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[[ | [[File:WrestlerV2-64x64.png|128px]] | ||
It's time to step into the ring, '''Wrestler'''. With five simple moves and some unique perks, you'll learn what it really means to expect the unexpected in the true kingdom of madness, Space Station 13! | |||
==Types of Wrestlers== | |||
Wrestlers comes in three distinct flavors: | |||
*A [[Traitor]], [[Nuclear Operative]], or [[Spy Thief]] with a [[Syndicate Items#Wrestling Belt|wrestling belt]]. | |||
*A separate, somewhat rare [[Antagonist]] role that appears in [[Game Modes#Mixed (Mild)|both forms]] [[Game Modes#Mixed (Action)|of Mixed]] and through [[Random Events#Intruder Alert|Intruder Alert random event]] and inherently possesses the same capabilities. Often also used in [[Admin]] gimmick rounds, sometimes for a station-wide tournament or alongside an amusing [[Critter]] transformation. | |||
*A wrestling timberdoodle, sometimes shortened to just wrestledoodle, a player-controlled space timberdoodle [[critter]] that also has inherent wrestling powers, as well as the ability to peck people in the eye and a viscous ''eenk''. It spawns exclusively from the [[Random Events#Intruder Alert|Intruder Alert random event]], separate from the regular, human wrestler. | |||
==Abilities== | ==Abilities== | ||
Each kind of wrestler has the same set of wrestling moves, none of which can be executed while unconscious. An asterisk (*) indicates that the move requires manual target selection if there's more than one person adjacent to you. | |||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
!Name!!Cooldown<br>(default)!!While stunned | !Icon!!Name!!Cooldown<br>(default)!!While stunned / [[Security Objects#Handcuffs|cuffed]]?!! class="unsortable" | Description | ||
|- id="Kick" | |||
|[[Image:WrestlerIconKick.png]]||Kick*||20 seconds||{{Yes}}||Kick somebody away from you with significant force, causing 15 {{BRUTE}}. When they land, they're knocked-down and stunned for 3 seconds, and their movement is slowed for 8 seconds. Has some noticeable camera shake. Good last-ditch move to use if you're about to be arrested or already handcuffed. | |||
|- id="Strike" | |||
|[[Image:WrestlerIconStrike.png]]||Strike*||15 seconds||Stunned: Yes | |||
Cuffed: No | |||
||Knock somebody down briefly. Specifically, it paralyzes them for 2 seconds and knocks them down to the floor for 3, while also dealing 15 {{BRUTE}} and causing them to misstep afterwards. Generally employed as a precursor for ''[[#Drop|Drop]]''. | |||
|- id="Drop" | |||
|[[Image:WrestlerIconDrop.png]]||Drop*||25 seconds||{{No}}||Climb onto nearby objects (when available) and smash onto a prone opponent, stunning and knocking them down for 3 seconds. If you climbed onto something with the ability, it also does 25 {{BRUTE}} and has a 33% chance deal an extra chunk of explosive damage, which can blow off limbs and will outright gib corpses.<br><br>On the other hand, if you climb onto something but miss the drop, you fall flat on your face, giving you 15 {{BRUTE}} and forcing you to stay knocked-down for 3 seconds. | |||
|- id="Throw" | |||
|[[Image:WrestlerIconThrow.png]]||Throw||20 seconds||{{No}}||Requires an aggressive grab. Spin somebody around to throw them across the room. Once they land or collide into someone/something, they're pretty much down for the count; the impact forces them to the ground, slows them for 8 seconds and knocks them down for 3, and causes them to have a high chance of misstepping. It deals a significant amount of {{BRUTE}}, much more than if you had [[Guide to Being Robust#Throw|thrown them normally]]. | |||
|- id="Slam" | |||
|[[Image:WrestlerIconSlam.png]]||Slam||25 seconds||{{No}}||Requires an aggressive grab. Slam somebody into the floor, stunning them and knocking them down to the floor for 3 seconds. With an aggressive grab, you do 25 {{BRUTE}}. If you managed to get a neckgrab/chokehold, they take explosive damage, too! | |||
|} | |||
===Fluff=== | |||
Each of these abilities also has unique flavor text associated with them, in the format of "[name] [name of move] [target]". These are mostly for adding some extra flair to the experience; after all, wrestling is all about showmanship. | |||
