Post by Alex Stryder on Sept 19, 2013 8:44:26 GMT -5
Match Rules.
Time Limit: 10 Min's
Rope Break: Off
Momentum Bar Speed: Fast
STAGE 3 - MIDDLE MATCH MANEUVERS: ( around 1-3 Min's at a time each)
Time Limit: 10 Min's
Rope Break: Off
Momentum Bar Speed: Fast
INTRODUCTION
The idea of RSGs Rookie SIM matches are to showcase your skills and character whilst working to a time line like a real wrestling match.
Match pace can vary due to characters and wrestling styles but for the sake of learning keep to this setup for now.
In certain matches (especially recorded ones) you'll need to figure out what type of match you are going to have. Is it a teacher vs student, rival vs rival, David vs Goliath e.t.c.
If you plan to give your opponent the win DO NOT make yourself look good the entire match and just set them up for the finish. Putting someone over is more about showing how well you can react and give your opponent openings than getting your spots in then just letting them win.
Match pace can vary due to characters and wrestling styles but for the sake of learning keep to this setup for now.
In certain matches (especially recorded ones) you'll need to figure out what type of match you are going to have. Is it a teacher vs student, rival vs rival, David vs Goliath e.t.c.
If you plan to give your opponent the win DO NOT make yourself look good the entire match and just set them up for the finish. Putting someone over is more about showing how well you can react and give your opponent openings than getting your spots in then just letting them win.
THE STRUCTURE
STAGE 1 - STALEMATE STAGE: (1-2 minutes at the beginning)
Chain wrestling and/or back and forth action.
This is usually done by both wrestlers initiating grapples and changing positions, allowing their opponent to reverse until the chain grapple automatically breaks off.
after this you can either have one take control and slow the match down (STAGE 2) or you can up the up the ante and go for a fast pace back and forth action before going to stage 2
after this you can either have one take control and slow the match down (STAGE 2) or you can up the up the ante and go for a fast pace back and forth action before going to stage 2
STAGE 2 - SLOW DOWN: (Varied)
Simple submission maneuvers such as chin-lock, butterfly stretch, single leg Boston crab e.t.c
After the back and forth chain wrestling the match should be slowed down in order to allow a build towards the end. A good way to do this is to use simplistic submissions and hold them for a good amount of time.
Watch the clock. "Alright let me kill 15 seconds with this submission then get out and you take control."
The clock isn't just their to stop long winded matches, use it to predict where you are in the match and what you should be doing.
Advanced simmers may not use submissions to slow match pace. Wayne Wolfstein likes to drag to the rope and use the big slap to show off his characters size and strength.
Slow can be used more than once in a match.
Watch the clock. "Alright let me kill 15 seconds with this submission then get out and you take control."
The clock isn't just their to stop long winded matches, use it to predict where you are in the match and what you should be doing.
Advanced simmers may not use submissions to slow match pace. Wayne Wolfstein likes to drag to the rope and use the big slap to show off his characters size and strength.
Slow can be used more than once in a match.
STAGE 3 - MIDDLE MATCH MANEUVERS: ( around 1-3 Min's at a time each)
Simple spots and showing your character off.
This is the meat of the match, it will be where you get most of lesser signature maneuvers and wear down body parts. Alex Stryder will usually work the arms or legs by stomping on them to work towards an arm bar or leg lock to emphasize his catch wrestling/shoot style gimmick.
After you've finished your spots or felt you've had enough control you need to give your opponent back control. You can look at the "Ways to give control section" a basic way to do this is to repeat Stage 3 by using a simple submission. Another way is to toe kick then run off the ropes so that your opponent can catch you with a grapple or strike.
After you've finished your spots or felt you've had enough control you need to give your opponent back control. You can look at the "Ways to give control section" a basic way to do this is to repeat Stage 3 by using a simple submission. Another way is to toe kick then run off the ropes so that your opponent can catch you with a grapple or strike.
STAGE 4 - ELEVATION ( 5-4 minutes before the end)
Groggy grapples and signature spots.
This is where the match begins to pick up the pace and the end is coming near. Both wrestlers should be at least moderately damaged with some momentum. Around the 5-4 minute mark is the time for the person who is not in control to up the ante as soon as they get control. How this happens is entirely up to you and how your opponent gives you control. Use your best spots and moves in this stage to build up to the finish but don't try to cram all your moves in otherwise it will look sloppy.
Alex Stryder will often use multiple elbow strikes to show his aggression than transition into a combination maneuver. After pinning and getting a two count he will then usually go for a pick up maneuver such as Hang mans Neck-breaker or a Belly to Belly Pile-driver.
The time you spend in control should be less than Stage 3 since you are now running out of time. Also you should use more impact-full ways of giving control since you do not want to slow down the pace. Things like intentionally running into a grapple or signally for your opponent to reverse.
Alex Stryder will often use multiple elbow strikes to show his aggression than transition into a combination maneuver. After pinning and getting a two count he will then usually go for a pick up maneuver such as Hang mans Neck-breaker or a Belly to Belly Pile-driver.
The time you spend in control should be less than Stage 3 since you are now running out of time. Also you should use more impact-full ways of giving control since you do not want to slow down the pace. Things like intentionally running into a grapple or signally for your opponent to reverse.
STAGE 5 - THE FINISH ( 2-1 minute before the end)
Finishing Maneuvers
The finish is varied due to the type of finishers you and your opponent have. Keep in mind the ranking system and how the match was built up. If you plan to set your opponent up so they can hit you with their finisher then make it obvious, maybe stand in the corner and signal the you are going for a running move whilst they are down. When they eventually arise run towards them so they can gut kick you or execute their finisher straight away. This all depends on what situation you need to be in to give your opponent the finish.