    Military Press
    Minimum Damage: 15
    Maximum Damage: 63
    Attack Bonus: 16
    Bleeding %: 0
    Required Position: Groggy
    Obtained Position: Grounded
    Suffered Position: Bent down
    1st Ability: Toughness
    2nd Ability: Endurance
    total Ability: 72

    or:
    Gorilla Press Slam
    Minimum Damage: 9
    Maximum Damage: 66
    Attack Bonus: 20
    Bleeding %: 0
    Required Position: Groggy
    Obtained Position: Grounded
    Suffered Position: Groggy
    1st Ability: Tireless
    2nd Ability: Endurance
    total Ability: 80












    Grounded: ( 2 possible moves, decide yourself)
    Groin Knee Drop
    Minimum Damage: 13
    Maximum Damage: 52
    Attack Bonus: 23
    Bleeding %: 0
    Required Position: Grounded
    Obtained Position: Grounded
    Suffered Position: Groggy
    1st Ability: Toughness
    2nd Ability: Thick Skin
    total Ability: 78

    or:
    Big Splash Pin
    Minimum Damage: 9
    Maximum Damage: 45
    Attack Bonus: 18
    Bleeding %: 0
    Required Position: Grounded
    Obtained Position: Pin
    Suffered Position: Grounded
    1st Ability: Thick Skin
    2nd Ability: Endurance
    total Ability: 62


  • #2
    Much like the Tech guide, I like the layout. It's smart about telling useful moves, and doesn't give terrible advice except in the Advance Technique section.

    I would only suggest adding Attack Bonus much later in the build, as eventually you'll encounter foes with 200, 300, 500, 2000 and even more in block or dodge. Yes, you can hope they wear themselves out by bouncing off of you for a long time, but eventually you might miss when you need that one move to land. All in all though? I think this isn't terrible at all. I would only hope that rather than follow this to the letter, they see what's going on in their levels and make smart choices depending on their foes.

    Snapshot Grade : B+
    It only takes 8 hits until you're beaten by a girl.

    Comment


    • #3
      I would advise that too. I'm a big fan of Strengths and Resistance and when I get free time, I'll create a Resistance Build, in which I spend my points and how effective it can be once achieved the potential.

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