{| class=wikitable | |||
! Ability | |||
! Possible Move Name | |||
! Examples | |||
|- | |- | ||
| | | [[#Drop|Drop]] ||''elbow-drop'', ''leg-drop'', ''knee-drop'', ''butt-drop'', ''chop-drop''||''Butcher chop-drops MMMMMinotaur!''<br>''The Callipygian butt-drops BOHRUM SULTAN!'' | ||
|- | |- | ||
| | | [[#Kick|Kick]] ||''spin-kick'', ''tiger-kick'', ''jump-kick'', ''hurricane-kick'', ''tornado-kick'', ''roundhouse-kick'', ''crescent-kick'', ''drop-kick'', ''flip-kick'', ''scissor-kick'','' spiral-kick'', ''sweep-kick'' || ''Big Tex tornado-kicks Mighty Bee!''<br> ''Son of Mars roundhouse-kicks Sol Invictus!'' | ||
|- | |- | ||
| | | [[#Slam|Slam]] ||''piledrive'', ''powerbomb'', ''bodyslam'', ''gorilla-press'', ''bulldog''<br>"Turbo" is added if the slam had an aggressive grab, and "atomic" if kill-grab.|| ''Barry Betelgeuse atomic bodyslams the Million Credit Man!'' <Br> ''help me i am turn into wrassle monkie turbo gorilla-presses King Kong Khan!'' | ||
|- | |- | ||
| | | [[#Strike|Strike]] ||''heart-punch'', ''neck-chop'', ''karate-chop'', ''uppercut'', ''palm-strike'', ''elbow-strike'', ''headbutt''|| ''"Cold-Blooded" Cade Plano heart-punches The Cremator!'' <Br>''Frezzik the Giant headbutts The Ultimate Robuster!'' | ||
|- | |- | ||
| | | [[#Throw|Throw]] ||''irish-whip'', ''throw'', ''hurl'', ''toss'', ''hammer-throw''|| ''Paddy Strongjaw irish-whips Ringfiend!'' <br> ''Sssscourge of Io hammer-throws Lars Brullbarborn!'' | ||
|} | |} | ||
==Passives== | |||
Every spaceperson knows how to chairflip into someone, suplex them, and flatout punch somebody, but you are much better at it than they are, and that's the bottom line: | |||
* Chairflipping/shoulder diving (launching yourself from boxing ropes) is more robust. See [[Guide to Being Robust#Shoulder Dive|here]] for info on how to chairflip. | |||
** Chair flips deal more damage and stun longer: you cause 20 {{BRUTE}} instead of just 10 {{BRUTE}} and knock them down for 7 seconds instead of only 3. | |||
** They also have a 33% chance to deal extra explosive damage. | |||
** Chairflips don't stun you or drain any stamina. | |||
* Suplexes are more robust too; see [[Guide to Being Robust#Suplex|here]] on how to suplex. They do a little extra damage (10 {{BRUTE}} versus 9), and they don't drain stamina. You still get knocked-down, but you're out for 1.5 seconds instead of 3.9, allowing you to more easily chain suplexes. | |||
** To suplex: grab somebody aggressively, then flip. This stuns the other person for a while. If you have two people in aggressive grabs, you'll suplex them both. | |||
* [[Guide to Being Robust#Punch|Punches]] are more powerful. When punching someone, you have a 66% chance to do a "backfist" that does 4 extra {{BRUTE}} and sends them flying, knocking them down for 5 seconds. | |||
In addition, you also have a few more useful traits: | |||
** | * You can *flip (Hotkey: {{Key|R}}) to jump onto tables in the direction you're facing. | ||
* Speaking of flips, they don't cost any Stamina. | |||
* Folded chairs can be re-purposed as a formidable blunt weapon. Hitting someone with a folded chair still does the same amount of {{BRUTE}} (5 to be exact), but now you're guaranteed to "stamina-crit" your victim, wiping out huge chunks of their stamina. Just like in WWE! | |||
* | |||
* Folded chairs can be re-purposed as a formidable blunt weapon. | |||
==Tips== | ==Tips== | ||
* | * Meth and similar drugs come will make you recover from stuns much faster, and some even boost your movement speed. | ||
* Chain your attacks properly. Pushing someone away with a ''[[#Kick|Kick]]'' or punch can get you out of tough situations, but is less ideal if you want to follow up with other moves. ''[[#Throw|Throw]]'' and ''[[#Slam|Slam]]'' won't do you any good without a firm hold, and are generally difficult to pull off if the target isn't stunned. ''[[#Drop|Drop]]'' only works on prone opponents and is therefore best used in combination with ''[[#Strike|Strike]]''. | |||
* Chain your attacks properly. | |||
