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Paper Wrestler has wrestlers store momentum through matches. This momentum resets after each match.

With 3 or higher momentum stored in a match - a signature is stored. With 5 or higher momentum stored in a match - a finisher is stored. When these are stored, the move will be used when it is applicable. For instance a “grounded attack” will only be used against a grounded opponent.

Generating Move Skillbooks

Skillbooks are gained a variety of was including bonus points, in-game achievements, etc. Below are the odds of each rarity being generated.

Legendary 0.5% Special 1% Very Rare 2% Rare 4% Unique 15% Uncommon 22.5% Common 55%

Gaining Momentum

* Successful body slam on an opponent and the text reads “slams”. This is why stronger/bigger wrestlers tend to win over smaller opponents as they can body slam more often.

* Body splashes or elbow drops from a turnbuckle climbing attack.

* Odds Per Attack X = 20-(Wrestler's “Momentum” Attribute) so a Negative Momentum makes this even less likely. The base is 5% per attack.

Using Momentum

Besides momentum being used for signature and finisher moves, other actions may also be used with stored momementum.

A Come-back Kick Out

With a finisher stored - a wrestler will automatically use ALL stored momentum to kick out of a 3 count pinfall to prevent a loss.

Cage Match - Get Up

If knocked down in a cage match and a contender is climbing the ring, the contender will use all stored momentum to get back on their feet and start shaking the cage to prevent a loss.

Avoid Battle Royale Eliminations

In rulesets that feature over the top elimination such as the Battle Royale or Royal Rumble - stored Finishers may be used to avoid elimination in this match type.

Move Characteristics

The Other - “Guide Moves” section of the menu is very useful for getting a fast overview of all the moves and their characteristics. Described below is when and where the moves are used in a match's pace. A wrestler will use signature moves with a finisher stored and use a reduced amount of momentum.

Combination Move - These moves do NOT use momentum points but deal half the damage of signature/finisher moves.

Submission Move - These moves are held until broken. They inflict damage per round they are maintained. They may achieve victory if a contender submits.

Throw Move - These moves throw the opponent wrestler to the ground.

Pinning Move - These moves PIN the wrestler in addition to dealing damage.

Running Move - These moves in Irish Whip situations.

Illegal Move - These moves make the crowd boo at you. Although Faces can use them, they are considered “heelish”

Ground Attack Move - These can only be used on opponents on the ground.

High Flying Move - These are used when an opponent is on the ground. They also utilize the agility attribute for additional potential damage.

Irish Whip Move - These moves in Irish Whip situations.

Corner Move - These moves are used when the opponent is thrown into the turnbuckle.

Moves that do NOT have a “location” rule such as irish whip, ground attack, etc. are used in regular grapples when a grapple is won AND a signature/finisher is stored.

signature_and_finisher_momentum_and_effects.1432153512.txt.gz · Last modified: 2015/05/20 15:25 by josh
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