* Consider carrying a [[taser]] or any other type of ranged weapon as a backup. You can feasibly keep two attackers at arm's length, though larger mobs may quickly become impossible to control. | * Consider carrying a [[taser]] or any other type of ranged weapon as a backup. You can feasibly keep two attackers at arm's length, though larger mobs may quickly become impossible to control. | ||
* The belt (if you need one) retains the functionality of a normal utility belt. | * The belt (if you need one) retains the functionality of a normal utility belt. | ||
==How to stop a wrestler== | |||
Bring a gun to the match. All wrestlers work best when in melee range, and chairflips can only go so far. By going with ranged attacks, you deny them the advantage. Plus, it'll even the playing field a bit when confronting wrestlers that knock you out with ranged stuns and then finish you off with one of their moves. | |||
Melee stuns are very risky; try nabbing them with a ranged stun first. [[Security Objects#Guillemot Riot Shotgun|Riot shotguns]] can knock them back a fair distance, providing much space, and wipe out a decent chunk of their stamina, and [[Security Objects#Pulse Rifle|pulse rifles]] slow people down and can blow wrestlers quite far, denying the melee advantage. Try them shooting them into a wall and keep firing them into it. [[Security Objects#Tranquilizer Rifle|Tranq rifles]] can knock them out regardless of stamina, as well as flush out any drugs they're using, and the perennial favorites, [[Security Objects#Taser|tasers]] and [[Security Objects#Energy Gun|energy guns]], are still also useful. [[Security Objects#Flashbang|Flashbangs]] can hit a surprisingly wide area and can slow the wrestler down enough for you to nab them with another stun. Be sure to wear some eye protection, such as [[Clothing#Sunglasses|sunglasses]]! | |||
If you need to go lethal, lasers are still a good choice; after all, wrasslin' is useless if it can't protect you from lasers to the face. [[Murder#LaserGun|Laser guns]] can work, but [[Murder#EnergyGun|eguns]] are the ideal delivery vehicle; stun-stun-lethal is a powerful combo. [[Murder#Flamethrower|Flamethrowers]], poisoned [[General Objects#Fire Extinguisher|fire extinguishers]], and [[Murder#Bombs|bombs]] can also work, but you ''must'' be careful with collateral damage and be mindful not to hit any bystanders. | |||
Stay away from chairs. Remove them if you can; otherwise, stay at least three tiles away from them so the wrestler can't nab you with a chairflip. | |||
There are a couple of ways to resist out of a grab and thus escape suplexing, and certain hats and masks can protect you from the chokehold. See [[Guide to Being Robust#Grabbed|Being Robust's "Grabbed" section]] for more comprehensive advice on countering grabs. | |||
==Conclusion== | ==Conclusion== | ||
A skilled wrestler can be a force to be reckoned with, however even a novice shouldn't find it too difficult to reliably overpower and finished off lone targets. Taking on the entire station or just a small group of determined and well-equipped enemies can be hard if not impossible without proper preparation ([[ | A skilled wrestler can be a force to be reckoned with, however even a novice shouldn't find it too difficult to reliably overpower and finished off lone targets. Taking on the entire station or just a small group of determined and well-equipped enemies can be hard if not impossible without proper preparation ([[Chemicals#Drugs|hard drugs!]]) and an above-average level of robustness. Don't be afraid to break contact if you're unable to handle the heat. There's no shame in retreating if you can live to fight another day. | ||
) and an above-average level of robustness. Don't be afraid to break contact if you're unable to handle the heat. There's no shame in retreating if you can live to fight another day. | |||
==Supplementary Video== | ==Supplementary Video== | ||
<youtube>https://www.youtube.com/watch?v=g8iTOxeHWgw</youtube> | <youtube>https://www.youtube.com/watch?v=g8iTOxeHWgw</youtube> | ||
---- | |||
{{JobMenu}} | {{JobMenu}} | ||
Latest revision as of 05:26, 17 September 2024
It's time to step into the ring, Wrestler. With five simple moves and some unique perks, you'll learn what it really means to expect the unexpected in the true kingdom of madness, Space Station 13!
Types of Wrestlers
Wrestlers comes in three distinct flavors:
- A Traitor, Nuclear Operative, or Spy Thief with a wrestling belt.
- A separate, somewhat rare Antagonist role that appears in both forms of Mixed and through Intruder Alert random event and inherently possesses the same capabilities. Often also used in Admin gimmick rounds, sometimes for a station-wide tournament or alongside an amusing Critter transformation.
- A wrestling timberdoodle, sometimes shortened to just wrestledoodle, a player-controlled space timberdoodle critter that also has inherent wrestling powers, as well as the ability to peck people in the eye and a viscous eenk. It spawns exclusively from the Intruder Alert random event, separate from the regular, human wrestler.
Abilities
Each kind of wrestler has the same set of wrestling moves, none of which can be executed while unconscious. An asterisk (*) indicates that the move requires manual target selection if there's more than one person adjacent to you.
Icon | Name | Cooldown (default) |
While stunned / cuffed? | Description |
---|---|---|---|---|
Kick* | 20 seconds | Yes | Kick somebody away from you with significant force, causing 15 BRUTE. When they land, they're knocked-down and stunned for 3 seconds, and their movement is slowed for 8 seconds. Has some noticeable camera shake. Good last-ditch move to use if you're about to be arrested or already handcuffed. | |
Strike* | 15 seconds | Stunned: Yes
Cuffed: No |
Knock somebody down briefly. Specifically, it paralyzes them for 2 seconds and knocks them down to the floor for 3, while also dealing 15 BRUTE and causing them to misstep afterwards. Generally employed as a precursor for Drop. | |
Drop* | 25 seconds | No | Climb onto nearby objects (when available) and smash onto a prone opponent, stunning and knocking them down for 3 seconds. If you climbed onto something with the ability, it also does 25 BRUTE and has a 33% chance deal an extra chunk of explosive damage, which can blow off limbs and will outright gib corpses. On the other hand, if you climb onto something but miss the drop, you fall flat on your face, giving you 15 BRUTE and forcing you to stay knocked-down for 3 seconds. | |
Throw | 20 seconds | No | Requires an aggressive grab. Spin somebody around to throw them across the room. Once they land or collide into someone/something, they're pretty much down for the count; the impact forces them to the ground, slows them for 8 seconds and knocks them down for 3, and causes them to have a high chance of misstepping. It deals a significant amount of BRUTE, much more than if you had thrown them normally. | |
Slam | 25 seconds | No | Requires an aggressive grab. Slam somebody into the floor, stunning them and knocking them down to the floor for 3 seconds. With an aggressive grab, you do 25 BRUTE. If you managed to get a neckgrab/chokehold, they take explosive damage, too! |
Fluff
Each of these abilities also has unique flavor text associated with them, in the format of "[name] [name of move] [target]". These are mostly for adding some extra flair to the experience; after all, wrestling is all about showmanship.
Ability | Possible Move Name | Examples |
---|---|---|
Drop | elbow-drop, leg-drop, knee-drop, butt-drop, chop-drop | Butcher chop-drops MMMMMinotaur! The Callipygian butt-drops BOHRUM SULTAN! |
Kick | spin-kick, tiger-kick, jump-kick, hurricane-kick, tornado-kick, roundhouse-kick, crescent-kick, drop-kick, flip-kick, scissor-kick, spiral-kick, sweep-kick | Big Tex tornado-kicks Mighty Bee! Son of Mars roundhouse-kicks Sol Invictus! |
Slam | piledrive, powerbomb, bodyslam, gorilla-press, bulldog "Turbo" is added if the slam had an aggressive grab, and "atomic" if kill-grab. |
Barry Betelgeuse atomic bodyslams the Million Credit Man! help me i am turn into wrassle monkie turbo gorilla-presses King Kong Khan! |
Strike | heart-punch, neck-chop, karate-chop, uppercut, palm-strike, elbow-strike, headbutt | "Cold-Blooded" Cade Plano heart-punches The Cremator! Frezzik the Giant headbutts The Ultimate Robuster! |
Throw | irish-whip, throw, hurl, toss, hammer-throw | Paddy Strongjaw irish-whips Ringfiend! Sssscourge of Io hammer-throws Lars Brullbarborn! |
Passives
Every spaceperson knows how to chairflip into someone, suplex them, and flatout punch somebody, but you are much better at it than they are, and that's the bottom line:
- Chairflipping/shoulder diving (launching yourself from boxing ropes) is more robust. See here for info on how to chairflip.
- Chair flips deal more damage and stun longer: you cause 20 BRUTE instead of just 10 BRUTE and knock them down for 7 seconds instead of only 3.
- They also have a 33% chance to deal extra explosive damage.
- Chairflips don't stun you or drain any stamina.
- Suplexes are more robust too; see here on how to suplex. They do a little extra damage (10 BRUTE versus 9), and they don't drain stamina. You still get knocked-down, but you're out for 1.5 seconds instead of 3.9, allowing you to more easily chain suplexes.
- To suplex: grab somebody aggressively, then flip. This stuns the other person for a while. If you have two people in aggressive grabs, you'll suplex them both.
- Punches are more powerful. When punching someone, you have a 66% chance to do a "backfist" that does 4 extra BRUTE and sends them flying, knocking them down for 5 seconds.
In addition, you also have a few more useful traits:
- You can *flip (Hotkey: R) to jump onto tables in the direction you're facing.
- Speaking of flips, they don't cost any Stamina.
- Folded chairs can be re-purposed as a formidable blunt weapon. Hitting someone with a folded chair still does the same amount of BRUTE (5 to be exact), but now you're guaranteed to "stamina-crit" your victim, wiping out huge chunks of their stamina. Just like in WWE!
Tips
- Meth and similar drugs come will make you recover from stuns much faster, and some even boost your movement speed.
- Chain your attacks properly. Pushing someone away with a Kick or punch can get you out of tough situations, but is less ideal if you want to follow up with other moves. Throw and Slam won't do you any good without a firm hold, and are generally difficult to pull off if the target isn't stunned. Drop only works on prone opponents and is therefore best used in combination with Strike.
- Consider carrying a taser or any other type of ranged weapon as a backup. You can feasibly keep two attackers at arm's length, though larger mobs may quickly become impossible to control.
- The belt (if you need one) retains the functionality of a normal utility belt.
How to stop a wrestler
Bring a gun to the match. All wrestlers work best when in melee range, and chairflips can only go so far. By going with ranged attacks, you deny them the advantage. Plus, it'll even the playing field a bit when confronting wrestlers that knock you out with ranged stuns and then finish you off with one of their moves.
Melee stuns are very risky; try nabbing them with a ranged stun first. Riot shotguns can knock them back a fair distance, providing much space, and wipe out a decent chunk of their stamina, and pulse rifles slow people down and can blow wrestlers quite far, denying the melee advantage. Try them shooting them into a wall and keep firing them into it. Tranq rifles can knock them out regardless of stamina, as well as flush out any drugs they're using, and the perennial favorites, tasers and energy guns, are still also useful. Flashbangs can hit a surprisingly wide area and can slow the wrestler down enough for you to nab them with another stun. Be sure to wear some eye protection, such as sunglasses!
If you need to go lethal, lasers are still a good choice; after all, wrasslin' is useless if it can't protect you from lasers to the face. Laser guns can work, but eguns are the ideal delivery vehicle; stun-stun-lethal is a powerful combo. Flamethrowers, poisoned fire extinguishers, and bombs can also work, but you must be careful with collateral damage and be mindful not to hit any bystanders.
Stay away from chairs. Remove them if you can; otherwise, stay at least three tiles away from them so the wrestler can't nab you with a chairflip.
There are a couple of ways to resist out of a grab and thus escape suplexing, and certain hats and masks can protect you from the chokehold. See Being Robust's "Grabbed" section for more comprehensive advice on countering grabs.
Conclusion
A skilled wrestler can be a force to be reckoned with, however even a novice shouldn't find it too difficult to reliably overpower and finished off lone targets. Taking on the entire station or just a small group of determined and well-equipped enemies can be hard if not impossible without proper preparation (hard drugs!) and an above-average level of robustness. Don't be afraid to break contact if you're unable to handle the heat. There's no shame in retreating if you can live to fight another day.
Supplementary Video
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |