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Professional Wrestling in the World of Darkness

CONFIDENTIAL Copyright 2008 Reclining Panda Games CONFIDENTIAL

“Unmasked: The Main Event”


Professional Wrestling in the World of Darkness
©2008 Reclining Panda Games

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Professional Wrestling in the World of Darkness
CONFIDENTIAL Copyright 2008 Reclining Panda Games CONFIDENTIAL

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Professional Wrestling in the World of Darkness
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Professional wrestling

Introduction
Professional wrestling, or pro wrestling, is the athletic performance, management, and
marketing of a form of entertainment that is based on simulated elements of catch
wrestling, mock combat and theatre. Modern professional wrestling usually features
striking and grappling techniques, which are modeled after diverse sets of global
wrestling and pugilistic styles.

Modern professional wrestling is commonly associated with a company, often referred to


as a federation or promotion, where the participants create an entertaining show
simulating a dueling match. The level of realism may vary from sports entertainment (the
American World Wrestling Entertainment (WWE) promotion) to stiff style (the Japanese
strong style as exemplified by Antonio Inoki) to spot fests. In Mexico the dominant style
is the stylized, theatrical Lucha libre.

As opposed to more mainstream combative sporting events like boxing, a professional


wrestler's athletic prowess and skills are utilized more for one to cause an injury on the
other rather than to protect them. In many cases, the victim of an attack in a professional
wrestling environment is required to do more athletically than the one performing the
attack. If the wrestler absorbing the attack is less skilled or less athletic, he may injure his
partner or even himself.

In the World of Darkness: The “WWE” or World Wrestling Empire is a multi national,
global spanning entity worth billions. While fronted and claimed to be owned by the
charismatic Mr. Vincent “Vince” McHamm, the WWE is in reality a wholly owned
subsidiary of Knight Industries with strong connections to Pentax Industries’ media
holdings.

Rules
The nature of professional wrestling is only one of the many differences it has with
traditional wrestling. There is no governing authority for professional wrestling rules,
although there is a general standard which has developed. Each promotion has their own
variation, but all are similar enough to avoid confusion. Any rule described here is simply
a standard, and may or may not correspond exactly with any given promotion's ruleset.

General Structure
Matches are held between two or more sides known as “corners". Each corner may
consist of one wrestler, or a team of two or more. Most team matches are governed by tag
team rules (see below). Other matches are free-for-alls, with multiple combatants but no
teams. In all variants, there can be only one winning team or wrestler.
The standard method of scoring is the "fall", which is accomplished by:
• pinning the opponent's shoulders to the mat for three seconds (or sometimes five,
though this is rarely used today),
• knocking out or otherwise incapacitating the opponent,
• forcing the opponent to submit,

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• a forfeit via a disqualified opponent,
• or the opponent remaining outside the ring for too long (count-out).

These are each explained in greater detail below. Typically, falls must occur within the
ring area.
Most wrestling matches last for a set number of falls, with the first side to achieve that
number of pinfalls, submissions, or countouts being the winner. Historically, matches
were wrestled to 3 falls ("best 2 out of 3") or 5 falls ("best 3 out of 5"). The standard for
modern matches is one fall. These matches are given a time limit; if not enough falls are
scored by the end of the time limit; the match is declared a draw. Modern matches are
generally given a 10- to 30- minute time limit for standard matches; title matches can go
for up to one hour.
An alternative is a match set for a prescribed length of time, with a running tally of falls.
The entrant with the most falls at the end of the time limit is declared the winner. This is
usually for 20, 30 or 60 minutes, and is commonly called an Ironman match.
In matches with multiple competitors, an elimination system may be used. Any wrestler
who has a fall scored against them is forced out of the match, and the match continues
until only one remains.
Many modern specialty matches have been devised, with unique winning conditions. See
Professional wrestling match types.

The Referee
Each match is assigned a referee, who is the final arbitrator. (In multi-man lucha libre
matches, two referees are used, one inside the ring and one outside.) Although their
actions are also frequently scripted for dramatic effect, referees are subject to certain
general rules and requirements in order to maintain the theatrical appearance of unbiased
authority. The most basic rule is than an action must be seen by a referee to be declared
for a fall or disqualification. This allows for “heel” characters to gain a scripted
advantage by diSTRacting or disabling the referee in order to perform some ostensibly
illegal maneuver on their opponent. Most referees are unnamed and essentially
anonymous, but special guest referees may be used from time to time; by virtue of their
celebrity status, they are often scripted to dispense with the appearance of neutrality and
use their influence to unfairly influence the outcome of the match for added dramatic
impact.

The Match
Matches are held within a wrestling ring, an elevated square canvas mat with posts on
each corner. A cloth apron hangs over the edges of the ring. Three horizontal ropes or
cables surround the ring, suspended with turnbuckles which are connected to the posts.
For safety, the ropes are padded at the turnbuckles and cushioned mats surround the floor
outside the ring. Guardrails or a similar barrier enclose this area from the audience.
Wrestlers are generally expected to stay within the confines of the ring, though matches
sometimes end up outside the ring, and even in the audience, to add excitement.

Tag Team Rules

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In some team matches only one entrant from each team may be designated as the 'legal'
or 'active' wrestler at a time. The two wrestlers must make physical contact (typically
palm-to-palm) in order to transfer this legal status. This is known as a tag, with the
participants tagging out and tagging in.
The non-legal wrestlers must remain outside the ring or other legal area at all times (and
avoid purposeful contact with the opposing wrestlers) or face reprimand from the referee.
In most promotions, the wrestler to be tagged in must be touching the turnbuckle on his
corner, or a cloth STRap attached to the turnbuckle.
Some multi-wrestler matches allow for a set number of legal wrestlers, and a legal
wrestler may tag out to any other wrestler, regardless of team. In these matches, the tag
need not be a mutual effort, and this results in active wrestlers being tagged out against
their will.
In a Texas Tornado Tag Team match, all the competitors are legal in the match, and
tagging in and out is not necessary.

Techniques
Wrestlers may grab, hold, twist, or strike any part of an opponent's body, except the
throat, groin, or eye. An opponent's hair or clothing may not be grabbed.
Wrestlers may strike an opponent using any part of their own limbs, head or body, with
the following exceptions: a wrestler may not punch his or her opponent with a closed fist
nor kick his or her opponent with the toe of their boot. Biting is not allowed, nor is
spitting in the eyes.
Wrestlers may lift an opponent and throw them, drop them, or otherwise force them to
the mat.
A wrestler may jump onto an opponent, whether standing or lying down, in any manner.
Any legal wrestler is open to attack from any direction at any time, including when they
are downed, as long as they are within the ring area enclosed by the ring ropes. If any part
of either wrestler is in contact with the ropes or has otherwise broken the plane of ropes
all grappling contact between the wrestlers must be broken within a five count or else the
attacking wrestler may be subject to disqualification. This rule is often used
STRategically in order to escape from a submission hold, and a wrestler can break the
plane of the ropes by placing his foot or other body part on (or under) the ropes to avoid
losing by pinfall. This is commonly referred to as a rope break.

Ways to Win

Pinfall
In order to score by pinfall, a wrestler must pin both his opponent's shoulders against the
mat while the referee slaps the mat three times. This is the most common form of defeat.
If a wrestler's shoulders are down (both shoulders touching the mat) and any part of the
opponent's body is lying over the opponent, it is completely legal for the three count to be
made. Illegal pinning methods include using the ropes for leverage and hooking the
opponent's clothing, therefore they are popular cheating methods for heels, unless certain
stipulations make such an advantage legal. Such pins as these are rarely seen by the
referee and are subsequently often used by heels and on occasion by cheating faces to
win matches.

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Occasionally, there are instances where a pinfall is made where both wrestlers' shoulders
were on the mat for the three count. This situation will most likely lead to a draw, and in
some cases a continuation of the match or a future match to determine the winner.

Game Mechanics: If a wrestler has been transitioned to the mat and held there for 2
turns in a pin hold then he is considered counted out regardless of remaining health.
Storytellers should remember that a pinfall can be broken by the arm or leg of the pinned
wrestler lying on the rope.

Submission
To score by submission, the wrestler must make his opponent give up, usually, but not
necessarily, by putting him in a submission hold (i.e., figure four leg-lock, arm-lock,
sleeper-hold etc.).
Passing out in a submission hold constitutes a loss by knockout. To determine if a
wrestler has passed out in WWE, the referee usually picks up and drops his hand. If it
drops three consecutive times without the wrestler having the STRength to stop it from
falling, the wrestler is considered to have passed out. At one point this was largely
ignored, however the rule is now much more commonly observed for safety reasons. If
the wrestler has passed out, the opponent then scores by submission.
A wrestler may voluntarily submit by verbally informing the referee. Also, a wrestler can
indicate a voluntary submission by "tapping out", that is, tapping a free hand against the
mat or against an opponent. Submission was initially a large factor in professional
wrestling, but following the decline of the submission-oriented catch-as-catch-can style
from mainSTReam professional wrestling, the submission largely faded. Despite this,
some wrestlers have became famous for winning matches via submission. A wrestler
with a signature submission technique is portrayed as better at applying the hold, making
it more painful or more difficult to get out of than others who use it.

Game Mechanics: If a wrestler’s damage level is lowered to “mauled” or lower he may


ask for a submission at the Storytellers discretion. Player Characters are of course free to
call Submission at any point.

Countout
A countout (alternatively "count-out" or "count out") happens when a wrestler is out of
the ring long enough for the referee to count to ten (or twenty), and thus disqualified. The
count is broken and re-started when a wrestler in the ring exits the ring. If one wrestler is
counted down for a count (usually 10 seconds) it is considered a pinfall for the other
wrestler as long as they are on their feet at the end of the count.

Game Mechanics: If a wrestler is deemed to have been outside of the ring for 3 turns he
is considered counted out and forfeits the match. Of course, the Referees’ attention has to
be on the wrestler.

Disqualification
Disqualification from a match is called for a number of reasons:

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• Performing any illegal holds or maneuvers, such as refusing to break a hold when
an opponent is in the ropes, hair-pulling, choking or biting an opponent, or
repeatedly punching with a closed fist. These violations are usually subject to a
referee-administered five count and will result in disqualification if not released
before.
• Attacking an opponent's eye, such as raking it, poking it, gouging it, punching it
or other severe attacks to the eye.
• Any outside interference involving a person not involved in the match STRiking
or holding a wrestler. If a heel attempts to interfere but is ejected from the ring by
a wrestler or referee before this occurs, there is usually no disqualification. In this
disqualification method, the wrestler being attacked by the foreign member is
awarded the win.
• STRiking an opponent with a foreign object (unless the rules of the match
specifically allow this).
• A direct low blow to the groin (unless the rules of the match specifically allow
this). Despite hitting the groin, the inverted atomic drop known also as Manhattan
Drop is not considered a low blow. This is because it involves dropping the
opponent so that their groin hits the wrestler's knee, rather than raising a knee to
hit the opponent's groin. In the same fashion, if a wrestler is lifted so that they fall
and STRaddle an object it is frowned upon but not deemed illegal. Another non-
illegal method is to take the feet away from under an opponent while they are
standing on the top rope so they drop and STRaddle the rope/corner turnbuckle.
• Intentionally laying hands on the referee or to an extreme case, often in special
referee matches, touching the referee with any body parts.
• Pulling an opponent's wrestling trunks for a pinfall during a match (although this
usually only results in nullification of the pinfall).
• Pulling an opponent's mask off during a match (this is illegal in Mexico, and
sometimes in Japan).
• In a Royal Rumble style match, it is illegal to enter the ring before your due
entrance.

In practice, the rules of the fight are often violated without disqualification due to the
referee being diSTRacted and not seeing the offense, or the referee seeing the offense but
allowing the match to continue. In WWE, a referee must see the violation with his own
eyes to rule that the match end in a disqualification and the referee's ruling is almost
always final. It is not uncommon for the referees themselves to get knocked out during a
match, which is commonly referred to by the term "ref bump". While the referee remains
"unconscious", rules are often violated at will. In some cases, a referee might disqualify a
person under the presumption that it was that wrestler who knocked him out; most referee
knockouts are arranged to allow a wrestler, usually a heel, to gain an advantage. For
example, a wrestler may get whipped into a referee at a slower speed, knocking the ref
down for short amount of time; during that interim period, one wrestler may pin his
opponent for a three-count and would have won the match but for the referee being down.
Also, the referee rarely disqualifies the wrestler who knocked him down when the referee
recovers.

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If all participants in a match continue to breach the referee's inSTRuctions, the match
may end in a double disqualification, where both wrestlers or teams (in a tag team match)
have been disqualified. The match is essentially nullified, and called a draw or in some
cases a restart or the same match being held at a Pay Per View or next night's show.
In most wrestling promotions, a championship cannot change hands as a result of a
disqualification, often referred to as the "champion's advantage." Playing into this, some
heel wrestlers will attempt to "get themselves disqualified" to "protect" their
championships.
A relatively recent trend in wrestling has been the development of the no-disqualification
(or Hardcore) match. This type of match became increasingly prominent during the
1990s, and was a particular feature of the Extreme Championship Wrestling (ECW)
promotion. When WWE (then WWF) unveiled its new 'Attitude' era in 1997, the no-
disqualification match was used as a centerpiece for this new design of wrestling, and a
Hardcore Title was offered between 1998 and 2002. Completely new matches developed
from the Hardcore/no-DQ match, including:
• Tables, Ladders, and Chairs (a ladder match where all three items may be used as
a weapon against an opponent).
• Hardcore match (a no-disqualification match where falls count anywhere, even
out of the venue).

Draw
A professional wrestling match can end in a draw. A draw occurs if both opponents are
simultaneously disqualified (as with a count-out), neither opponent is able to answer a
ten-count, or both opponents simultaneously win the match. The latter can occur if, for
example, one opponent's shoulders touch the mat while maintaining a submission hold
against another opponent. If the opponent in the hold begins to tap out at the same time a
referee counts to three for pinning the opponent delivering the hold, both opponents have
legally achieved scoring conditions simultaneously. Traditionally, a championship may
not change hands in the event of a draw, though some promotions such as TNA Wrestling
have endorsed rules where the champion may lose a title by disqualification. A variant of
the draw is the time-limit draw, where the match does not have a winner by a specified
time period (a one-hour draw, which was once common, is known in wrestling circles as
a "Broadway").

Game Mechanics: If 8 combat rounds elapse without any of the above conditions being
fulfilled (i.e.: pinfall, countout, etc), then the match is ended and considered a draw.

No Contest
A wrestling match may be declared a No Contest if the winning conditions are unable to
occur. This can be due to excessive interference, loss of referee's control over the match,
one or more participants sustaining debilitating injury not caused by the opponent, or the
inability of a scheduled match to even begin. A No Contest is a state separate and distinct
from a draw -- a draw indicates winning conditions were met. Although the terms are
sometimes used interchangeably in practice, this usage is technically incorrect.

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Chap 2
Dramatic elements
While each wrestling match is ostensibly a competition of athletics and STRategy, the
goal of each match from a business standpoint is to excite and entertain the audience.
Although the competition is staged, dramatic emphasis can be utilized to draw out the
most intense reaction from the audience. Heightened interest results in higher attendance
rates, increased ticket sales, higher ratings on television broadcasts (which result in
greater ad revenue), higher pay-per-view buyrates, and sales of branded merchandise and
recorded video footage. All of these contribute to the profit of the promotion company.

Kayfabe
Kayfabe (pronounced KAY-fayb) refers to the portrayal of events in the industry as "real",
that is, the portrayal of professional wrestling as being not staged or not “worked”.
Events or interviews being a "work" means that the event/interview has been "kayfabed"
or staged, and is part of a wrestling angle while being passed off as legitimate. A wrestler
breaking kayfabe during a show would be likened to an actor breaking character on
camera.
Kayfabe is often seen as the suspension of disbelief that is used to create the non-
wrestling aspects of promotions, such as feuds, angles, and gimmicks, in a similar
manner with other forms of entertainment such as soap opera or film. In the past,
virtually all wrestlers adhered to kayfabe in public, even when outside the ring and off-
camera, in order to preserve the illusion that the competition in pro wrestling was not
staged. With the advent of the Internet Wrestling Community and the sports
entertainment movement in pro wrestling, the maintenance of pro wrestling's backstage
secrets are more difficult to keep than they were in earlier decades. Today, kayfabe is
sometimes broken to advance storylines, to explain prolonged absences due to legitimate
injury, as a tribute to a wrestler, or even for comedic effect.

Character and Persona


In Latin America and English-speaking countries, most wrestlers (and other on-stage
performers) portray character roles, sometimes with personalities wildly different from
their own. These personalities are a gimmick intended to heighten interest in a wrestler
without regard to athletic ability. Some can be unrealistic and cartoon-like, while others
carry more verisimilitude. In lucha libre, many characters wear masks, adopting a secret
identity akin to a super hero, a near-sacred tradition.
An individual wrestler may keep one persona for his entire career, or may change from
time to time to better suit the demands of the audience or company. Sometimes a
character is owned and trademarked by the company, forcing the wrestler to find a new
one when he leaves, and sometimes a character is owned by the wrestler. Many wrestlers
are strongly identified with their character, even responding to the name in public or
between friends. A professional wrestling character's popularity can grow to the point
that it makes appearances in other media or even give the performer enough visibility to
enter politics.
Typically, matches are staged between a protagonist, historically an audience favorite,
known as a face, or "the good guy" and an antagonist, historically a villain with

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arrogance, a tendency to break rules, or other unlikable qualities, called a heel. In recent
years, however, anti-heroes have also become prominent in professional wrestling. There
is also a less common role of a "tweener", who is neither fully face nor fully heel yet able
to play either role effectively.
At times a character may "turn", altering their face/heel alignment. This may be an
abrupt, surprising event, or it may slowly build up over time. It almost always is
accomplished with a markable change in behavior on the part of the character. Some
turns become defining points in a wrestler's career.( As was the case when Hulk Hogan
turned heel after being a top face for over a decade.) Others may have no noticeable
effect on the character's status. If a character repeatedly switches between being a face
and heel, this lessens the effect of such turns, and may result in apathy from the audience.
As with personas in general, a character's face or heel alignment may change with time,
or remain constant over its lifetime.

Story
While true exhibition matches are not uncommon, most matches tell a story analogous to
a scene in a play or film, or an episode of a serial drama: The face will win (triumph) or
lose (tragedy). Longer story arcs can result from multiple matches over the course of
time. Since most promotions have a championship title, competition for the
championship is a common impetus for stories. Also, anything from a character's own
hair to his job with the promotion can be wagered in a match.
Some matches are designed to further a story of only one participant. It could be intended
to portray him or her as a strong unstoppable force, a lucky underdog, a sore loser, or any
other characterization. Sometimes non-wrestling vignettes are shown in order to enhance
a character's image without the need for matches.
Other stories result from a natural rivalry between two or more characters. Outside of
performance, these are referred to as feuds. A feud can exist between any number of
participants and can last for a few days up to multiple decades. ( The feud between Ric
Flair and Ricky Steamboat lasted from the late 70's into early 90's. The career-spanning
history between characters Mike Awesome and Masato Tanaka is another example of a
long-running feud.)
In theory, the longer a feud is built up, the more audience interest (aka heat) will exist.
The main event of a wrestling show is generally the one with the most heat behind it.
Commonly, a heel will hold the upper hand over a face until a final showdown,
heightening dramatic tension as the face's fans desire to see him win.
Since the advent of television, many other elements have been utilized to tell story within
a professional wrestling setting: pre- and post-match interviews, "backstage" skits,
positions of authority, division rankings (typically the #1-contendership spot), contracts,
lotteries, and even news stories on promotion websites.
Also, anything that can be used as an element of drama can exist in professional wrestling
stories: romantic relationships (including love triangles and marriage), racism, classism,
nepotism, favoritism, family bonds, personal histories, grudges, theft, cheating, assault,
betrayal, bribery, seduction, stalking, confidence tricks, extortion, blackmail, substance
abuse, self-doubt, self-sacrifice; even kidnapping, pedophilia, sexual fetishism,
misogyny, rape and death have been portrayed in wrestling. Some promotions have
included supernatural elements such as magic, curses, the undead and satanic imagery.

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Commentators have become important in communicating the relevance of the characters'
actions to the story at hand, filling in past details and pointing out subtle actions that may
otherwise go unnoticed.

Championship titles
Professional wrestling mimics the structure of title match combat sports. Participants
compete for a championship title, and must defend it after winning it. These titles are
represented physically by a belt that can be worn by the champion. In the case of team
wrestling, there is a belt for each member of the team.
Almost all professional wrestling promotions have one major title, and some have more.
Titles are designated by divisions of weight, height, gender, wrestling style and other
qualifications.
Typically, each promotion only recognizes the 'legitimacy' of their titles, although cross-
promotion does happen. Also, when one promotion absorbs or purchases another, the
titles from the defunct promotion may continue to be defended in the new promotion.
Behind the scenes, the decision makers in a company will decide to give a title to the
most accomplished performer, or the one with the most popular or exciting character.
Lesser titles may also be awarded to those performers who show potential, thus allowing
them greater exposure to the audience. Sometimes, though, a title will be given to a
performer out of necessity, nepotism, politics, a desire for controversy, or other
unmerited circumstance. A combination of a championship's lineage, the caliber of
performers as champion, and the frequency and manner of title changes, dictates the
audience's perception of the title's quality, significance and reputation.
A wrestler's championship accomplishments can be central to their career, becoming a
measure of their performance ability and drawing power. The most decorated wrestlers
tend to be revered as legends.

Non-standard matches
Often a match will take place under additional rules, usually serving as a special
attraction or a climactic point in a feud or storyline. Sometimes this will be the
culmination of an entire feud, ending it for the immediate future in a match known as a
blowoff match.
Perhaps the most well-known non-standard match is the cage match, in which the ring is
surrounded by a fence or similar metal structure, with the express intention of preventing
escape or outside interference -- and with the added bonus of the cage being a potentially
brutal weapon or platform for launching attacks.
Another example is the WWE's Royal Rumble match, which involves thirty participants
in a random and unknown order. The Rumble match is itself a spectacle in that it is a
once-yearly event with multiple participants, including individuals who might not interact
otherwise. But it also serves as a catalyst for the company's ongoing feuds, as well as a
springboard for new storylines -- most importantly determining the main event at the
following WrestleMania.

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Ring entrance

While the wrestling matches themselves are the primary focus of professional wrestling,
a key dramatic element of the business can be entrances of the wrestlers to the arena and
ring. It is typical for a wrestler to get their biggest crowd reaction (or 'pop') for their ring
entrance, rather than for anything they do in the wrestling match itself.

All notable wrestlers now enter the ring accompanied by music, and regularly add other
elements to their entrance. The music played during the ring entrance will usually mirror
the wrestler's personality. Many wrestlers, particularly in America, have music and lyrics
especially written for their ring entrance. While invented long before, the practice of
including music with the entrance gained rapid popularity during the 1980s, largely as a
result of the huge success of Hulk Hogan and the WWF, and their Rock 'n' Wrestling
Connection.

Other dramatic elements of a ring entrance can include:

• A distinct sound or opening note in the music .


• pyrotechnics or smoke
• darkening of the arena, often accompanied by mood lighting or strobe lighting,
• entering in a manner in keeping with their character traits, such as a fast, highly
energetic entrance, or a slow, stoic entrance
• driving a motor vehicle into the arena
• acting out a trademark behavior, such as posing to display their muscularity,
mounting the ring ropes, or sitting in the corner
• talking to the crowd using a distinctive patter
• Coming through the audience, such as The Sandman's beer drinking and can
smashing entrance, or Diamond Dallas Page's exit through the crowd.
• accompaniment by a ringside crew or personal security
• Descending from the ceiling with a zip line or rappel line and stunt harness.

Some of the bigger stars in the industry, such as Triple H, The Undertaker, and The
Sandman, can perform ring entrances lasting up to three minutes or more. It is not
uncommon for ring entrances to sometimes last longer than the match itself, especially in
matches involving a mismatch.

Special ring entrances are also developed for big occasions, most notably the
WrestleMania event. WrestleMania III for example saw all wrestlers enter the arena on
motorized miniature wrestling rings. Live bands are sometimes hired to perform live
entrance music at special events.

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Chap 3
The Game

New Abilities
The new Abilities are separate from the more mundane Talent: Brawl skill in order to
reflect the time and practice the true wrestling professional places in his craft. Brawl is
just street fighting, this is an art.

Talents

Wrestling attacks
You have been trained in, and are knowledgeable of various attack styles used by
professional wrestlers. Smashes, elbows, clotheslines and others, you know them all.
Each point in Brawl counts as a free point in this skill.
Each dot in this skill allows you to specialize in one specific attack, allowing you to use
that maneuver at -1 difficulty.
* Novice: You’ve seen a few moves on TV.
** Practiced: You might have used some of these moves in bar fights.
*** Competent: You might belong to a minor Independent wrestling league, or better.
**** Expert: You could be a well known Professional Wrestler.
***** Master: You could teach the best a few moves.

Aerial techniques
You have been trained in, and are knowledgeable of spectacular aerial maneuvers, using
the ring and its posts and ropes as aids.
Each dot in Acrobatics gives you a free point in this skill.
Each dot in this skill also allows you to specialize in one specific maneuver, allowing you
to use that maneuver at -1 difficulty.
*Novice: You and some friends have practiced a few moves in the backyard on
some old mattresses.
**Practiced: You might belong to a minor Independent wrestling league.
***Competent: You can make being tossed from the top of a turnbuckle look good.
****Expert: You might be a well known Professional Wrestler.
*****Master: As good as it gets. A true maeSTRo of the acrobatic arts

Wrestling holds
You have been trained in, and are knowledgeable of all manner of wrestling holds. This
includes various stretches, locks and pins.
Each dot in this skill allows you to specialize in one specific maneuver, allowing you to
use that maneuver at -1 difficulty.
* Novice: You’ve seen a few moves on TV.
** Practiced: You and your cousins tried out a few moves in the backyard.
*** Competent: You might belong to a minor Independent wrestling league, or better.
**** Expert: You could be a well known Professional Wrestler.
***** Master: You could teach the best a few moves.

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Wrestling throws
You have been trained in, and are knowledgeable of all manner of wrestling throws. This
includes all manner of takedowns, slams and drops.
Each dot in this skill allows you to specialize in one specific maneuver, allowing you to
use that maneuver at -1 difficulty.
* Novice: You’ve seen a few moves on TV.
** Practiced: You and your cousins tried out a few moves in the backyard.
*** Competent: You might belong to a minor Independent wrestling league, or better.
**** Expert: You might be a well known Professional Wrestler.
*****Master: You could teach the best a few moves.

Tag Team Moves


You have been trained in, and are knowledgeable of all manner of tag-team wrestling
moves.
Each dot in this skill allows you to specialize in one specific maneuver, allowing you to
use that maneuver at -2 difficulty if both you and your partner have specialized in the
same move.
* Novice: You’ve practiced with some friends.
** Practiced: Your amateur moves look great on you tube.
*** Competent: You might be able to join an Independent wrestling tag-team.
**** Expert: You and you partner work together perfectly.
*****Master: You and your partner move with supernatural grace.

Suggested Abilities

Talents: Brawl, Wrestling Attacks


This can be used as an option to the new skill Talents: Wrestling attacks above.

Talents: Dodge
To get out of those nasty situations.

Talents: Expression, Acrobatics


Reflects hours of acrobatic training the character has had in and out of the ring. A must
have for Aerial maneuvers.

Talents: Expression, Acting / Showmanship


Nearly anyone can wrestle, only the best do it with style. This skill reflects your ability to
appeal to the crowds. Covers your ability to “talk trash” and the amount of work your
character has placed into creating his persona. A real must for managers.

Suggested Backgrounds

Fame
Reflects your renown in the wrestling and real world.

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Chap 4
Let the games begin.

Sequence of play.

Entering the ring

• Either wrestlers or teams enter the arena. Showmanship (Manipulation +


Expression, Showmanship/Acting, Diff: 4) rolls are made to gauge audience
reaction. Players and story tellers should play this out with one automatic success
given to the player if role-played well. The winner of this roll receives 2 extra
willpower points for the remainder of the match. This temporary willpower boost
can exceed the normal maximum.

The Match
1. Initiative (Alertness + wits, diff: 4) is rolled. The side with the most successes
goes first. In the case of a tag team match, the wrestler(s) in the ring roll.
Managers and others outside the ring may also roll if planning to take any actions
this round.
2. Illegal attacks which interrupt initiative may take place at this point.
3. Winner of initiative declares action and rolls for success. Other side may attempt
to dodge, block or evade as normal if applicable, and not currently in a hold.
4. If in a hold, may now attempt to break. (Both wrestlers roll STR vs. Difficulty of
other wrestlers STR Wrestler with most successes wins. If tie, then wrestler with
highest STR wins. If still a tie then hold is not broken) If still in a hold then all
actions are lost until next round.
5. Next player declares action and acts. Other side may attempt to dodge, block or
evade as normal if applicable, and not currently in a hold
6. Return to 1, repeat until “pinfall”, “submission”, “draw”, “disqualification” or “no
contest” conditions are met.

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Chap 5
Professional wrestling moves

Professional wrestling attacks


Attacking maneuvers are offensive moves in professional wrestling, used to set up an
opponent for a submission hold or for a throw. There are a wide variety of attacking
moves in pro wrestling, and many moves are known by several different names.
Professional wrestlers frequently give their finishers new names. Occasionally, these
names become popular and are used regardless of the wrestler performing the technique.

Professional wrestling contains a variety of punches and kicks found in martial arts and
other fighting sports; the moves listed below are more specific to wrestling itself. Many
of the moves below can also be performed from a raised platform (the top rope, the ring
apron, etc.); these are called aerial variations. Moves are listed under general categories
whenever possible.

Back elbow
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR

Also known as a Reverse Elbow, in this attack, the wrestler stands with his back to a
running opponent and thrusts out an elbow, into which the opponent runs.

Bell clap
Trait Used: DEX+ Wrestling Attack Difficulty: 4
Accuracy: Normal Damage: Stun 1 round
The attacking wrestler slaps both ears of an opponent simultaneously with the palms of
his hands, distorting their balance. It is often used to escape a bear hug hold.
Wrestler slapped lose any remaining actions this round.

Body press
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
Also known as a splash or body block, a body press involves an wrestler falling against
the opponent with the core of their body. It is executed from a running or jumping
position, using momentum and weight to impact the opponent, and most variations can
seamlessly transition into a pin. This attack is a plancha in lucha libre.

Back press
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
This press is executed while facing away from a standing opponent. Against a fallen
opponent, this is a senton.

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Big Splash
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The big splash involves a wrestler jumping forward and landing stomach-first across an
opponent lying on the ground below. This move was a trademark of Haystack Calhoun
and has been a mainstay in the move sets of heavier/larger wrestlers. On some occasions
a wrestler has a short running start before executing the move.

Body avalanche
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler charges into an opponent in the corner of the ring without leaving their feet,
crushing them into the turnbuckle. This is normally used by bigger, heavier wrestlers.

Crossbody
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
Also known as crossbody block, this is a maneuver in which a wrestler jumps onto his
opponent and lands horizontally across the opponent's torso, forcing them to the mat and
usually resulting in a pinfall attempt. There is also an aerial variation, known as a flying
crossbody, where wrestler leaps from an elevated position towards the opponent.

Lou Thesz press


Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR + pin in a body scissors
This move, popularized and subsequently named after Lou Thesz, sees the attacking
wrestler jump towards a standing opponent and knock him over, resulting in the opponent
lying on his back with the attacking wrestler sitting on the opponent's chest, pinning him
in a body scissors.

Stinger splash
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
This is an attack in which a wrestler runs at an opponent, who is upright in the corner,
then jumps forward so that he splashes his whole body stomach-first, squashing his
opponent between him and the turnbuckle. This move was named after its most notable
user, Sting.

Vertical press
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR + fall to mat
A vertical splash is a jumping attack made against a standing opponent, landing against
the opponent's upper body while remaining upright, and bringing them down to the mat
into a vertical splash (seated senton) position.

Bronco buster

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Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
In the Bronco buster, an opponent is seated in the corner of the ring while the attacking
wrestler jumps in the corner, STRaddling his or her opponent's body, and bounces up and
down on the opponent's chest. Goldust added pelvic thrusts to his version of the Bronco
buster. The Bronco buster is normally treated as having comic or sexual connotations
rather than as a legitimately painful move, the latter particularly true during some
matches between female wrestlers.

Chops
Backhand chop
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler slaps the chest of his opponent with the palm of the hand using a backhand
swing. Many wrestlers use this chop, often referring to it as a knife edge chop,

Cross chop
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
A variation of the aforementioned chop, the wrestler runs and lunges forward in a
crossbody-esque fashion while crossing their arms in an "X" fashion and then hits a
double backhand chop to the opponent. This move was innovated and popularized by Mil
Mascaras, who used it as a finishing move.

Forehand chop
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler slaps the chest of the opponent using the forehand.
Sometimes referred to as a frying pan, or openhand chop.

Kesagiri chop
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
A backhand chop downward and diagonal to the side of the opponents neck.

Mongolian chop
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler 'karate chops' both the opponent's shoulders and sides of the neck with the
hands' edges in a swinging motion at the same time.

Overhead chop
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR

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Also known as a brain chop or a tomahawk chop, this move was made famous by the
legendary Giant Baba. The wrestler draws his hand back and hits the opponent vertically
with a backhand chop, usually hitting the head.

Clothesline
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR +1
A clothesline is a move in which one wrestler runs towards another and extends his/her
arm out from the side of the body and parallel to the ground, hitting the opponent in the
neck or chest and knocking him/her over. This move is often confused with a lariat.

Cactus clothesline
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR +1
A clothesline used by Mick Foley that is named after his "Cactus Jack" gimmick. The
attacking wrestler charges at an opponent who is against the ring ropes and clotheslines
him/her, and the force and momentum from the charge knocks both the wrestler and the
opponent over the top rope and onto the floor.

Clothesline from Hell


Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR +1
A lariat referred to as a clothesline. The attacking wrestler gets a running start (usually
off the ropes) first before hitting a stiff, high-impact lariat, in which he swings his arm
forward while running toward his opponent.

Corner clothesline
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR +1
A clothesline used by a wrestler where instead of knocking a standing opponent, the
wrestler charges against an opponent on the corner.

Flying clothesline
Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +2
While running towards an opponent, an attacking wrestler leaps up into the air, before
connecting with a clothesline. Another version sees an attacking wrestler leap up into the
air and connecting with a clothesline onto an opponent leaning against the corner
turnbuckle.

Short-arm clothesline
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR +1
Also known as a short clothesline or short-range clothesline, this variation is set up by
Irish-whipping the opponent, but holding onto the arm. When the held arm is completely
extended, the wrestler pulls the opponent back and clotheslines him with the other arm.

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Alternatively, this move can be performed in the same fashion, but following an Arm
wrench or Wrist lock instead of an Irish whip, or by simply grabbing hold of one of the
opponent's arms with one the wrestler's hands, pulling it towards the wrestler and
clotheslining him with his spare arm.

Three-point stance clothesline


Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR +1
In this move, a wrestler uses three-point stance and then clotheslines his opponent.
This move is also known as charging clothesline.

Double axe handle


Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR +1
Also known as a Double Sledge or Polish Hammer, this attack sees the wrestler clutch
both hands together and swing them at an opponent, hitting any part of them. The Polish
Hammer name comes from its most noted user, Ivan Putski. The other names come from
the attack mimicking the motion seen when people swing a sledgehammer or axe. There
is also a top rope variation.

Drops
Drops are moves in which wrestlers jump or fall down onto a person on the floor, landing
with a specific part of the body

Butt drop
Trait Used: DEX+ Wrestling Attack Difficulty: 4
Accuracy: Normal Damage: STR
This is the same move as a Seated senton. Must be performed on a prone opponent.

Chop drop
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler either falls forward, or jumps up and drops down, hitting a lying opponent
with a backhand chop on the way down. The wrestler usually lands on his knees.
Scotty 2 Hotty's Worm is a chop drop preceded by a routine that involves Scotty hopping
on one leg four times (as the crowd chants W-O-R-M), doing worm dance moves towards
the opponent and swinging his arms just before hitting the chop drop, while his opponent
lies motionless on the mat.

Elbow drop
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
An elbow drop is a move in which a wrestler jumps or falls down on an opponent driving
his or her elbow into anywhere on the opponent's body.[1] A common elbow drop sees a
wrestler raise one elbow before falling to one side and STRiking it across an opponent.

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Another common elbow drop is the pointed elbow drop that sees a wrestler raise both
elbows up and drop directly forward dropping one, or both elbows onto the opponent.
The Rock's People's Elbow, involves the user dropping his opponent supine in the middle
of the ring (usually with a scoop slam or a spinebuster), pulling off his elbow pad and
throwing it into the audience, bouncing twice off the ring ropes to gain acceleration,
getting near his opponent again, performing a feint leg drop and hitting an elbow drop to
the opponent's chest.

Bionic elbow
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
This is a move in which a wrestler faces an opponent and smashes his elbow on to the top
of the opponents head, made famous by Dusty Rhodes who precedes the move by 3 or 4
punches then spins his arms, grabs his crotch then hits his opponent with the elbow.

Spinning headlock elbow drop


Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
This is any elbow drop which is performed after applying a headlock, the most widely
known variation is an inverted facelock elbow drop in which a wrestler puts his opponent
into a inverted facelock, and then turns 180°, dropping the elbow across the opponent's
chest, driving him down to the mat
Fist drop
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
A fist drop is a move in which a wrestler jumps/falls down on an opponent driving his fist
into anywhere on the opponent's body. Forearm drop
A forearm drop is a move in which a wrestler jumps down on an opponent driving his
forearm into anywhere on the opponent's body.

Hell-bow
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
This move sees the attacking wrestler keep an opponent facedown on all fours before
hitting a pointed forearm smash to the back of the opponent's head.

Headbutt drop
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
A headbutt drop is a move in which a wrestler jumps/falls down on an opponent driving
his head into anywhere on the opponent's body.

Knee drop
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR

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A knee drop is a move in which a wrestler jumps/falls down on an opponent driving his
knee into anywhere on the opponent's body. It is often sold as more powerful if the
wrestler bounces off the ropes first.

Knee drop bulldog


Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
A knee drop that involves the wrestler placing one knee against the base of the opponent's
neck, who is leaning forward, then dropping. This forces the opponent's head down to the
mat, while landing on the opponent's upper body, and driving his knee to the neck of the
opponent. There is also a diving version.

Leg drop
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
A move in which a wrestler will jump/fall and land the back of his leg across an
opponent's chest, throat, or face.”

Elbow smash
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler makes a punching motion, but tucks his or her hand towards the chest so the
elbow and forearm make contact.[1] These can be used in place of punches because
STRiking with a clenched fist is illegal in most wrestling matches.

Facewash
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
With an opponent sitting against the bottom corner turnbuckle, an attacking wrestler
repeatedly rubs the sole of their boot across the face of the opponent. This is usually
followed by either a running front kick, a running knee, a running low yakuza kick, a low
jumping single leg running front dropkick or other STRikes that first see the attacking
wrestler rebound off the opposing ropes and charge at the opponent.

Forearm club
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
An attacking wrestler uses one hand to take hold of an opponent (by their head or hair)
and lean them forward while extending his or her other arm in a raised position and
clenching the fist of that hand before throwing the arm forward down onto the opponent;
using his or her forearm and clenched fist to club the opponent across the back of his or
her head/neck. This will often send the opponent to the mat front-first.
A lesser used version of this move can see the attacking wrestler take hold of an opponent
and lean him or her backwards to expose his or her chest area, allowing the attacking
wrestler to club the chest of the opponent and send him or her to the mat back-first.

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Forearm smash
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
An attacking wrestler charges at the opponent, sometimes with their arms out folded over
each other, and then hits the opponent in the chest or face to force them back and down to
the mat. Sometimes, however, it hits the opponent's chin or face.

Flying forearm smash


Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
While running towards an opponent (usually after bouncing off the ropes), an attacking
wrestler would leap up into the air, before connecting with a forearm smash.

Sliding forearm smash


Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
With the opponent seated on the mat, the attacking wrestler does a slide across the mat,
before connecting with a forearm smash.

Headbutt
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
An attack where a wrestler uses his head to STRike a part of the opponent's body, usually
the head or skull, to daze him.
Unlike a legitimate headbutt, the pro-wrestling version most often impacts with the
opponent's forehead, counting on the superior hardness of the wrestler's head and the
momentum delivered to hurt the opponent without hurting the wrestler. The headbutt is
most often used by Samoan and Tongan wrestlers, who are generally portrayed in pro
wrestling as having hard heads. However, very large wrestlers, such as André the Giant,
have also used headbutts, counting on their sheer size to easily subdue their opponents.

Battering ram
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands facing an upright opponent, lowers their head and then jumps or
charges forwards, driving the top of their head into the abdomen of the opponent.

Trapping headbutts
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler holds both the opponent's arms under his own, and delivers a series of
headbutts to his opponent, who is unable to counter. This attack was popularized in the
United States by Al Snow, whose fans would chant "Head" as he performed the
maneuver.

Knee STRikes

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Attacks where a wrestler will STRike an opponent using their knees. The idea of using
knees as an offensive weapon is popular through out British wrestling.
Basic knee STRike
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR

Go 2 Sleep
Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +2
Also known as Go 2 Sleep or G.T.S. (Go To Sleep), this move sees a wrestler place an
opponent in a fireman's carry and proceed to drop the opponent in front of them. While
the opponent is falling, the wrestler quickly lifts a knee up, STRiking the opponent in the
face. Kenta also uses an inverted variation in which he lifts his opponent into an
Argentine backbreaker rack, throws his opponent forward, and STRikes the back of the
opponent's head with his knee.

High knee
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
An attack in which a wrestler will charge towards their opponent, then raise their knee or
jump up so that their knee hit the opponent usually into the side of the head or face.[1]
This move has been closely associated with Harley Race, often being referred to as a
"Harley Race-style High Knee".
KENTA uses a dropkick-like variation named the Busaiku Knee Kick where he charges
towards the opponent and jumps up from his left foot, throwing his right leg and arms
forward while bending his left knee, STRiking the opponent in the head and/or upper
chest region.

Shining Wizard
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
A STRike delivered to an opponent down on one knee. After stepping off the opponent's
raised knee with one foot, the wrestler swings his other leg and STRikes the opponent's
head with either the side of his knee or his shin. The move was innovated and named by
Keiji Mutoh, who originally performed the move as a high knee to the forehead of the
opponent.
An inverted variation known as the Glimmering Warlock was innovated by Arik Cannon
and is performed to an opponent down on one knee after stepping off of one of the
opponent's calves from behind with the wrestler swinging his other leg and STRiking the
back of his opponent's head with an enzuigiri.

Hip attack
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
Also known as a Butt bump /Butt thump, this attack is usually performed with a running
start, when wrestler jumps into the air, spins around, and thrusts his pelvis backwards,

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thus hitting the opponent's head or chest with his hip or buttocks. The move is also
known as the Butt Butt and was made famous by Iceman Parsons in World Class
Championship Wrestling in the 80s as well as the tag team The Killer Bees, who called it
the Bee Stinger.

Kick
A kick is an attack using the foot, knee or leg to STRike any part of the opponent's body.
Basic Kick
Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +1

Backflip kick
Trait Used: DEX+ Wrestling Attack Difficulty: 7
Accuracy: Normal Damage: STR +1
While the wrestler has his or her back to the opponent, he or she performs a standing
backflip and hits the opponent in the head with one or both his or her legs, with the
wrestler usually landing on his or her hands and/or feet facing downward.
This maneuver is known for its use chiefly by Puroresu Legend Keiji Mutoh and, more
recently, A.J. Styles who calls it the Pelé kick after the famed Brazilian footballer who
popularised the bicycle kick in football.

Corner backflip kick


Trait Used: DEX+ Wrestling Attack Difficulty: 7
Accuracy: Normal Damage: STR +1
This move sees an opponent propped up in the corner as an attacking wrestler charges
towards him or her, running up the ropes (that are beside the opponent), or in some cases,
up the opponent, and, as he or she reaches the top, kicking off this opponent's chest to
perform a backflip so the wrestler lands on his/her feet.

Big boot, Yakuza Kick, Mafia Kick


Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +1
This is usually done with the opponent charging towards the wrestler, using the
opponent's momentum to deliver the wrestler's boot to the upper-body or head. This
move is commonly performed by tall wrestlers to enhance its view as a STRong attack
even though the wrestler themselves are not moving and the opponent is running into
their foot, and due to that their height makes it easy for their leg to reach the head of
normal sized wrestlers.
When this move is performed with the wrestler charging towards an opponent it is
referred to as a Yakuza Kick, named by Masahiro Chono. Taking the naming convention
in reference to the organized crime groups, the move is also referred to as a Mafia Kick in
the United States, and Hooligan Kick in the United Kingdom.

Bicycle kick
Trait Used: DEX+ Wrestling Attack Difficulty: 6

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Accuracy: Normal Damage: STR +1
An attacking wrestler jumps up and kicks forward with both feet in a pedaling motion
with the foot that gets lifted second being extended fully to catch a charging opponent
directly in the face.

Dragon whip
Trait Used: DEX+ Wrestling Attack Difficulty: 7
Accuracy: Normal Damage: STR +1
This is a leg lariat or Spinning heel-kick move which is performed after an opponent
catches the leg of a wrestler who has attempted a kick of some sort (i.e. superkick or side
kick), then while the opponent throws the leg out away from himself the wrestler
continues to spin all the way out with his leg still extended to hit the leg lariat.

Dropkick
Trait Used: DEX+ Wrestling Attack Difficulty: 7
Accuracy: Normal Damage: STR +3 both on mat
A dropkick is defined as an attack where the wrestler jumps up and kicks the opponent
with the soles of both feet, this sees the wrestler twist as they jump so that when the feet
connect with the opponent one foot is raised higher that the other (depending on which
way they twist) and the wrestler fall back to the mat on their side, or front.[1] This is
commonly employed by light and nimble wrestlers who can take advantage of their
agility.

Enzuigiri
Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +1
The term Enzui is the Japanese word for medulla oblongata and giri means "to chop".
Thus, an enzuigiri (often misspelled 'ensuigiri' or 'enzuiguri') is any attack that STRikes
the back of the head. It is usually associated with lighter weight class wrestlers, as well as
wrestlers who have a martial arts background or gimmick. It is often a counter-move after
a kick is blocked and the leg caught, or the initial kick is a feint to set up the real
enzuigiri attack.

Football kick
Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +1
Sometimes also referred to as a soccer kick. The wrestler kicks an opponent, who is
sitting on the mat, vertically to their back, with the foot STRiking the base of the spine,
and the shin STRiking the back of the head.
Hardcore Holly uses a variation in which he positions the opponent facing the ropes,
grabs both ankles lifting the lower half of the body, with the upper body now hanging
over the ropes, and delivers a firm kick between the legs to the lower abdominal region of
the opponent.

Jumping high kick


Trait Used: DEX+ Wrestling Attack Difficulty: 6

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Accuracy: Normal Damage: STR +1
The wrestler jumps up and kicks the opponent to the side of their head. It is properly
called a Gamengiri, but due to the similar nature can be confused for an enzuigiri.

Legsweep
Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +1
The wrestler drops to one knee and extends their other leg, then quickly pivots their body
around, using their extended leg to knock away the opponent’s legs.

Mule kick
Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +1
While facing away from a charging opponent, the wrestler bends down and pushes out
one foot, STRiking the opponent with the bottom of it.
A double mule kick variation is also possible, usually done with the wrestler facing away
from the opponent, sometimes done in a corner. The wrestler jumps and kicks backwards
with both legs to the opponent, hitting them with both soles of their feet. If acrobatically
inclined, the wrestler can then roll forward into a standing position.

Overhead kick
Trait Used: DEX+ Wrestling Attack Difficulty: 7
Accuracy: Normal Damage: STR +2
Similar to a backflip kick, this attack sees the wrestler either start by lying down or drops
down on the mat while the opponent standing near their head. The wrestler lifts a leg and
kicks up over their waist and chest, hitting the opponent with the top of their foot, usually
in the head.
Can be used as a counter to an attack from behind. For example, a wrestler attempts a full
nelson, the wrestler breaks the opponent’s lock, falls to the canvas and kicks them in the
face with their foot.

Punt
Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +1
Based on the punt kick used in American football, this sees the wrestler take a run up to a
kneeling opponent and STRike him in the head with the sole of his foot.

Rolling wheel kick


Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR
It is also known as a Abisegiri, Rolling Koppou kick or Spinning Wheel Kick. The
wrestler rolls towards a standing opponent, extending a leg which connects with the back,
chest, or head of the opponent.

Savate kick
Trait Used: DEX+ Wrestling Attack Difficulty: 6

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Accuracy: Normal Damage: STR +1
The most commonly used kick which is referred to as a "Savate kick" in wrestling is the
chassé, a piston-action kick, with the sole of the foot to an opponent's head or chin. This
kick is in some ways similar to, but not considered, a superkick.

Scissors kick
Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +1
A version of a leg drop, which is performed on an opponent who is standing, bent over,
usually in the middle of the ring. This sees a wrestler bounces off the ropes, jumps --
driving his leg(s) into the back of the head and the neck of the opponent, forcing them
face first into the floor. Also known as a Jumping Axe Kick, or a Butterfly Kick.

Shoot kick
Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +1
A kickboxing-style kick with the shin STRiking an opponent's face or chest.

Sole kick
Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +1
A thrust kick where the wrestler turns his torso away from the opponent while at the same
time lifting his leg horizontally and extending it forward, STRiking the opponent in the
torso with the sole of his foot. Tiger Mask and Último Dragón use it as a part of their kick
combination, which consists of a shoot kick and a spin kick, followed by the jumping
rolling sole butt kick.
A spin kick variation sees the wrestler spin around and then perform the sole butt kick
with his outer leg, which is known as a Rolling sole kick in Japan. There is also jumping
variation where the wrestler jumps STRaight up, spins in the air, and then delivers the
sole butt with his outer leg targeting the head of the opponent.

Spin kick
Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +1
A high kick which gains power and momentum from spinning in place. Similar to the
spinning heel kick or a reverse roundhouse kick, but the wrestler does not jump off the
ground, making the move a leg lariat of sorts. It is common to see this move executed
after an opponent is irish whipped off the ropes. In Mexico, it is known as La Filomena.

Spinning heel kick


Trait Used: DEX+ Wrestling Attack Difficulty: 7
Accuracy: Normal Damage: STR +2
This move usually involves the wrestler spinning 360 degrees as they jump so that his or
her body is somewhat horizontal, before hitting their opponent with back of his/her leg(s)
or heel(s) on the face, neck or chest.

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Stomp
Trait Used: DEX+ Wrestling Attack Difficulty: 4
Accuracy: Normal Damage: STR
Also known as a foot stomp, this attack sees a wrestler stamp his foot on any part of a
fallen opponent. One variation of the stomp called the Garvin Stomp, named after its
innovator Ron Garvin, sees a wrestler perform a series of stomps all over the body of a
fallen opponent in the order of left arm, left chest, left stomach, left upper leg, left lower
leg, right lower leg, right upper leg, right stomach, right chest, right arm, and finally the
jaw.

Double foot stomp


Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR +1
The wrestler jumps and stamps both feet on any part of an opponent. Also known as a
double stomp.

Superkick
Trait Used: DEX+ Wrestling Attack Difficulty: 7
Accuracy: Normal Damage: STR +2
A high side thrust kick with the sole of the foot to an opponent's head or chin, usually
preceded by a sidestep, often referred to as a Shuffle side kick, Crescent Kick, or just a
Side kick. The wrestler will often slap their thigh to generate an appropriate sound effect.
It is the equivalent of the Sokuto Geri or Yoko Geri used in Karate.

Tiger feint kick


Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +1
The Tiger Feint Kick, named after Tiger Mask, and innovated by Satoru Sayama, the
original Tiger Mask, is a move in which a wrestler jumps through the second and top
rope while holding on to the ropes, and uses the momentum to swing back around into
the ring, and was originally performed as a fake dive to make opponents and fans think
that the wrestler was about to dive through the ropes to opponents outside the ring. This
move requires high agility, and is mainly used by smaller wrestlers in Japan and Mexico.

Lariat
In wrestling, a lariat is when an attacking wrestler runs towards an opponent, wraps his
arm around their upper chest and neck and then forces them to the ground. This move is
similar to a clothesline, the difference being that in a clothesline the wrestler's arm is kept
STRaight to the side of the wrestler during the move, while in the lariat the wrestler
STRikes their opponent with his arm.
A lariat to the back of the opponent's neck and shoulders is sometimes referred to as a
northern lariat or enzui lariat. A lariat where the wrestler doesn't run but simply STRikes
the opponent while standing next to him is sometimes referred to as a short range lariat or
a Burning Lariat. The wrestler can also hold the opponent's head up before performing
the lariat with his other arm. A short-arm lariat is variation where the wrestler grabs one

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of the opponent's wrists with his hand and pulls the opponent closer, STRiking him with
the lariat with his other arm.
Basic Lariat:
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR

Crooked arm lariat


Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The crooked arm lariat is performed when an attacking wrestler runs towards an
opponent with the arm bent upward at the elbow 60-90 degrees and wraps his arm around
their head forcing them to the ground.

Flying lariat
Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +1
The attacking wrestler first uses the ropes to build up speed. When speed is built the
attacking wrestler uses the speed to leap forward and wrap his/or her arm around the
opponent's neck, causing the power of the force to knock down the opponent.

Lariat takedown
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR + both on mat
The wrestler runs towards his opponent, wraps his arm around their upper chest and neck
of the opponent, and swings his legs forward, using his momentum to pull the opponent
down with him to the mat, on to their upper back. This move is also called a running
neckbreaker, bulldog lariat or a (one-man) Hart Attack.

Leg lariat
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
Also referred to as a jumping leg lariat or a running calf kick this attack is seen when an
attacking wrestler runs towards an opponent, jumps and wraps his leg around the
opponent's head / neck knocking the opponent to the ground.
.
Punch
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
A simple close-fisted punch, normally to the body or face of the opponent. Unlike most
illegal attacks, punches almost never result in disqualification. Instead, the referee simply
admonishes the wrestler to stop, usually to no effect. Punches are often used by both
heels and faces. However, when heel wrestlers perform the STRike while either the
opponent is not expecting it, or when the referee is in some way diSTRacted, it seems
more devastating and often referred to as a "cheap shot".

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Heart Punch
Trait Used: DEX+ Wrestling Attack Difficulty: 8
Accuracy: Normal Damage: unconsciousness
The wrestler raises the opponent's left arm up over their head, sometimes folding it back
behind their neck as well, then delivers a STRong punch into the side of the ribcage. The
move is alleged to rely on "Oriental pressure points" to STRike a nerve causing the
opponent's heart to momentarily stop, rendering them unconscious. This finisher was
used briefly by The Undertaker during his days as 'Mean Mark' Callous,

Mounted punches
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
A common variation of the punch involves standing on the middle or top ropes and
delivering repeated punches to the face while the opponent is backed up against the
turnbuckles. The crowd tends to count the punches, which typically end at ten, provided
they're not interrupted by the opponent pushing the wrestler off the ropes. In some cases,
with a prone opponent facing up or down, the wrestler can seat themselves on top and
throw punches towards the head area in a similar manner.

Spinning back fist


Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR
Often aimed at a standing opponent or one sat on the top turnbuckle. The wrestler holds
their arm out with fist clenched and turns their body with speed so that the back of their
fist STRikes the opponent in the head or chest on rotation.

Slap
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler delivers an overpowering backhand / open-hand slap to his / her opponent.

Double slap
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler slaps both of the opponent's cheeks with his/her both hands.This sometimes
can be referred to a Bell clap.

Palm STRike
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
Known as a Shotei, this move sees the wrestler deliver an open hand STRike with the
palm of their hand, usually to the chin of the opponent.

Senton, Senton Splash, Back Splash


Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR

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Similar to a big splash, except the wrestler jumps over an opponent while falling
backwards to land back-first on the opponent. Often referred to as a Senton Splash, or
Back Splash in reference to the big splash as well as to differentiate from the senton's
diving version.
Another slight variation on a standard senton sees the attacking wrestler jump forward
and perform a somersault (front flip) to land back-first on the opponent. This is
appropriately known as a Somersault Senton, but is also referred to as a Front flip senton
/ Rolling senton.

Cannonball
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
This is a front flip senton performed to an opponent sitting in a corner. With the opponent
seated the wrestler runs at the opponent and flips forward 180° so that their back impacts
on the opponents chest and head causing the opponent to be sandwiched between the
turnbuckle and the wrestler.

Standing corkscrew senton


Trait Used: DEX+ Wrestling Attack Difficulty: 6
Accuracy: Normal Damage: STR +1
This senton variation is performed by first executing a backflip, then spinning 180°,
landing on a fallen opponent back-first.

Seated senton
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
A seated senton, also known as a vertical splash, is a maneuver in which a wrestler jumps
down to a sitting position across the chest or stomach of a fallen opponent. This particular
move is usually executed one of two ways: from a standing position over the opponent or
from the middle rope with the opponent in the corner. Some larger wrestlers in the past
have used the seated senton as a finisher, such as Yokozuna, who called it the Banzai
drop. John Tenta used a variation in which he would run and bounce off the ropes for
momentum before leaping onto the opponent.
The butt drop as it is sometimes known as is an obvious and often-used counter to the
sunset flip.

Shoulder block
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
A shoulder block sees a STRike an opponent with their shoulder usually ramming their
shoulder, by keeping their arm down by their side, into the opponent's shoulder or
abdomen of an opponent running towards them. However, often this will see a larger
wrestler stand still and have the other wrestler run towards the larger one to try an
execute the move only to get knocked down.
The shoulder block often is used to display the size and STRength of a wrestler, with the
larger wrestler challenging another to run off the ropes and hit the move. This usually

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sees the other wrestler attempt to charge at the larger one several times only to see their
attempts have no effect, or get knocked down themselves. A slight variation on this called
the body block which is also typically used by large wrestlers, this sees an opponent run
at the large wrestler who would simply engulf the charging opponent by swing his/her
arms round and forcing the opponent to impact the wrestlers entire body.

Chop block
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The chop block is a shoulder block that targets the back of an opponent's knee. The
wrestler performing this attack would come from behind an opponent and drop down to
connect with his/her shoulder into the back of one of the opponent's knees, this is often
used to weaken the leg for submission holds. Ric Flair uses this move as a signature.

Spear
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
Also known as a shoulder block takedown, this is an attack where an attacking wrestler
charges towards a standing opponent, jumps and brings his body parallel to the ground,
driving their shoulder into the opponent's mid-section, tackling them and forcing them
down to the mat. This move will often see the wrestler also pull his opponent's legs, as in
a double leg takedown.
Rhino uses a version he calls the Gore, in which he does not hold on to the opponent to
tackle them, but instead uses the move as a high-impact STRiking maneuver.

Turnbuckle thrust
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
This move is a shoulder block performed to an opponent who is set up on the turnbuckle.
The opponent is often resting back first against the turnbuckles. The wrestler can run at
the opponent, but normally the wrestler will place his/her shoulder against the opponent
and swing their legs back and forth, driving their shoulder into the opponent’s chest,
often repeatedly to then gain momentum.

Standing moonsault
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
A move in which a wrestler, who is standing next to an opponent lying on the ground,
turns his back to the opponent and executes a standing backflip, landing on the opponent
chest-first.

Stink Face
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: Humiliation
This move sees a wrestler rubbing his or her bottom in the face of an opponent lying in
the corner of the ring. This is done to humiliate the opponent.

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Uppercut
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The uppercut is a punch used in boxing that usually aims at the opponent's chin. It is,
along with the hook, one of the two main punches that count in the statistics as power
punches. In boxing an uppercut only refers to a punch, while in wrestling other forms of
uppercuts are used including an open-handed punch version (see throat thrust below).

European uppercut
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
This is a forearm uppercut in which a wrestler does a quick grapple then brings their arm
up inside to hit the opponent under the chin. This move has long been a signature move
of many European wrestlers and is often adopted by more technical wrestlers also.

Knee lift
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
This is an uppercut using the wrestler's knee in which a wrestler brings their knee up to
hit the opponent under the chin. This often sees a prone opponent bent over when the
wrestler chargers at the opponent and lifts his knee up under them.

Double knee lift


Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler forces the opponent’s head down, then quickly jumps, bending at the knees,
and hits the opponent in the face or chest.

Throat thrust
Trait Used: DEX+ Wrestling Attack Difficulty: 5
Accuracy: Normal Damage: STR
Also known as a throat STRike, sword stab, or an open-hand uppercut, this attack is
similar to a conventional uppercut, but the wrestler STRikes at the opponent's throat with
an open hand usually with their palm facing upwards and with all five fingers together..
This move can also be done with the opponent in a side headlock.

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Weapon shots
Many items are used as weapons in professional wrestling. Some of the more common
weapons used include chairs, guitars, folding tables, title belts, "kendo sticks", and trash
cans.
While picking up the upper half of the ring steps for use as a weapon is illegal, slamming
an opponent into the ring steps is not considered illegal, though it is frowned upon.
However, these weapons are legal in hardcore matches.

Chair shot
Trait Used: DEX+ Melee Difficulty: 5
Accuracy: Normal Damage: STR +2
A wrestler simply hits the opponent with a chair. In modern wrestling steel/metal folding
chairs are used with the STRike being performed with the flat face of the chair to slow
the swing and diSTRibute the impact, to prevent injury.

One man con-chair-to


Trait Used: DEX+ Melee Difficulty: 5
Accuracy: Normal Damage: STR +2
This chair attack involves a wrestler placing their opponent so that they are horizontal
with their head resting on a chair, then hitting their head from above with a second chair,
squashing the head of the opponent between both chairs. This move was made popular by
the former team Edge and Christian, who developed this move from its double team
version.

El Kabong
Trait Used: DEX+ Melee Difficulty: 5
Accuracy: Normal Damage: STR +1
This move simply involves breaking a guitar over an opponent's head. Since the guitar is
usually acoustic, it is often referred to as "The Acoustic Equalizer".
The "El Kabong" name comes from the name of the alter ego of cartoon character Quick
Draw McGraw, known for doing the same..

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Transition moves
Some moves are meant neither to pin an opponent, nor weaken them or force them to
submit, but are intended to set up the opponent for another attack.

Discus
Trait Used: DEX+ wrestling attack Difficulty: +1
Accuracy: Normal Damage: +1, setup for attack
This is a move in which a wrestler will spin in place before hitting an attack, like the
discus clothesline, discus punch, or the discus forearm. The move is usually used instead
of charging towards an opponent to build up momentum for an attack.

Handspring
Trait Used: DEX+ expression, acrobatics Difficulty: +1
Accuracy: Normal Damage: setup for attack
The wrestler runs towards the ropes and performs a handstand right next to them, using
his momentum to throw his legs against the ropes, using the spring to throw himself
backwards back onto his feet, and using the momentum still to leap backwards, usually to
deliver an attack. A back elbow STRike variation is the most common.
Another common variation of the handspring transition sees the attacking wrestler Irish-
whip their opponent onto a turnbuckle from an adjacent corner. Once the opponent
crashes with their back onto the turnbuckle, the wrestler immediately performs a
handspring combo towards the opponent across the ring. The acrobatic combination
usually consists of a cartwheel followed by one or two back-tucks leaving the wrestler's
back facing the opponent. When the wrestler is in close range of the opponent, they are
free to use the momentum of the handspring combination to leap backwards and STRike
with either a back-elbow, a back-thump, a dropkick or any other convenient attack

Rolling Thunder
Trait Used: DEX+ expression, acrobatics Difficulty: +1
Accuracy: Normal Damage: +1, setup for attack
A rolling thunder refers to the action of a forward roll towards an opponent using the
complete rotation to spring up onto their feet and into the air and perform an attack. The
most popular version of this ends it with a jumping somersault senton and is used by Rob
Van Dam.

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Wrestling holds
Professional wrestling holds include a number of set moves and pins used by competitors
to immobilize their opponents or lead to a submission. This covers the various pins,
STRetches and transition holds used in the ring. Moves are listed under general
categories whenever possible
To break a hold requires a resisted STR vs. STR roll difficulty 5. The opponent in the
hold must rank more successes than the other to break. If unable to break a hold than
initiative for next round is forfeited.
All damage is considered “bashing” type damage.

STRetches
An element borrowed from professional wrestling's catch wrestling origins, STRetches
(or submission holds) are techniques in which a wrestler holds another in a position that
puts STRess on the opponent's body. STRetches are usually employed to weaken an
opponent or to force him or her to submit, either vocally or by tapping out: slapping the
mat, floor, or opponent with a free hand three times.

Many of these holds, when applied vigorously, STRetch the opponent's muscles or twist
his or her joints uncomfortably, hence the name. Chokes, although not in general STRess
positions like the other STRetches, are usually grouped with STRetches as they serve the
same tactical purposes. In public performance, for safety's sake, STRetches are usually
not performed to the point where the opponent must submit or risk injury. Likewise,
chokes are usually not applied to the point where they cut off the oxygen supply to the
opponent's brain. They should not be attempted without proper training and supervision,
as there is significant risk of serious injury.

Head, face, chin and shoulder locks

Anaconda vise
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
A Brazilian Jiu-Jitsu and Judo compression choke. The anaconda vise is done from a
position in which the wrestler and the opponent are seated on the mat facing each other.
The wrestler sits on one side of the opponent and using his near arm encircles the
opponent in a headlock position and grabs the opponent's near wrist, bending the arm
upwards. Then, the wrestler maneuvers his or her other arm through the "hole" created by
the opponent's bent wrist, locks his or her hand upon his or her own wrist, and then pulls
the opponent forward, causing pressure on the opponent's arm and neck.
In a variation called the Anaconda Cross, the opponent's other arm is also trapped as it is
wrapped over the opponent's chest and pinned under the wrestler's arms.

Camel clutch
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler sits on the back of his opponent, who is face down on the mat, and places
the arm or, more commonly, both arms of the opponent on his thighs. The wrestler then

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reaches around the opponent's head and applies a chinlock. The wrestler then leans back
and pulls the opponent's head and torso. A camel clutch can also refer simply to a rear
chinlock while seated on the back of an opponent, without placing the arms on the thighs.

Camel clutch sleeper hold


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
In this variation of the camel clutch, a wrestler sits on the back of an opponent while they
are lying on the mat face down. Instead of putting the opponent in a rear chinlock, they
put him/her in a sleeper hold.
When damage reaches “incapacitated” from a sleeper hold the opponant is considered to
be unconscious.

Chickenwing camel clutch


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
A wrestler stands behind an opponent and applies a double chickenwing. The wrestler
then forces the opponent face-down to the mat, sits on his back, and pulls backwards,
STRetching the opponent's neck and upper body backwards.

Inverted facelock camel clutch


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Also known as a Dragon Clutch, an inverted facelock camel clutch sees the wrestler stand
behind their opponent and apply an Inverted facelock. They then force the opponent to
the mat face down, sit on their back, and pull backwards, STRetching the opponent's neck
and upper body backwards.

Leg hook camel clutch


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Essentially a regular Camel Clutch, but before the wrestler locks in the chinlock, he pulls
the opponent's leg backwards (as in the single leg Boston crab), and tucks it under the
wrestler's underarm, then continues to perform the typical camel clutch, applying more
pressure to the lower back with the leg's new position.

Chinlock
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Also known as a rear chinlock this hold sees an attacking wrestler lift his opponent, who
is lying on the mat face up, to a sitting position. The wrestler then places his knee in the
opponents back and grasps the opponents chin then either pulls STRaight back on the
chin or wrenches it to the side. However, this hold is dangerous, it could STRain, or even
snap the tendons in the opponents neck.

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A variation of the hold, called the reverse chinlock, sees the attacker kneel behind a
sitting opponent and wrap around one arm under the opponent's chin and lock their
hands. Similar to a sleeper hold, this can also be done from a standing position.

Another variation of this hold, referred to as a bridging reverse chinlock, sees the
attacking wrestler kneel before the opponent and grasp their neck into a reverse chinlock,
before flipping forward to plant their feet and bridge their back adding additional
pressure to the opponent's neck and upper back.

Clawhold
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Popularly known as the Iron Claw and sometimes known as a head vice or skull clutch,
the clawhold was a finishing hold of Teutonic heels, Fritz Von Erich and his sons David,
Kevin, Kerry, Mike, and Chris as well as Baron Von Raschke. The claw was a squeezing
of the skull, by curling one's finger tips in using primarily the last two knuckles of the
finger, thereby applying five different points of pressure. The focal point is to use
gripping power to almost attempt to shove ones fingers into the opponent's head as
oppose to just squeezing with the flat of ones fingers. Usually the ref would declare the
opponent incapacitated and call the match. A ruthless user of the hold, such as Blackjack
Mulligan, could draw blood either by breaking the nose or inducing a hemorrhage.

The Undertaker, while wrestling as "Mean" Mark Callous in the late 1980s, used a
variation in which he would claw the opponents jaw rather than head. He dubbed this
variation as the Callous Clutch. Both The Great Khali and Brian Adams have also used a
double-claw variation. The wrestler performing the hold would approach their opponents
from behind and grip their heads with both hands. While in the vise, the wrestler could
control their opponent by the temples and bring them down to a seated position where
more pressure could be exerted. An illegal variation of the clawhold known as
alternatively the Testicular claw, or the Crotch Claw, exists. This variation, as the name
implies, sees a wrestler grab the crotch of their opponent and squeeze. Another variation
is known as the Stomach claw, which in form is just like the clawhold, only applied to
one's stomach.

Shoulder claw
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Similar to a clawhold, the attacking wrestler applies a nerve lock onto the opponent's
shoulder(s) using his/her hands and fingers for a submission attempt, sometimes by the
same effect as a sleeper hold. One variant may see the wrestler instead lock their hands
on the opponent's neck. Another variation may see the wrestler mount an opponent on
their back and apply the hold for either a pinfall or a submission.

Stomach claw
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR

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Just like the original clawhold, the attacker applies a painful nerve hold to his\her
adversary's stomach, forcing them to submit or pass out. If held for a certain peroid of
time the opponent may cough up blood. This hold was used by Freddie Blassie during his
career as a wrestler. Killer Kowalski has also used this move during his professional
wrestling career.

Cobra clutch
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Popularized by Sgt. Slaughter and also known as a cross-arm lock or cross-arm choke.
Later coined as the "Million Dollar Dream" by Ted DiBiase. The wrestler stands behind
the opponent and uses one arm to place the opponent in a half nelson. The wrestler then
uses their free arm to pull the opponents arm (the same side arm as the one the wrestler is
applying the half nelson) and pulls it across the face of the opponent and locks their hand
to the wrist behind the neck to make the opponent submit.

Bridging cobra clutch


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
With the opponent lying face down, the wrestler sits beside the opponent, facing the same
way, locks on the cobra clutch, and then arches his legs and back, bending the opponent's
torso and neck upwards.

Crossface
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
From behind the opponent the wrestler locks his hands together and pulls back on the
face of the opponent, pulling the neck of the opponent backwards. The move requires
some leverage to be applied, and as such it cannot be applied on a freely standing
opponent.
The most common variant sees a wrestler lock one arm of a fallen opponent, who is belly
down on the mat with the wrestler on top and to the side, and placing it between their legs
before locking their hands around the opponent's chin or face and pulling back to
STRetch the opponent's neck and shoulder..

Chickenwing over the shoulder crossface


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
A variation of a crossface in which a wrestler goes to a fallen opponent and places one
arm over the wrestler's nearest shoulder before applying the crossface where the attacking
wrestler locks his/her hands around the opponent's chin (or lower face), then pulls back to
STRetching the opponent's neck and shoulder. This move is currently used by TNA
wrestler Alex Shelley, calling it the Border City STRetch.

This move can also be used instead of a facelock or sleeper in a regular or cross-legged
STF.

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This move is not to be confused with the Crossface chickenwing.

Front chancery
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler faces his opponent, and both are in same position (prone or standing). The
wrestler then places his forearm under opponent's chin and armpit on top of it. The
wrestler may also underhook his opponent's arm with his free arm.

Front sleeper
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler places the opponent in a front chancery and rolls backwards, pulling the
opponent over him and onto their back, with the wrestler ending up lying on the
opponent. The wrestler then squeezes the opponent's torso with his legs, similar to a body
scissors and arches his spinal cavity backwards, pulling the opponent's medulla oblongata
forward, and thus applying pressure on the neck and facial region.
When damage reaches “incapacitated” from a sleeper hold the opponent is considered to
be unconscious

Front facelock
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler faces his opponent, who is bent forward. The wrestler tucks the opponent's
head in his armpit and wraps his arm around the head so that the forearm is pressed
against the face. The wrestler then grabs the arm with his free hand to lock in the hold
and compress the opponent's face.

Full nelson
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
From behind his opponent, the wrestler slips both arms underneath the opponent's armpits
and locks his hands behind his neck, pushing the opponent's head forward against his
chest. It can be combined into either a suplex (throwing the opponent backwards) or a
slam (lifting the opponent while in the nelson and then releasing).

A full nelson can also be done as a combination of a half nelson maneuver with one of
the wrestler's hands and arms holding one of the opponent's arms and the other arm being
held by the wrestler's legs (an arm scissors) to complete the nelson.

Half nelson
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands behind their opponent and wraps one arm under the opponent's
armpit (on the same side) and places the hand behind the opponent's head. The wrestler

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then pulls back with that side of his body while pushing forward with the hand, bending
the opponent's shoulder back and pressing the chin against the chest.

Inverted facelock
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands behind his opponent and bends him backwards. The wrestler tucks
the opponent's head face-up under his armpit, and wraps his arm around the head so that
his forearm is pressed against the back of the opponent's neck. The wrestler then pulls the
opponent's head backwards and up, wrenching the opponent's neck.

Bite of the Dragon


Trait Used: DEX+ wrestling holds Difficulty: 6
Accuracy: Normal Damage: STR +1
This move sees a wrestler stand behind an opponent with the ring ropes between them
before grabbing an inverted facelock on the opponent and wrapping his legs around the
opponent's body for a body scissors. As the move uses the ring ropes it's illegal under
most match rules, and the attacking wrestler has to release the hold before the referee
reaches a five count or be disqualified.

Stretch Plum
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler applies an Inverted facelock to a seated opponent and places his far leg
between the opponent's legs and pushes his near leg's knee against the opponent's back.
The wrestler then pulls the opponent's head backwards with their arms and the opponent's
far leg outwards with their leg. This move is also known as Eastern STRetch. It was
named after Japanese women's wrestler Plum Mariko.

Mandible claw
Trait Used: DEX+ wrestling holds Difficulty: 7
Accuracy: Normal Damage: STR +1
The wrestler darts their middle and ring fingers into the soft tissue under the opponent's
tongue with their thumb under the chin, squeezing the mandible between them. The move
is said to attack a nerve cluster, which both causes intense pain and causes the opponent
to reflexively gag until they pass out.
The move was invented by Dr. Sam Sheppard, a doctor who was convicted of his wife's
murder, and became a wrestler following his subsequent acquittal and release from
prison. The move was later popularized by Mick Foley, using it as his finisher for his
Mankind persona. He originally wore a tongue-depressor-like rubber protective covering
over the two middle fingers. Later, he would often place a sock puppet known as Mr.
Socko over his hand before applying the move; this variant is known as the Socko Claw.
The move can also be performed barehanded.
As with a sleeper hold, when damage reaches “incapacitated” the opponent is considered
to be unconscious.

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Neck scissors
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Also referred to as a head scissors, this hold sees a wrestler approach a fallen opponent
and sit next to them before turning onto their side towards the opponent and placing their
legs on either side of the opponent's head, crossing the top leg after its gone around the
opponent's chin. The wrestler then tightens the grip to choke an opponent by compressing
their throat.
Often, however, an opponent will simply place their hands under the knee of the
attacking wrestler and push it up over their chin so they can escape. Another way to
escape the hold will see the opponent raise themselves to their feet while still in the hold,
forcing the attacking wrestler to a seated position. This in turn uncrosses their legs,
allowing the opponent to simply lift their head out.
Masato Yoshino popularized another variation of this maneuver in Japan, where he
climbs to the top turnbuckle, and does the neck scissors from the top turnbuckle to a
standing opponent. This is an illegal maneuver, so must be broken before a five count.
WWE Diva Melina is also known for using this move.

Three-quarter facelock
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands in front of the opponent while both persons are facing the same
direction, with some space in between the two. Then, the wrestler moves slightly to the
left while still positioned in front of the opponent. The wrestler then uses the right hand
to reach back and grab the opponent from behind the head, thus pulling the opponent's
head above the wrestler's shoulder. The move is also referred to as the European
Headlock, due to its prominence in European wrestling.
The two-handed version sees the wrestler use both hands, and can be referred to as the
three-quarter chancery, side head chancery or, most often, the Cravate. This hold is a
staple of European style professional wrestling and technical wrestling influenced by
European professional wrestling. An inverted version of the cravate is used by Chris Hero
as part of his Hangman's Clutch submissions in which the hand positioning is the same as
a normal cravate but the facelock is connected around the face of the opponent, not from
behind the opponent's head, thus pulling the opponents head backwards rather than
forwards putting significant pressure on the neck by STRetching it backwards and in
other directions toward which the neck would not normally bend.

Three-quarter nelson
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
A wrestler stands behind their opponent and places one of the opponent's arms in a half
nelson and then places the opponent's other arm in either a hammerlock or chickenwing.

Side headlock

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Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR

In this hold a wrestler who is facing away from an opponent would wrap his/her arm
around the neck of an opponent. This is also called a reverse chancery.
Though this is an often used rest hold, it is also sometimes the beginning of a standard
bulldog move.

STF
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Short for Stepover Toehold Facelock. This hold is performed on an opponent who is
lying face down on the mat. A wrestler grabs one of the opponent's legs, and places the
opponent's ankle between his/her thighs. The wrestler then lies on top of the opponent's
back and locks his arms around the opponent's head. The wrestler then pulls down with
his arms to STRetch the opponent's back, neck, and knee.

Cross-legged STF
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler takes the opponent's legs, bends them at the knees, and crosses them,
placing one ankle in the other leg's knee-pit. The wrestler then grabs the free ankle and
places its ankle between his thighs. He then lays on top of the opponent's back and locks
his arms around the opponent's face. The wrestler then pulls back STRetching the
opponent's back, neck, and knees.

Muta Lock
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Also known as an Inverted STF or Sickle hold this hold is named after The Great Muta,
who innovated it. The wrestler first takes the opponent's legs, bends them at the knees,
and crosses them, placing one ankle in the other leg's knee-pit before then turning around
so that they are facing away from the opponent and places one of his feet into the triangle
created by the opponent's crossed legs. The wrestler then places the opponent's free ankle
under his knee-pit and bridges backwards to reach over their head and locks his/her arms
around the opponent's head.

STS
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
This hold is a modified STF in which the wrestler wraps his arm around the neck of the
opponent in a sleeper hold instead of pulling back on the head of the opponent. It is also
used by John Cena, who calls it the STFU and is modified with crossed hands and more
elevation than the STF.

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A variation exists in which, after applying the STS, the wrestler turns to his side, pulling
the opponent on top of him, face up. This was also innovated and popularized by
Masahiro Chono, who calls it the FTS.

Arm locks

Armbar
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Also known as an arm wrench. The wrestler takes the opponents arm and twists it,
putting pressure on the shoulder and elbow.

Crucifix armbar
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler holds an opponent's arm with his arms, pulling the arm across his chest. He
is situated perpendicular to and behind the opponent. The wrestler then holds the other
arm with his legs, STRetching the shoulders back in a crucifying position and
hyperextending the elbow.

This technique is also called a cross armbreaker, or jujigatame, a term borrowed from
Judo.

Fujiwara armbar
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
A grounded armbar with the opponent lying on his belly, the aggressor lies on the
opponent's back, at a 90° angle to him, putting some or all of his weight on the opponent
to prevent him from moving. The opponent's arm is then hooked and pulled back into his
body, STRetching the forearms, biceps and pectoral muscles. Variations of this can
include clasping the opponent's hand instead of hooking the upper arm, for extra leverage
and bridging out, while performing the move to increase leverage and immobilize the
opponent. The move is named after Yoshiaki Fujiwara. Similar to or the same as Ude-
Hishigi-Waki-Gatame in judo. This can also be used as a transition maneuver into a
Crippler Crossface, etc.

Headscissors armbar

Trait Used: DEX+ wrestling holds Difficulty: 5


Accuracy: Normal Damage: STR
The wrestler wraps his legs around the opponent's head, facing towards the opponent. He
then grabs one of the opponent's arms and wrenches in backwards, causing pressure on
the shoulder and elbow of the opponent. This can often be performed on a standing
wrestler.

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Kensuke Sasaki crosses his legs before applying the head scissors with his shins on an
opponent who is lying down on the mat face down. Sasaki then turns to his side, forcing
the opponent's body of the mat, causing extra pressure, as the opponent has to support his
bodyweight on his squeezed neck. He calls this variation STRangle Hold Alpha.

Scissored armbar
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler approaches a prone, face down opponent from the side. The wrestler then
"scissors" (clasps) the near arm of the opponent with their legs and takes hold of the far
arm of the opponent with both hands, forcing the opponent onto their side and placing
STRess on both shoulder joints, as well as making it harder for the opponent to breathe.
This move was popularized by Perry Saturn as the Rings of Saturn.

Seated armbar
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Known as Ashigatame in Japan. The wrestler sits on either side of an opponent who is
lying prone on the mat, with the wrestler's legs scissoring one of the opponent's arms. The
wrestler then grabs hold of the wrist of that arm, pulling it upwards, causing
hyperextension of the shoulder and elbow.

Tiger feint crucifix armbar


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The opponent begins supine, lying with their back on the bottom or second rope and
facing into the ring. The wrestler runs towards the opponent and jumps through the
second and top rope while holding on to the ropes, then swings around and grapevines the
opponent's arms, applying a crucifix armbar.

Barely Legal
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
From behind a seated opponent, the wrestler grabs one of the opponent's elbows and pulls
it up and backward toward himself. He then bends the wrist and forces the open palm of
the opponent's hand into his chest, putting pressure on the wrist. Named by Barry
Darsow.

Chickenwing
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands behind the opponent and hooks one of his arms so that both wrestlers'
elbow joints are snug together and their arms are wrapped around one another. The
wrestler then pulls the arm upward against the back of his opponent.

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Chickenwing arm lock
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
In Mixed martial arts this move is known as the Kimura, after Masahiko Kimura. The
wrestler lays on top of the opponent's torso, in a 90° angle. He or she then grabs hold of
the opponent's wrist with his or her far hand and pushes it behind the opponent's back. He
or she then puts his other arm over the opponent's shoulder, reaches under the opponent's
arm and grabs hold of his or her other wrist. He or she then uses both arms to pull the
opponent's arm behind him or her into an unnatural position, causing pressure. The
pressure can cause the other wrestler to guff loud and hard.

Key lock
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
This hold is very similar to the Chickenwing arm lock, the difference being that the
opponent's arm is bent the other way. The wrestler lays on top of the opponent's torso, in
a 90° angle. He then grabs hold of the opponent's wrist with his near hand, so that the
opponent's hand is palm up and folded fully, and holds it down. He then reaches under
the opponent's arm with his other arm and grabs hold of his other arm's wrist. He then
forces the opponent's elbow upwards, bending the arm to an unnatural position.

Crossface chickenwing
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
A chickenwing variation where the wrestler applies the chickenwing to one of the
opponent's arms. The wrestler then uses his free arm to either push the arm, and
particularly its radius bone, against the face of the opponent to cause pain, or wrap the
arm around the neck of the opponent in a sleeper hold. The wrestler may also grasp his
hands together in either variation. Elevated double chickenwing
This maneuver sees the attacking wrestler hook both of the opponent's arms and then
pushes upward on the opponent's back (lower Scapula), lifting them in the air in a
torturous manner followed by the opponent being slammed to the mat. Notable users
include Jazz, who dubbed it the Bitch Clamp, and Beth Phoenix followed by the "Glam
Slam"

Sitting double chickenwing


Trait Used: DEX+ wrestling holds Difficulty: 6
Accuracy: Normal Damage: STR +1
The wrestler locks both of the opponent's arms into chickenwings, forces him to a seated
position, and pushes his chest forward against the opponent's shoulders while pulling the
opponent's arms upwards.

Bridging grounded double chickenwing


Trait Used: DEX+ wrestling holds Difficulty: 6
Accuracy: Normal Damage: STR +1

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When an opponent is lying face down on the mat the wrestler locks a double chickenwing
on their arms and then performs a forward roll into a bridging position further STRessing
the hold. This hold is popularly associated with Bryan Danielson who uses it as a finisher
named the Cattle Mutilation.

Hammerlock
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler grabs his/her opponent's arm, pulling it around behind the opponent's back.
This STRetches the pectorals and shoulder joint, and immobilizes the arm. This is a
legitimate controlling/debilitating hold, and is commonly used by police officers in the
United States to subdue uncooperative persons for arrest.

Wrist lock
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler grasps the opponent's hand and twists backwards, placing pressure on the
wrist. While this can inflict pain on its own, it is most often used as a transition hold,
leading into either a hammer lock, an elbow to the held arm, or kicks to the opponent's
abdominal area.

Chokes

Arm triangle choke


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler wraps his arms around the head and one arm of the opponent and squeezes,
choking the opponent. It is considered legal in professional wrestling, although it is a
chokehold.

Corner foot choke


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler pushes their opponent into the turnbuckle and extends their leg, choking
their opponent while using the top two ropes for support. This attack is illegal and results
in a wrestler's disqualification, should the move not be broken by a count of five.

Double choke
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler grabs his opponent's throat with both hands and throttles him.

Figure four necklock


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR

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This neck lock sees a wrestler sit above a fallen opponent and wrap his/her legs around
the opponent in the form of the figure 4, with one leg crossing under the opponent's chin
and under the wrestler's other leg the wrestler squeezes and chokes the opponent.

In an illegal version of the hold, best described as a hanging figure four necklock, the
wrestler stands on top of the turnbuckle, wraps his/her legs around the head of the
opponent, who has their back turned against the turnbuckle, in the figure 4 and falls
backwards, choking the opponent. In most matches the hold would have to be released
before a five count. This version is most commonly used by Candice Michelle

Gogoplata
Trait Used: STR+ wrestling holds Difficulty: 6
Accuracy: Normal Damage: STR +2
The gogoplata is executed from a guard. Specifically, it is usually executed from a
"rubber guard," where the legs are held very high, against the opponent's upper back. The
fighter then slips one foot in front of the opponent's head and under his chin, locks his
hands behind the opponent's head, and chokes the opponent by pressing his shin or instep
against the opponent's trachea. Wrestlers use a modified version, where they just push the
shin into the throat in the exact same manner, instead of grabbing your toes and pulling
towards yourself and than causes the wrestlers to bleed from their mouths.

Guillotine choke
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler applies a front sleeper and proceeds to take the opponent downward and
applies a body scissors with the legs.This move is a favorite of many mixed martial arts
fighters.
When damage reaches “incapacitated” from a sleeper hold the opponent is considered to
be unconscious

Half nelson choke


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler puts his opponent in a half nelson with one arm and grabs the opponent's
neck with the other. This hold is the judo choke hold known as a katahajime with an
added body scissors. This choke was popularized in professional wrestling by Taz as his
finisher the Tazmission.

Koji Clutch
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The opponent lays face down on the mat. The wrestler lies face up and slightly to the side
of the opponent. The wrestler then hooks their far leg across the neck of the opponent.
The wrestler then hooks his hands behind the opponent's head, having one arm pass over
their own leg and the other under. The wrestler then pulls backwards with his arms and
pushes forward with his leg, causing pressure. The name comes from the man who

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innovated the move, Koji Kanemoto. This move is commonly transitioned from the
Reverse STO.

Leg choke
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
With the opponent hung over the second rope, facing the outside of the ring, the attacking
wrestler hooks their left or right leg over the back of the opponent's neck. The attacking
wrestler then pulls the second rope upwards, compressing the opponent's throat between
the rope and attacking wrestler's leg, choking them. This move is illegal due to usage of
the ring ropes, and results in a disqualification for the wrestler should they not release the
hold before a count of five.

Rear naked choke


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
A grounded version of a sleeper hold with an added body scissors that is derived from
Martial arts and more recently MMA. This hold was popularized in wrestling by TNA
wrestler Samoa Joe who calls it the Clutch or the Coquina Clutch.

Single arm choke


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler grabs his opponent's throat with one hand and squeezes tightly. A "goozle"
is a single arm choke held briefly before performing a chokeslam.

Sleeper holds
A sleeper hold is generally applied in the following manner:
The wrestler applying the hold positions himself behind his opponent.
The wrestler then wraps his/her right arm around the opponent's neck, pressing the biceps
against one side of the neck and the inner bone of the forearm against the other side (it
also works just as well reversed, with the left arm).
The neck is squeezed inside the arm extremely tightly. Additional pressure can be applied
by grabbing the left shoulder with the right hand, or grabbing the biceps of the left arm
near the elbow, then using the left hand to push the opponent's head towards the crook of
the right elbow.
It is usually taught that at this point (or during the process) the opponent should be
brought to the ground if not already there. This is said to help avoid the opponent
countering the hold as well as allowing the wrestler to have a leverage to apply more
pressure.
The opponent will typically go limp after a time in the hold, at which point a referee
would raise the opponent's hand and drop it to the ground three times. If the hands drops
three times in a row the opponent is considered unconscious and the wrestler would gain
a submission victory.

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When damage reaches “incapacitated” from a sleeper hold the opponent is considered to
be unconscious

Arm-hook sleeper
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Also known as the Buffalo Sleeper. The wrestler is kneeling behind a seated opponent.
He grabs hold of one of the opponent's arms, bends it backwards overhead, and locks its
wrist into his armpit. The wrestler then wraps his free arm under the opponent's chin, like
in a Sleeper hold, puts his other arm through the arch created by the opponent's trapped
arm, and locks his hands. He then squeezes the opponent's neck, causing pressure.
When damage reaches “incapacitated” from a sleeper hold the opponent is considered to
be unconscious

Dragon sleeper
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands behind the opponent who is either sitting or lying down, places the
opponent in an inverted facelock, and hooks the opponent's near arm with his free arm.
The wrestler then pulls backwards and up, wrenching the opponent's neck. If the
opponent is sitting, the wrestler can place their knee under the opponent's back, adding
more pressure.
When damage reaches “incapacitated” from a sleeper hold the opponent is considered to
be unconscious

Spider Twist
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The opponent is sitting while the wrestler is behind the opponentholding the opponent's
wrist. The wrestler will apply an armscissor with one leg and a headscissors. then the
wrestler clasps his hand, one arm passes through the leg applying the headscissors and
the other goes under. The wrestler pulls upwards while his leg goes downwards, appling
pressure to the shoulders, head and back. Innovated by Mariko Yoshida.
When damage reaches “incapacitated” from a sleeper hold the opponent is considered to
be unconscious

Straight jacket
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Also known as the Japanese STRanglehold (Goku-Raku Gatame), Criss-cross
STRanglehold, or a Cross armed choke. The wrestler sits on the back of an opponent who
is lying face down on the mat. The wrestler then grabs hold of the opponent's wrists and
crosses their arms under their chin. The wrestler then pulls back on the arms, causing
pressure.

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When damage reaches “incapacitated” from a sleeper hold the opponent is considered to
be unconscious

Thumb choke hold


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The attacking wrestler stands behind an opponent and reaches around the opponent's neck
with one arm. The wrestler then extends a thumb and thrusts it into the windpipe of the
opponent, cutting off their air supply.
When damage reaches “incapacitated” from a sleeper hold the opponent is considered to
be unconscious

Tonga death grip


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler darts his/her hand under an opponent's chin and grabs a hold of a pressure
point above the throat, squeezing the nerve. This cuts off the air supply and the opponent
fades out, yet this is not considered an air choke as it is not squeezing the windpipe. This
hold is unique in that it can be used as a sleeper like submission or, should the
"unconscious" opponent end up lying on his back, a pinfall

Triangle choke
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler grabs hold of one of his opponent's arms, wraps his legs around the
opponent's throat and arm in a figure four and squeezes. Although it is a choke hold, it is
still considered an illegal hold. Commonly used in Japanese wrestling promotions and
MMA. This move was commonly used as a regular submission move and finisher by The
Undertaker.

Two-handed chokelift
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Also known as a Neck-Hanging Tree a wrestler grasps an opponent's neck with both
hands then lifts them up and then slams them. This is a transition hold for moves such as
the two-handed chokeslam and the chokebomb.

Body locks

Bear hug
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
A wrestler stands in front of an opponent and locks his hands around the opponent,
squeezing him. Often he will shake his body from side to side, in order to generate more
pain around the ribs and spine. Frequently used by powerhouse style wrestlers, this rather

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simple to apply hold was used by heels and faces alike. Originally innovated in pro
wrestling by Georg Hackenschmidt, and popularized by Bruno Sammartino.

Side bear hug


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
A wrestler stands to one side of an opponent, facing them, and locks their arms around
the opponent, linking their hands under the arm of the opponent on the opposing side.
The wrestler then brings their arms closer together, compressing the torso of the
opponent.

Body scissors
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
A wrestler approaches a sitting opponent from in front, behind, or either sides. The
attacking wrestler then sits next to the opponent and wraps their legs around the
opponent, crossing their ankles and then tightening their grip by squeezing together their
thighs or STRaightening their legs to choke the wrestler by compressing their torso. This
hold is often used in conjunction with a hold applied to the head or the arms in order to
reSTRain the opponent and makes them want to tap out.

Gutwrench
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Similar to a bear hug from a behind, a gutwrench hold starts with the opponent doubled
over and the attacking wrestler pushing the opponent's head to one side of his legs, he
then locks his arms around the opponents waist and lifts the opponent up as though going
for a powerbomb so the victims back is drapped over the attacking wrestlers shoulder.
This hold is often transitioned into a submission, powerbomb, backbreaker, or suplex

Back and torso Stretches

Abdominal Stretch
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Also known as a Cobra Twist, this hold begins with a wrestler facing his opponent's side.
The wrestler first STRaddles one of the opponent's legs, then reaches over the opponent's
near arm with the arm close to the opponent's back and locks it. Squatting and twisting to
the side, flexs the opponent's back and STRetches their abdomen.

Backbreakers

Argentine backbreaker rack


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR

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This backbreaker submission, better known as a Torture rack, sees the attacking wrestler
place his/her opponent face-up across the wrestler's own shoulders before hooking the
head with one hand and a leg with the other to then pull down on both ends to flex the
opponent's back. This move is closely associated with American wrestlers Lex Luger and
Hercules Hernandez.
The Argentine backbreaker drop variation of this submission move sees the attacking
wrestler first hold an opponent up for the Argentine backbreaker rack before dropping to
the mat in a sitting/kneeling position, thus flexing the opponent's back with the impact of
the drop. The seated variation of this move, known as the Shock Treatment, is used by
Abyss as one of his finishers.

The Burning Hammer


Trait Used: STR+ wrestling holds Difficulty: 6
Accuracy: Normal Damage: STR+2
A variation of the Argentine backbreaker drop version sees the wrestler lift the opponent
further up by lifting the opponents legs and pulling down on their head further before
performing the drop. This isolates and increases the damage in the neck and ribcage areas
rather than across the back. This move is considered to be one of the most dangerous
moves in professional wrestling.
A botch by either wrestler will result in the damage being fatal type damage,

Backbreaker drop
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
A backbreaker move in which a wrestler lifts an opponent up into a backbreaker
submission hold before dropping down to a sitting or kneeling position while maintaining
the hold, thus jarring the back of the opponent by driving the opponent's spine into the
attacking wrestler's shoulder.
Notable variations include: Argentine backbreaker drop, Canadian backbreaker drop
Another variation is the double underhook backbreaker drop which sees the attacking
wrestler first face a bent over opponent and hook both of the opponent's arms with their
own arms before then flipping the opponent up and over so the opponent's back is resting
on the wrestler's shoulder, with the opponent's head pointing in the direction that the
wrestler is facing. The attacking wrestler then drops to a kneeling or sitting position while
maintaining the hold, thus jarring the back of the victim by driving the victim's spine into
the attacker's shoulder.

Belly to back suplex backbreaker


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands behind his opponent and puts his head under the arm of the opponent,
as for a belly to back suplex, but raises a knee, and brings the opponent back down, so
that the opponent's back collides with the knee of the wrestler.

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Also known as the Blue Thunder Backbreaker in reference to the Blue Thunder Driver,
which also involves an opponent being spun-out in front of a wrestler after being lifted
for a belly to back suplex.

Canadian backbreaker rack


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
An attacking wrestler first lifts an opponent up so the opponent's back is resting on the
wrestler's shoulder, with the opponent's head pointing in the direction that the wrestler is
facing. While being held face up across the wrestler's shoulder, the wrestler then links
his/her arms around the opponent's torso and presses down, squeezing the opponent's
spine against the wrestler's shoulder.
The Canadian backbreaker drop variation of this move sees the attacking wrestler, who is
applying the hold, drop down to a kneeling position while maintaining the hold, thus
jarring the back of the opponent by driving the opponent's spine into the attacking
wrestler's shoulder.

Catapult backbreaker
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The Catapult throw typically starts with an opponent on his/her back, and the attacking
wrestler standing and facing him/her. The wrestler hooks each of the opponent's legs in
one of his/her arms then falls backwards to slingshot the opponent into a turnbuckles,
ladders, ropes etc. At this point the attacking wrestler will remain on the ground and raise
his knees while still holding the opponent's legs. The rebounding opponent will instantly
trip falling backwards onto the raised knees of the wrestler.

Chokeslam backbreaker
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler performing the move stands in front of and slightly to the left of the
opponent receiving it. The wrestler then reaches out and grabs the opponent's throat and
trunks, and lifts him or her in the air as though the wrestler is about to deliver a
chokeslam. However, as the wrestler brings the opponent back down to the mat the
wrestler kneels, slamming the other wrestler's back onto his extended knee. This move is
popularly known as a Chokebreaker / Choke Breaker, which is a portmanteau of this
move's technical name.

Cobra clutch backbreaker


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
This move involves an attacking wrestler first putting an opponent in a cobra clutch hold
before then lifting the opponent up while maintaining the hold (turning them in mid-air so
they are horizontal) and bringing them down while the wrestler drops to a knee so that the
opponent impacts back-first on the knee of the attacking wrestler. All while the wrestler
continues to maintain the hold. The attacking wrestler can maintain the hold after impact

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for a cobra clutch submission attempt. Most used by The Big Show during his tenure in
ECW.

Double knee backbreaker


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
This move was innovated by independent wrestler Chi Chi Cruz, who calls it the Cruz
Control, and is also referred to as a Lung Blower. This backbreaker involves an attacking
wrestler going behind an opponent and putting both of their hands round an opponent's
head for a rear chin lock or on both of the opponent's shoulders while jumping up to place
both his/her knees against the opponent's back; both wrestlers then fall backward to the
ground, forcing the wrestler's knees to push up into the back of the opponent. Carlito of
the WWE performs a version of this which he calls the Back Cracker or more recently the
Back Stabber.

Double underhook backbreaker


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
An attacking wrestler stands facing a bent over opponent and hooks his/her arms before
then lifts the opponent as for a Tiger Driver. However as the opponents drops back down
the wrestler raises a knee and brings the opponent back down horizontally so his/her back
collides with the knee of the attacking wrestler. It has been used extensively by Chris
Jericho and by CM Punk (who named it the Welcome to Chicago, Motherfucker).

Front backbreaker
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The attacking wrestler scoops up the opponent so that they are holding them horizontally,
and then drops to one knee, slamming the opponent's back onto their other knee.

Half nelson backbreaker


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The attacking wrestler stands behind the opponent and locks in a half nelson before then
lifting the opponent, as if to perform a half nelson slam, but as the wrestler brings the
opponent down to the mat he/she drops to one knee slamming the opponent's back across
the extended knee.

Inverted headlock backbreaker


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The attacking wrestler stand back to back to the opponent and uses one arm to place the
opponent in an inverted headlock from behind before then executing a quarter turn while
bending at the waist to bend the opponent backwards neck first across the back of the
attacking wrestler. This move is mostly used by Randy Orton.

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Mat backbreaker
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The attacking wrestler stands behind an opponent, grabbing them by their head to
seemingly perform a standard mat slam. However, as the wrestler pulls the opponent
backwards down to the mat, the wrestler kneels down, driving the opponent's back into
the wrestler's exposed knee. If the wrestler uses the opponent's hair to pull them back
onto the wrestler's exposed knee it is known as a hair-pull backbreaker.

Pendulum backbreaker
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
This basic backbreaker involves a wrestler standing side-to-side and slightly behind, with
the opponent facing in the same direction, then reaching around the opponent's torso with
one arm across the opponent's chest and under both arms and places the other arm under
the opponent's legs. The wrestler then lifts the opponent up, bringing his/her legs off the
ground, and dropping him/her back-first against the wrestler's knee. The pendulum
backbreaker can also be done by spinning around and then dropping the opponent onto
the knee.

Backbreaker submission
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
This basic backbreaker submission involves the wrestler to lay his opponent's back across
one of his knees, then while placing one hand on his opponent's chin and the other on
their knee the wrestler would push down to bend the opponent around his/her knee.

This move is usually performed at the end of a pendulum backbreaker, a move which
sees a wrestler drop an opponent down on the wrestler's knee, thus weakening the back
before the hold is applied, as well as setting the opponent in a proper position.

Side slam backbreaker


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler firsts stands side-to-side and slightly behind with the opponent, facing in the
opposite direction before next reaching around the opponent's torso with one arm across
the opponent's chest and under both arms, lifting him or her in the air as though the
wrestler is about to deliver a side slam. However, as the wrestler brings the opponent
back down to the mat the attacking wrestler kneels, slamming the opponent's back across
his/her extended knee.
A swinging side slam variation sees the attacking wrestler first lift the opponent
horizontally across their chest before swinging them to their side and dropping the
opponent back first on their knee. A spinning side slam variation sees the attacking
wrestler catch an oncoming opponent and spin them around 180° before dropping them
back first onto their knee.

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STO backbreaker
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The attacking wrestler stands facing the opponent, then puts one of their arms across the
opponents chest holding their shoulder, the attacking wrestler then sweeps the legs of the
opponent in the fashion of an STO, but brings their knee forward so the opponent falls
back first on to it. Jay Lethal utilizes this backbreaker in unison with the reverse STO,
which he calls the Lethal Combination. John Morrison does a variation where he
preforms this backbreaker and then follows it with a Russian legsweep, STO or a
neckbreaker slam.

Tilt-a-whirl backbreaker
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The attacking wrestler stands facing the opponent, who is often charging at the attacker,
before bending the opponent down so they are bent in front of the attacking wrestler as
he/she stands over them then the wrestler reaches around the opponent's body and lifts
them up, spinning the opponent in front of the wrestler's body. As the wrestler brings the
opponent back down to the mat the wrestler kneels, slamming the opponent's back across
the extended knee.

Boston crab
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
This typically starts with the opponent on his back, and the wrestler standing and facing
him. The wrestler hooks each of the opponent's legs in one of his arms, and then turns the
opponent face-down, stepping over him in the process. The final position has the wrestler
in a semi-sitting position and facing away from his opponent, with the opponent's back
and legs bent back toward his face. Chris Jericho's version is a High-angle Boston Crab
more commonly known as the Walls of Jericho.

Bow and arrow hold


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler kneels on his opponent's back with both knees, hooking the head with one
arm and the legs with the other. He then rolls back so that his opponent is suspended on
his knees above him, facing up. The wrestler pulls down with both arms while pushing up
with the knees to bend the opponent's back. Awesome Kong uses a variation in which she
places her opponent over her shoulders in a reverse torture rack position. Then she pulls
forward opponent's head with one arm and legs with the other arm, flexing the back. This
variation is known as the Accordion Rack.

Gory special
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR

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This hold, also known as the Gory lock and innovated by Salvador "Gory" Guerrero, sees
a wrestler lift their opponent over their shoulder so that the opponent's upper back is
across the wrestler's shoulder. Thus, the wrestler and opponent are back to back, facing
opposite directions. The opponent's legs are tucked around the wrestler's hips. The
wrestler can now apply pressure by applying a chinlock and pressing down. One or both
of the opponent's arms can also be hooked for extra pressure.

Octopus hold
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands behind the opponent and hooks a leg over the opponent's opposite
leg. The wrestler then forces the opponent to one side, traps one of the opponent's arms
with their own arm, and drapes their free leg over the neck of the opponent, forcing it
downward. This elevates the wrestler and places all the weight of the wrestler on the
opponent. The wrestler has one arm free, which can be used for balance.

Surfboard
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The surfboard hold first sees a wrestler stand behind a fallen opponent, who is lying
stomach first to the floor. The wrestler places one foot down just above each of the
opponent's knees and bends his or her legs up, hooking them around his or her own
knees; at this point the wrestler grasps both of his opponent's wrists (usually slapping the
opponent's back in an attempt to bring the arms in reach), and falls backwards while
compressing the opponent's shoulder-blades and lifting him or her off the ground. This
can see the wrestler fall to a seated position or go onto his or her own back, lifting the
opponent skyward, which will increase pressure on the opponent but put the wrestler in
risk of pinning his or her own shoulders to the mat.
Another version of a surfboard which is most often applied by a standing wrestler against
a prone opponent -- but may also be applied by a seated wrestler or against a seated or
kneeling opponent -- sees the wrestler grasp both of his opponent's wrists, while placing
his or her foot or knee on the opponent's upper back, pulling back on the arms to
compress the opponent's shoulder blades.

Leg locks

Ankle lock
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
A wrestler will grab the opponent's foot and lift their leg off the ground. Then with one
hand grab the opponent's toes or outside of foot, and with the other wrap around the ankle
and through the "hole" created and grab his own wrist, essentially putting the opponent's
ankle in a Key Lock. Then they will bend the opponent's ankle. This move was
popularized by Ken Shamrock and later Kurt Angle.

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A grapevined variation sees the wrestler applying the ankle lock hold and then falling to
the mat and scissoring the leg of the opponent. This stops the opponent from rolling out
of the move and makes it harder for him/her to crawl to the ropes but lessens the pressure
that can be applied.

Argentine leglock
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Technically known as an Over the shoulder single leg Boston crab and commonly known
as a STRetch Muffler. The wrestler stands over a face-down opponent lying on the
ground. He lifts one leg of the opponent and drapes it over his neck. He then uses his
arms to force the shin and thigh of the opponent down, thereby placing pressure on the
opponent's knee. For a short time, Brock Lesnar used the Boston crab version of this
maneuver and called it the Brock Lock.

Tony Mamaluke introduced a variation where he steps over the downed opponent and sits
on their lower back as in a half Boston crab, calling it the Sicilian Crab. Último Guerrero
uses a variation where he grabs his opponent's corresponding leg and wraps his feet
around their neck called the Guerrero Special ll. Shuji Kondo uses his own variation
where both his opponent's legs are crossed over the neck called Cat's Cradle.

Cloverleaf
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Also popularly known as a Texas cloverleaf, the wrestler stands at the feet of his supine
opponent, grabs the opponent's legs and lifts them up. The wrestler then bends one leg so
that the shin is behind the knee of the STRaight leg and places the ankle of the STRaight
leg in their armpit. With the same arm, they reach around the ankle and through the
opening formed by the legs, and lock their hands together. The wrestler then steps over
his opponent, turning the opponent over as in a sharpshooter and proceeds to squat and
lean back. The hold compresses the legs, flexes the spine, and STRetches the abdomen.

Cloverleaf with armlock


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
An armlock variation of the cloverleaf that is similar to a single leg Boston crab with
armlock. This hold begins with a supine opponent lying face up on the mat. The attacking
wrestler then seizes one of the arms and proceeds to walk over the opponent while
continuing to hold the arm, forcing them to turn over onto their stomach. The wrestler
then kneels down on the opponents back, locking the opponent's arm behind his knee in
the process. The wrestler then reaches over and bends one leg so that the shin is behind
the knee of the STRaight leg and places the ankle of the STRaight leg in their armpit.
With the same arm, the wrestler reaches around the ankle and through the opening
formed by the legs, and locks his hands together as in a Cloverleaf. The wrestler then
pulls back so as to STRetch the legs, back and neck of the opponent while keeping the
arm trapped.

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Inverted cloverleaf
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
In this variation of a cloverleaf instead of turning around when turning the opponent over,
the wrestler faces the same direction as the opponent to squat and lean forward to apply
more pressure to the legs, spine, and abdomen. This hold is a finisher of Shuji Kondo,
who named it the Gorilla Clutch. Kondo also uses a variation where he falls back and
applies a body scissors the abdomen of his opponent. Cheerleader Melissa adds an attack
to the hold by STRetching the opponent's legs so far that she is able to kick the
opponent's head with their own feet.

Leglock cloverleaf
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
This variation of the cloverleaf sees the wrestler, after crossing one of the opponents legs
over the other in a figure four shape, lock the over leg behind their near knee before
placing the STRaight leg under their armpit and turning over. The wrestler proceeds to
lean back pulling on the leg under the armpit. This keeps the over leg, now under, locked
while putting pressure on the leg and STRetching the legs and back.

Rivera Cloverleaf
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
A variation of the cloverleaf. The wrestler hooks the legs like a cloverleaf but weaves his
hands through to clasp his other hand. When the wrestler applies this modified cloverleaf
he also hooks the sticking out ankle with his leg [which ever one it is] into his kneepit.
Now the wrestler wrenches back like a normal cloverleaf. Innovated by Chris Hero.

Cross kneelock
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
With the opponent lying face down on the mat, the wrestler grabs hold of shin of one of
the opponent's legs and wraps his legs around the leg. The wrestler then twists the leg,
hyperextending the knee. Very similar to the grapevine ankle lock, with the only
difference that the wrestler wraps his arms around the shin, and not his hands around the
ankle of the opponent.
Commonly used as a counter to an attack from behind. The wrestler flips forward down
on to his back, placing his legs around one of the legs of the opponent on the way down,
and thus using his momentum to drop the opponent forward down to the mat. The move
can be also applied by running towards the opponent and then performing the flip when
next to him.

Damascus head-leglock
Trait Used: STR+ wrestling holds Difficulty: 5

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Accuracy: Normal Damage: STR
The wrestler forces the opponent to the ground and opens up the legs of the opponent,
stepping in with both legs. The wrestler then wraps his legs around the head of the
opponent and crosses the opponent's legs, applying pressure on them with his hands. The
wrestler next turns 180 degrees and leans back, compressing the spine. This hold applies
pressure on the temples, the calves, and compresses the spine. Also known as the D-lock
for the capital D formed.

Figure four leglock


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands over the opponent who is lying on the mat face up and grasps a leg of
the opponent. The wrestler then does a spinning toe hold and grasps the other leg,
crossing them into a "4" (hence the name) as he does so and falls to the mat, applying
pressure to the opponent's crossed legs with his own.
This move was made popular as the finishing move of "Nature Boy" Buddy Rogers, Jack
Brisco, Carlitos Colón, Greg Valentine and Ric Flair, who sometimes adds to it by
twisting his opponents ankle as it is locked in, Ric Flair often uses his hands to elevate
himself, causing more pressure on the legs. Also, if the referee is diSTRacted, he will
hold the ropes to apply more pain, and at least once when he was part of The Four
Horsemen he held onto their hands and they pulled to help him gain leverage.
An inverted variation exists more recently used by Shawn Michaels where the wrestler
takes one of the opponent's legs, turns 90 degrees, then grabs the other opponent's leg and
crosses it with the other, puts one foot in between and the other on the other leg, and then
bridges over.
A wrestler may counter the figure four by rolling over on to their stomach, which applies
the pressure on the original applier's legs. This counter to the figure four is often called a
modified indian deathlock or sometimes referred to as a sharpshooter variant.

Inverted figure four-ankle lock


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
This submission hold involves a combination of the Figure-Four Leglock and the Ankle
lock. However, instead of locking the opponents legs in a "4" shape, the attacking
wrestler crosses one of the opponent's legs over to the other and applies pressure on the
opponent's crossed leg with one of his own and at the same time uses a key ankle lock
submission grapevine on the other leg.

Inverted three quarter figure four leglock


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The opponent is lying face down on the ground. The wrestler kneels over the opponent's
thighs with his left leg between the opponent's leg, then bends his opponent's left leg
around his left thigh. After that he places the opponent's right leg over the opponent's left
ankle and puts his own right leg under the opponent's left ankle. Finally, he puts both of
his feet over the opponent's right foot and presses on it.

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Kneeling figure four leglock


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The opponent is down on their back with the wrestler standing over one of their legs. The
wrestler applies a spinning toehold, crosses the opponent's legs and kneels on them. It is
commonly known as the Prison Lock or Jailhouse Lock and is sometimes confused with
the Indian Deathlock.

Modified figure four leglock


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
This version, used by Shawn Michaels and innovated by Jamie Noble, who dubbed it the
Trailer Hitch, is a variant which sees the opponent face up with the wrestler grabbing the
opponent's legs, puts his own leg through it and twists them as if doing a sharpshooter,
but instead puts his other leg on the foot of the opponent nearest to him, drops down to
the mat and applies pressure.

Reverse figure four leglock


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler using this move stands over the opponent with the opponent face up and
grasps a leg of the opponent. The wrestler then turns 90 degrees and grasps the other leg,
crossing them as he does so and falls to the mat, applying pressure to the opponent's
crossed legs with his own.
Even though the move is called a reverse figure four leglock the wrestler is only turned
90 degrees, making the term side figure four leglock more appropriate. However reverse
figure four leglock is the most common name. It is most closely associated with Japanese
wrestler Yuji Nagata, who calls it the Nagata Lock. Nagata would salute to signal the
maneuver to the crowd before dropping to the mat. There are also standing and spinning
versions.

Ringpost figure four leglock


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The opponent is either downed or standing next to one of the ring corner posts. The
wrestler exits the ring to the outside and drags the opponent by the legs towards the
ringpost, so that the post is between the opponent's legs (similar to when somebody
'crotches' their opponent with the ringpost). The executor then stands on the ring apron,
on the outside of the turnbuckle/ropes and applies the figure four leglock with the
ringpost between the opponent's legs. The performer of the hold then falls back while
grabbing the opponent's legs/feet, hanging upside down from the ring apron. The ringpost
assists the move, creating more damage and leverage to the opponent's knee.

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Because the performer is out of the ring while he/she has this hold locked in, this move
doesn't last long as it usually results in a count-out. This move also uses the ring-post,
which is illegal in professional wrestling, and a 5 count is used which leads to a
disqualification.

Standing figure four leglock


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The opponent is down on their back with the wrestler standing over one of their legs with
one foot placed on either side of the leg. The wrestler plants his foot in the knee of the
opponents other leg and then bends that leg at the knee over the top of the first leg
forming the figure four. The wrestler then bridges back.

Haas of Pain
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
A submission invented and named by the Haas brothers Charlie and Russ Haas, this
modified inverted reverse figure-four leglock variation sees the wrestler cross one leg of
an opponent over the other and stand on the crossed leg, then take hold of the free leg and
lay down on his back, raising the opponent's legs up into the air and causing pain to their
legs and lower back

Indian deathlock
Trait Used: DEX + wrestling holds Difficulty: 7
Accuracy: Normal Damage: STR +2
Also known as the British Figure Four Leglock, the wrestler lifts up a leg of a face-up
opponent and walks one of their legs around the other leg before dropping to a kneeling
position, thus locking the opponents leg behind the wrestlers knee. The wrestler then
reaches over and grabs the opponents far leg and places it on top of the trapped foot of
the opponent. The wrestler then performs a forward roll while maintaining the hold. This
forces the opponent onto their chest while the wrestler ends in a sitting position facing the
same direction as their opponent. From here the wrestler can reach forwards and perform
many upper body submissions as well.
A standing version can also be applied which sees a standing wrestler place one of his
legs between the legs of a face-down opponent and then bends one leg behind the leg of
the wrestler, placing it on top of the knee pit of the opponents other leg. The wrestler then
picks up the STRaight leg of the opponent, bends it backwards to lock the other leg in the
knee pit and places the foot in front of the shin of the standing leg in the knee pit, thus
locking the leg.

Inverted Indian deathlock


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
With the opponent on his back, the wrestler standing beside him, sits with his leg over
and between the opponent's legs (often using a legdrop to the knee). Then places the
opponents far leg in the knee-pit of the near leg, finishing the submission by putting the

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opponents ankle on top of his own ankle and rolling both onto their bellys and pushing
back with the wrestlers ankle.

Kneebar
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Also called a STRaight legbar, the basic kneebar is performed similarly to an armbar by
holding the opponents leg in between the legs and arms so the opponent's kneecap points
towards the body. The wrestler pushing the hips forward, the opponent's leg is
STRaightened, and further leveraging hyperextends the knee.

Sharpshooter
Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
Probably invented by Riki Chōshū. Made popular by Bret Hart and is arguably the most
famous wrestling move in Canada. The opponent starts supine. The wrestler steps
between his opponent's legs with one leg and wraps the opponent's legs around that leg.
Holding the opponent's legs in place, the wrestler then steps over the opponent, flipping
him over into a prone position. Finally, the wrestler leans back to compress the legs.
Hart's niece Natalya has recently taken the Sharpshooter as a finisher in reference to her
father Jim "The Anvil" Neidhart and uncle Bret Hart in the Hart Foundation.

Spinning toe hold


Trait Used: STR+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler using this move stands over the opponent who is lying on the mat, face up
and grasps a leg of the opponent. The wrestler then turns 360 degrees over the leg
twisting it inward. A wrestler will repeatedly step over the leg and round again to twist
the knee, and ankle joint even more.

Transition holds
Some holds are meant neither to pin an opponent, nor weaken them or force them to
submit, but are intended to set up the opponent for another attack.

Arm trap
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Transition
This is when a wrestler holds both the opponent's arms under his own, from here the
opponent is left prone and unable to counter or move away from the wrestler. Al Snow
was known to deliver a series of headbutts from this position, while other wrestlers use
this to secure a suplex.

Butterfly
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Transition

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Technically known as a double underhook. The wrestler and the opponent begin facing
one another, with the opponent bent over. The wrestler approaches the opponent and
reaches under the opponent's shoulders, then threads their arms up and around the
opponent's torso, with their hands meeting in the middle of the opponent's back or neck
(essentially an inverted full nelson hold). The hold in itself is not a submission move, and
is more commonly a set up for various throws, drops or slams, but it can be applied from
various positions that cause it to become one. Mick Foley would commonly use the
butterfly to execute a DDT.
When the opponent is seated on the mat while the wrestler applies the butterfly hold it is
known as a butterfly lock. Matt Hardy uses a variation called the Scar where he applies
the double underhook and then wraps his legs around the torso of the opponent, in a body
scissors.

Crucifix
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Transition
The wrestler stands in front of and facing a bent over opponent and places them in a
gutwrench waistlock. The wrestler then flips the opponent up and over so the opponent is
lying face up on the back of the wrestler. The wrestler then moves his hands to the upper
arm or wrists of the opponent, holding them in position, and spreading the arms of the
opponent (as though they were being crucified). This is mainly often a set-up for a
Crucifix Powerbomb.

Reverse crucifix
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Transition
The wrestler stands in front of and with their back to a standing opponent. The wrestler
then leans backwards and seizes the opponent around the waist, pulling them forward and
upwards so they are lying across the shoulder of the opponent, facing downwards. The
wrestler then takes hold of the upper arms or wrists of the opponent and spreads them,
holding the opponent in place.

Electric chair
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Transition
A transitional hold in which an attacking wrestler hoists an opponent up onto their
shoulders so that they are both facing in the same direction
It is often used to set up various drops and slams in singles competition. However it is
more often used in double team maneuver, in which another wrestler uses flying attacks
to knock opponents off the shoulders of the wrestler. Like many transition holds, the
defensive wrestler often uses the position to perform a variety of counter moves, most
notably the Victory roll.

Fireman's carry
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Transition

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The wrestler bends over with the opponent standing to the side of the wrestler. The
wrestler then pulls the opponent's arm over his/her farthest shoulder and diSTRibutes the
wrestler's body over his/her shoulders while having the other hand between and holding
onto one of the opponent's legs and stands up. The opponent is draped face-down across
the wrestler's shoulders, with the wrestler's arms wrapped around from behind. It is a key
component of several throws, drops and slams.
There is also a variation,in which the opponent is held diagonally across the wrestlers
back with their legs across one shoulder and head under the opposite shoulder (usually
held in place with a facelock). There is a third variation in which a wrestler lift his
opponent across his shoulders and then proceeds to slam his opponent to the mat.

Gorilla press
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Transition
A transition lift from which many throws, drops and slams can be performed. It became a
popular technique for larger and STRonger wrestlers as the lift is seen to emphasize their
height and power.

Gutwrench
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Transition
A set up for many throws and slams, this sees the attacking wrestler put a bent at the
waist opponent to one side of him, reach the near hand around and lock his hands around
the waist. A common move out of this transition can be a powerbomb.

Lady of the Lake


Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Transition
This is a move used to trick an unsuspecting opponent. The wrestler sits down, crosses
his or her legs, tucks their head into their chest and wraps one arm around their ankle (so
they are effectively rolled into a ball). The wrestler then extends their remaining arm
between their legs and then waits. The opponent, ostensibly confused, normally takes the
offered hand, at which point the wrestler rolls forward and into an arm lock. This move
can be easily countered into an entanglement submission hold.
The Lady of the Lake is an old British wrestling technique where it was most useful in
the context of classic rules that limited attacking a downed opponent. The move is often
called the Johnny Saint Special in reference to British wrestler Johnny Saint who
popularized the hold which was invented by his mentor, George Kidd.

Mounted
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Transition
The wrestler sits on top of the opponent's torso, facing their head, with his legs on either
side. When the opponent is facing down the position is referred to as back mount.
Various STRikes to the opponent's head are often performed from this position.

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Pumphandle
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Transition
The wrestler stands behind his opponent and bends him forward. One of the opponent's
arms is pulled back between his legs and held, while the other arm is hooked, then the
wrestler lifts the opponent up over his shoulder. From here many throws, drops and slams
can be performed.

Scoop
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Transition
Facing his opponent, the wrestler reaches between his opponent's legs with one arm and
reaches around their back from the same side with his other arm. The wrestler lifts his
opponent up so they are horizontal across the wrestlers body. From here many throws,
drops and slams can be performed.

Tilt-a-whirl
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Transition
The wrestler stands facing the opponent. The wrestler bends the opponent down so they
are bent facing in front on the wrestler's body. The wrestler reaches around the opponent's
body with their arms and lifts them up, spinning the opponent in front of the wrestler's
body, often to deliver a slam or most commonly a Tilt-a-whirl backbreaker.
Usually performed on a charging opponent, this can also be a transition hold for counter
attacks that sees the wrestler (who is being tilt-a-whirled) hit many throws and drops like
a DDT or headscissors takedown. This variation was made popular by "Flyin'" Brian
Pillman.

Wheelbarrow
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Transition
This move is achieved when a wrestler wraps a forward facing opponent's legs around his
waist (either by standing behind an opponent who is lying face-first on the mat or by
catching a charging opponent), then the wrestler would apply a gutwrench hold and lift
the opponent up off the ground into the air, then either continue lifting and fall backwards
to wheelbarrow suplex, or forcing the opponent back down to the mat to hit a
wheelbarrow facebuster.
This can also can be a transition hold for counter attacks that sees the wrestler (who is
being wheelbarrowed) hit many throws and drops like a DDT or a bulldog and rolling pin
combinations.

The Matrix
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: Evasion/Dodge

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This is an evasion which sees the wrestler doing a "Matrix" (bending over backwards into
a standing bridge, such as when Neo does a similar move near the end of the first Matrix
movie) to avoid a clothesline or any other attack. This move was popularized by Elix
Skipper during his run in WCW and TNA and later Trish STRatus during her run in
WWE which it was called the "MaTrish"

Miscellaneous

Armpit claw
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
The armpit claw was a squeezing of the muscle in the front of the armpit with the four
fingers dug into the armpit and the thumb pressing into the front of the shoulder. The
opponent's arm would bend at the wrist and elbow, and his fingers would curl into a claw.
The hold caused great pain, causing the opponent to submit or to lose all control of his
arm and hand, at which point the referee would call for the bell.

Collar-and-elbow tie up
Trait Used: DEX+ wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR
This is a stand-up grappling position where both wrestlers have a collar tie, and hold the
opponent's other arm at the elbow. The collar-and-elbow is generally a neutral position,
but by pushing the hand on the elbow up and towards the inside of the opponent's arms, a
controlling wrestler can turn an opponent into a belly-to-back position. Alternatively, if a
controlling wrestler pushes forward while releasing the collar tie they can wrap their
extended arm around the head of their opponent back round to their own other arm to
sinch in a side headlock.

Fish hook
Trait Used: DEX+ wrestling holds Difficulty: 6
Accuracy: Normal Damage: Transition
The wrestler bends one of his fingers into a hook, and uses it to STRetch the opponent's
mouth or nose. An illegal hold under usual rules.

Austin Aries uses a half surfboard variation, called Fish Hook of Doom, where the
opponent is lying face down. He grabs one of the opponent's wrists with one hand and
fish hooks the opponent's mouth with the other. He then places his knees against the
opponent's STRetched arm, and pulls back with his arms.

Skin the cat


Trait Used: DEX+ Expression, Acrobatics Difficulty: 6
Accuracy: Normal Damage: Defensive
Popularized by Ricky Steamboat, this defensive maneuver is used when a wrestler is
thrown over the top rope. While being thrown over the wrestler grabs the top rope with
both hands and holds on so that they end up dangling from the top rope but not landing
on the apron or on the floor. The wrestler then proceeds to lift their legs over their head

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and rotate their body back towards the ring to go back over the top rope and into the ring,
landing in the ring on their feet.

Sunset flip
This move commonly sees an attacking wrestler dive over an opponent who is facing
him/her, usually bent over forwards, catching the opponent in a waistlock from behind
and landing back-first behind the opponent. From that position the wrestler rolls forward
into a sitting position, pulling the opponent over backwards and down to the mat so that
he lands on his back into a sitout pin position. Suicide(TNA iMPACT) performs this
move in a tilt-a-whirl fashion which is called the DOA.
While being held on the shoulders of an attacking wrestler in a position where this second
wrestler is STRaddling the head of the attacking wrestler while facing in the other
direction; as if they were riding off into the sunset.

Tree of Woe
Trait Used: STR + wrestling holds Difficulty: 6
Accuracy: Normal Damage: Transition/ Suspended on turnbuckle
This involves a wrestler suspending an opponent upside down on a turnbuckle, with the
opponent's back being up against it. To do this the opponent's legs are then hooked under
the top ropes, leaving the opponent facing the attacking wrestler, upside down.
Often an attacking wrestler will choke, kick, or stomp the opponent until the referee uses
up his five count. The technique is also used to trap an opponent while the attacking
wrestler runs at them and delivers some form of offensive maneuver, such as a running
knee attack or a baseball slide.

Airplane spin
Trait Used: STR + wrestling holds Difficulty: 5
Accuracy: Normal Damage: STR, Transition
A wrestler lifts the opponent onto their shoulders and spins him around and around until
they get dizzy and crash to the ground.

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Professional wrestling throws

Professional wrestling throws are the application of techniques that involve lifting the
opponent up and throwing or slamming him or her down, which makes up most of the
action of professional wrestling. Some of these moves are illegal in some forms of
traditional amateur wrestling because they can cause serious injury, especially in a
competitive environment. They are sometimes also called "power moves", as they are
meant to emphasize a wrestler's STRength.

There are a wide variety of slams and throws in pro wrestling and many moves are
known by several different names. Professional wrestlers frequently give their "finisher"
(signature moves that usually result in a win) new names that reflect their gimmick.

Moves are listed under general categories whenever possible.

An opponent who succeeds in breaking out of a throw may immediately state a counter
move or may use their normal action, but may not do both with the same action.

Armbreaker
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
An armbreaker is any move in which the wrestler slams the opponent's arm against a part
of the wrestler's body, usually a knee or shoulder. where a wrestler concentrates on the
arm and drops a part of their body on to the arm.

Armbar takedown
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
This variation of the armbreaker involves the attacking wrestler grabbing the opponent's
left or right arm, holding it across their chest and then falling backwards, dropping the
opponent face first as well as damaging the opponent's arm and shoulder. This move is
also known as a single arm DDT.

Arm drag
Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A move in which the wrestler uses his or her opponent's momentum to the opponent's
disadvantage. The wrestler hooks the opponent's arm and flips him or her over onto the
mat. The wrestler may roll on to his or her side to give the move extra momentum. Often
called a hiptoss

Japanese arm drag


Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR

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This move is performed when an opponent runs towards the wrestler facing him or her.
When the opponent is in range, the wrestler hooks the opponent's near arm with both
hands and falls backwards forcing the wrestler's own momentum to cause him or her to
flip forwards over the head of the wrestler and onto his or her back.

Over the shoulder arm drag


Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler grabs his or her opponent's arm, then turns to face the other direction and
pulls the opponent over his or her shoulder. It is essentially the same as the ippon
seoinage found in Judo.

Springboard arm drag


Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
An arm drag performed where the attacking wrestler grabs an opponent's arm, runs up the
corner ring ropes and springboards, usually off the top rope, over the opponent. This
drags the opponent by his or her arm to flip over onto the mat or on to the ropes.

Arm wringer
Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
An Arm Wringer or Spinning Wristlock is a move in which the wrestler grabs the
opponent's arm by the wrist/arm and twists it over the wrestler's head to spin it around
with enough force to take the opponent to the mat. The maneuver is a popular rest hold in
American wrestling. Quite frequently the move is broken with an Irish Whip, reversed
into a hammerlock, or countered with a reverse elbow or eye rake/gouge.

Atomic drop
Trait Used: STR + wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
A move in which the wrestler goes behind an opponent puts his head under the
opponent's shoulder and lifts his opponent up and then drops him or her tailbone-first on
the wrestler's knee or groin

Inverted atomic drop


Trait Used: STR + wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
A move in which the wrestler puts his or her head under the opponent's shoulder and lifts
the opponent up and then drops him or her "lower abdomen region" or groin first on the
wrestler's knee. It is called a Manhattan Drop in Japan, as named by Masahiro Chono.
Even though this move is an indirect low blow, it is considered a legal move.
Theoretically, it is the opponent's groin that has impacted with the wrestler's knee, not the
other way around. Shawn Michaels is a well-known user of the move, as it usually
proceeds his signature elbow drop.

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Backbreaker
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A backbreaker is any move in which the wrestler lifts his/her opponent up and jumps or
drops his/her opponent so that the opponent's back impacts or is bent backwards against a
part of the wrestler's body.

Back body drop


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A back body drop or backdrop, is a move in which a wrestler bends forward or crouches
in front of his/her opponent, grabs hold of his/her opponent, and stands up, lifting the
opponent up and over and dropping him/her behind the back. It is applied frequently
against a charging opponent.

Mountain Bomb
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The opponent runs towards the wrestler. The wrestler ducks, hooks one of the opponent's
legs with one of his arms, stands up and falls backwards, flipping the opponent and
driving him back first down to the mat, with the wrestler landing on top of the opponent.
Innovated and named by Hiroyoshi Tenzan.

Body slam
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A body slam is any move in which a wrestler picks up his or her opponent and throws
him or her down to the ground. When used by itself, the term body slam generally refers
to a basic scoop slam.

Alabama slam
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
Also known as a double leg slam, a flapjack spinebuster or a water-wheel slam, this high-
angle spinebuster variation involves a wrestler placing their head between an opponent's
knees or under the opponent's arm, then standing up, holding onto their opponent's legs,
so that the opponent is facing the wrestler's back. The wrestler then simply brings both
hands down, throwing the opponent back-first to the mat. They may also hold the
opponent in place while spinning in several circles before throwing the opponent down.

Biel throw
Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands to the side of their opponent, grabs them, and throws them forward,
causing them to flip over onto their back. It is considered a very basic technique, so basic

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that a forward rolling fall is commonly called a biel bump, and is mainly used by very
large wrestlers to emphasize power and STRength over finesse.

Chokeslam
Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A chokeslam is any body slam in which the wrestler grasps their opponent's neck, lifts
them up, and slams them to the mat, causing them to land on their back. Kane, Big Show
and The Undertaker are most notable in using this move as finishers or as signature
moves, among others.

Cobra clutch slam


Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
In this slam a wrestler places the opponent in a cobra clutch and then lift the opponent
into the air by their neck before jumping backwards, falling face down or into a sitting
position, driving the opponent back first down to the mat.

Fireman's Carry Throws

Fireman's carry slam


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler first drapes an opponent over their shoulders in a fireman's carry position.
The wrestler then takes hold of the thigh and arm of the opponent, which are hung over
the front side of the wrestler, and leans forward, pulling the opponent over their head and
shoulders, slamming them down on their back in front of the wrestler.

A Rolling fireman's carry slam


Trait Used: STR + wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
A variation that sees the wrestler keep hold of the opponent and run forward before
slamming the opponent to the ground, using the momentum to roll over the opponent.
Mr. Kennedy has been known to perform a jumping variation from the second rope (and
on occasion, the top rope or a ladder), and calls it the Green Bay Plunge.

Fireman's carry takeover


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR and Transition to mat
The wrestler kneels down on one knee and simultaneously grabs hold of one the
opponent's thighs with one arm and one of the opponent's arms with his other arm. He
then pulls the opponent on his shoulders and then rises up slightly, using the motion to
push the opponent off his shoulders, flipping him to the mat onto his back. This is usually
used as a transition move.

Death Valley driver

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Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
Often abbreviated to D.V.B. and known as a Death Valley Bomb in Japan. This is a move
in which a brainbuster-type slam is performed from a fireman's carry. The wrestler falls
in the direction that the opponent's head is facing, driving the opponent's head into the
mat. This move was innovated by Etsuko Mita.
Sean O'Haire uses a variation in which he throws out his opponent on the opposite side.
He calls this the Widow Maker or the Prophecy. Toby Klein does a version he calls the
Insanity Driver, where he gets his opponent in position then he spins before slamming
them (quite often onto a weapon of some sort).
Beth Phoenix uses a variation in which she and the opponent were on the second rope.
Then she lifts the opponent in the Fireman's carry position. She and the opponent would
then descend to the mat, impacting the opponent's head.

Fireman's carry gutbuster


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
This is the most common version of the elevated gutbuster and sees the attacking wrestler
first lift the opponent up across their shoulders; a position known as a "fireman's carry",
before then dropping down to one knee while simultaneously elevating the opponent over
their head forcing them to drop down and impact their exposed knee.

Fireman's carry powerbomb


Trait Used: STR + wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
The wrestler lifts the opponent on to his shoulders, into the Fireman's carry position. The
wrestler grabs hold of the opponent's near leg with one hand, and his head with the other.
He then pushes the opponent's upper body up and simultaneously spins them, causing
them to end up in front of the wrestler face up. The wrestler then either sits down or stays
standing. He may also wrap his hands around the opponent's upper legs.

Fallaway slam
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
Also known as a Table Top Suplex or the Last Call. The wrestler, while standing in front
of an opponent would reach between their opponent's legs with one arm and reaches
around their back from the same side with their other arm. The wrestler lifts their
opponent up so they are horizontal across the wrestler's body then falls backward
throwing the opponent over their head down to the mat back-first. This slam can be either
bridged into a pin, or the wrestler can float over into another fallaway slam. It can also be
performed from the second turnbuckle, usually called a Super Fallaway Slam or Super
Last Call.

Full nelson slam


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR

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In this move the aggressor places their opponent in a full nelson hold and uses it to lift
them off the ground. Once in the air, the aggressor removes one of their arms (so their
opponent is now in a half nelson) and slams them down to the mat. Another similar
variation known as Double chickenwing slam sees the wrestler apply double chickenwing
instead of a full nelson before slamming the opponent.

Gorilla press drop


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler lifts their opponent up over their head with arms fully extended then drops
the opponent down face-first in front or back. It is a popular technique for very large
wrestlers because it emphasizes their height and power. Made famous by the Ultimate
Warrior, this move is also called the Military Press Slam.

Gorilla press slam


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
This slam sees a wrestler first lift their opponent up over their head with arms fully
extended (as in the military press used in weight lifting), before lowering the arm under
the head of the opponent so that the opponent falls to that side, while flipping over and
landing on his/her back. The attacking wrestler may repeatedly press the opponent
overhead to show his STRength, prior to dropping them.
In a variation of the move, the wrestler falls to a seated position, slamming the opponent
down between their legs, in a fashion similar to that of the Michinoku Driver II. This is
referred to as a Gorilla Press Driver. This also works for larger wrestlers

Half nelson slam


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands behind, slightly to one side of and facing the opponent. The wrestler
reaches under one of the opponent's arms with their corresponding arm and places the
palm of their hand on the neck of the opponent, thereby forcing the arm of the opponent
up into the air to complete the half nelson. The wrestler then lifts the opponent up, turns,
and falls forward, slamming the opponent into the mat

Hammerlock slam
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A variation of the standard scoop slam, used prominently by the Anderson family. While
facing the opponent, the wrestler bends, for example, the opponent's left arm behind the
opponent's back into a hammerlock position. The wrestler now, with the left arm, reaches
over the opponent's right shoulder and down the back, grabbing the wrist of the
opponent's hammerlocked left arm. While firmly holding the opponent's hammerlocked
wrist in place, the wrestler uses the right arm to reach down between the opponent's legs
and scoops up the opponent. The wrestler then turns the opponent upside down, and

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slams the opponent's back down to the mat, so that the opponent lands on the
hammerlocked arm behind the back.

Olympic slam
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands behind the opponent and grabs hold of one of the opponent's wrists,
tucks his head under that arm's armpit, and wraps his free arm around the near leg of the
opponent. The wrestler then lifts the opponent up on his shoulders sideways, and at the
same time spins 90° and falls down on to his back, slamming the opponent down to the
mat back first. The move can also be initiated from the front of an opponent. Following a
knee to the stomach, the performer places his head under the opponent's armpit, and
performs the same motions for that of initiating it from the rear of an opponent, once
more spinning backwards 90° while falling to the mat. The move was originally named
and innovated by Kurt Angle.

Pumphandle drop
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
Also known as a Tilt slam, the wrestler stands behind their opponent and bends them
forward. One of the opponent's arms is pulled back between their legs and held, while the
other arm is hooked. The wrestler then lifts their opponent up until they are parallel with
the wrestler's chest, then throws themselves forward, driving the back of the opponent
into the ground with the weight of the wrestler atop them. Road Dogg Jesse James uses
this as his finisher.

Pumphandle slam
Trait Used: STR + wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
The wrestler stands behind their opponent and bends them forward. One of the
opponent's arms is pulled back between their legs and held, while the other arm is hooked
(pumphandle). The attacking wrestler uses the hold to lift the opponent up over their
shoulder, while over the shoulder the attacking wrestler would fall forward to slam the
opponent against the mat back-first, normally the type of powerslam delivered is a front
powerslam. The move can also see other variations of a powerslam used, particularly into
a sidewalk slam position.

Pumphandle Michinoku driver II


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler lifts the opponent as with a pumphandle slam, but falls to a sitting position
and drops the opponent between their legs as with a Michinoku Driver II.

Pumphandle fallaway slam


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR

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Also known as the Tilt Suplex. The wrestler hooks up the opponent as a pumphandle
slam, then the wrestler goes through the body movements for the fallaway slam,
executing the release of the opponent as they enter the apex of the throw, instead of at or
just past the apex of the throw like when one executes the fallaway slam. Usually the
opponent then adds effort to gain extra rotations in the air for effect or to ensure that they
do not take the bump on their side.

Samoan drop
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
Technically known as a Fireman's carry drop; the wrestler drapes an opponent over their
shoulders in a fireman's carry position then falls backwards, driving the opponent down
to the mat on their back. The move has been a signature move for Samoan wrestlers
throughout the years. A Samoan drop is usually a counter to drop the opponents
momentum.

Scoop slam
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
Facing their opponent, the wrestler reaches between their opponent's legs with one arm
and reaches around their back from the same side with their other arm. The wrestler lifts
their opponent up and turns them upside down so that they are held up by the wrestler's
arm cradling their back. The wrestler then throws the opponent to the ground so that they
land on their back. The opponent will often assist the slammer by placing their arm on the
slammers thigh.

Side slam
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands face to face with the opponent, slightly to their side. The wrestler
tucks his head under the opponent's near arm, reaches across the opponent's chest and
around their neck with his near arm, and places his other arm against their back. The
wrestler then lifts the opponent up and throws them forward while still standing to slam
them down to the mat back first. This more common Powerslam Version sees the
wrestler falls down to the mat with the opponent.

Spinebuster
Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler starts by facing their opponent. They then grab the opponent around the
waist and lift them up, turning 180°, and toss them forward onto their back or slam them
down while landing on top of them. It is usually performed against a charging opponent,
using the opponent's own momentum to make the throw more powerful. It is called a
rolling spinebuster or spinning spinebuster in Japan. This version is generally associated
with Arn Anderson and his name is often evoked whenever a wrestler performs it
(Double-A Spinebuster, Anderson Spinebuster, etc.) Another version, more commonly

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used by larger wrestlers sees the wrestler elevate the opponent up and drop down with
them to the mat without spinning, slamming their opponent's back into the mat.

Brainbuster
Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A brainbuster, also known as an Avalanche Suplex, is a move in which a wrestler puts
his/her opponent in a front facelock, hooks his/her tights, and lifts him/her up as if he/she
was performing a vertical suplex. The wrestler then jumps up and falls onto his/her back
so that the opponent lands on his/her head while remaining vertical.

Bulldog
Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A bulldog, originally known as bulldogging or a bulldogging headlock, is any move in
which the wrestler grabs an opponent's head and jumps forward, so that the wrestler
lands, often in a sitting position, and drives the opponent's face into the mat. This move
plus some other variations are sometimes referred to as a facebuster. It can also be used
as a reversal to a powerbomb.

Cutter
Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
This variant is done from the front, using a three-quarters facelock, and has many
derivative variants.

Cobra clutch bulldog


Trait Used: DEX + wrestling throws Difficulty: 7
Accuracy: Normal Damage: STR +2
The wrestler applies a Cobra Clutch and then leaps forward, falling into a sitting position
and driving the face of the opponent into the ground.

Half nelson bulldog


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler hooks a half nelson hold on his opponent with one arm and his opponents
waist with the other. He then leaps forward into a sitting position, driving the face of the
opponent into the ground. This move is also incorrectly referred to as a faceplant, which
is a different move altogether.

One-handed bulldog
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
Also known as the "Face Crusher", the one-handed bulldog is in fact more of a facebuster
than an actual bulldog and generally sees a wrestler run up from behind their opponent,

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grab the opponent's head with one hand and leap forward to drive this opponent's face
into the mat.
A two-handed variation of this sees the attacking wrestler charge at the opponent and
push, with both hands, down on the back of the opponent's head to force them face-first
into the mat below.

Reverse bulldog
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The attacking wrestler stands side-to-side and slightly behind with the opponent, facing
in the opposite direction, from there he/she leaps in the air and drops to a seated position
driving the opponent neck and back first to the mat. In another variation, the attacker runs
to the opponent and executes the move. This is usually referred to a lariat takedown.

Spinning bulldog
Trait Used: DEX + wrestling throws Difficulty: 7
Accuracy: Normal Damage: STR +2
The wrestler places the opponent in a modified fireman's carry in which the opponent is
held diagonally across the wrestlers back with their legs across one shoulder and head
under the opposite shoulder (usually held in place with a facelock). The wrestler then
spins simultaneously throwing the opponent's legs off the wrestler's shoulders and
dropping to the ground, driving the opponent's head into the mat in a bulldog position.

Catapult
Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: Transition
A Catapult or Slingshot Catapult is a throw that typically starts with the opponent on
his/her back, and the wrestler standing and facing him. The wrestler hooks each of the
opponent's legs in one of his/her arms then falls backwards to slingshot the opponent into
a turnbuckle, ladder, rope, etc. This can also be held for a backbreaker.

DDT
Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
Similar to a bulldog, a DDT is any move in which the wrestler falls down or backwards
to drive the opponent's head into the mat. The classic DDT is performed by putting the
opponent in a front facelock and falling backwards so that the opponent is forced to dive
forward onto his/her head.

Death Valley driver


Trait Used: DEX + wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
Often abbreviated to D.V.D. and known as a Death Valley Bomb in Japan. This is a move
in which a brainbuster-type slam is performed from a fireman's carry. The wrestler falls
in the direction that the opponent's head is facing, driving the opponent's head into the
mat. This move was innovated by Etsuko Mita.

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Sean O'Haire uses a variation in which he throws out his opponent on the opposite side.
He calls this the Widow Maker or the Prophecy. Toby Klein does a version he calls the
Insanity Driver, where he gets his opponent in position then he spins before slamming
them (quite often onto a weapon of some sort).

Inverted Death Valley driver


Trait Used: DEX + wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
Invented by Kyoko Inoue and called the Victoria Driver. Also known as a Burning
Hammer or inverted D.V.D. The move is executed from a Argentine backbreaker rack
(face up, with the neck and one leg cradled) position. The wrestler falls sideways, driving
the opponent's head to the mat. This is considered an extremely dangerous move as the
opponent's body cannot roll with the natural momentum of the move to absorb the
impact. It was popularized by Kenta Kobashi as the Burning Hammer.

A cut-throat variation of this driver was innovated by Mark Briscoe, which he named the
Cut-Throat Driver, where instead of holding the body of the opponent he would hold the
far arm of the opponent across the opponents own throat, and maintain it by holding the
opponents wrist, before performing the inverted Death Valley driver.

Side Death Valley driver


Trait Used: DEX + wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
A variation between the regular Death Valley driver and the inverted one. The opponent
lays on the shoulders of the wrestler on his side, facing either the opposite or the same
direction as the wrestler, with the wrestler holding the opponent by the lower leg, and
either the head or lower arm. The wrestler then falls sideways, driving the opponent down
to the mat shoulder and neck first.

Driver
A Driver is a variation of many moves; it involves an opponent being driven down
between the legs of a wrestler (who is dropping to a seated position) on the back of
his/her neck/shoulder area.

Electric chair driver


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
In this variation of a driver the wrestler lifts the opponent on his/her shoulders in an
electric chair sitting position and then takes hold of the opponent and pulls him/her over
his/her shoulder and down to the mat while falling to a sit out position so that the
opponent lands on his/her upper back and neck between the legs of the wrestler, facing
towards him/her, usually resulting in a pin. Nick Mondo used an iconoclasm instead of
the usual driver. He calls this variation the Assault Driver.

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Fisherman driver
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler places the opponent in a front facelock and hooks one of the opponent's legs
with his free arm. The wrestler then lifts the opponent upside down or onto his shoulders,
and then sits down, driving the opponent between his legs, head and shoulder first.
A wrist-clutch variation of this driver exists which sees the wrestler lift the opponent onto
his/her shoulders, and while the opponent is on his/her shoulders, he/she uses the hand
hooking the opponent's leg to reach upwards and clutch the wrist of the arm opposite the
hooked leg. While maintaining the wrist-clutch they then perform the driver. There is a
further variation that does not include the shoulder lift that sees the wrestler hook the leg
and wrist while the opponent is standing in front of them, lift the opponent upside down
and then fall to the sitout position.

Half nelson driver


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands behind the opponent and applies a half nelson hold on his opponent,
placing one of his hands against the opponent's neck after hooking the opponent's arm
with it. He the scoops the opponent's near leg with his other arm and lifts the opponent
up, flips the opponent upside down, and then either kneels or sits down, driving the
opponent down to the mat on their neck.

Michinoku driver II
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
Also known as a 'sitout scoop slam piledriver', but is named after its inventor TAKA
Michinoku. While facing his/her opponent, the wrestler reaches between his/her
opponent's legs with one arm and reaches around his/her back from the other side with
his/her other arm. The wrestler lifts his/her opponent up and turns him/her upside down
so that he/she is held up by the wrestler's arm cradling his/her back. The wrestler then
throws the opponent to the ground as he/she falls to a sitting position so that the opponent
lands on his/her upper back. This is often simply called a Michinoku Driver because
TAKA Michinoku rarely uses the original Michinoku Driver, a double underhook
brainbuster.

Michinoku driver II-B


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
TAKA Michinoku also invented a variation of the Michinoku Driver II in which the
wrestler stands behind the opponent, applies an inverted facelock, lifts them upside down,
and then drops down to a sitting position, driving the opponent down to the mat between
the wrestler's legs upper back first.

Samoan driver
Trait Used: STR + wrestling throws Difficulty: 5

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Accuracy: Normal Damage: STR
Also known as Fireman's carry michinoku Driver II or sitout death valley driver. The
attacking wrestler drapes an opponent over their shoulders in a fireman's carry position
and then takes hold of the opponent and pulls them over their shoulder and down to the
mat while falling to a sitting position so that the opponent lands on their upper back and
neck between the legs of the wrestler, facing towards them.

Tiger driver
Trait Used: DEX + wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
Invented by Mitsuharu Misawa. The wrestler faces a bent over opponent and double
underhooks the opponent's arms. The wrestler then lifts them up, flips the opponent and
drops the opponent on their back while falling to sitting position, often pinning the
opponent in the process. This is also known as a 'sitout double underhook powerbomb'.
There is some dispute over the correct name because the move resembles a Powerbomb
more than a driver. Thus, the move is also sometimes referred to as a Tiger Bomb.
However, Tiger Driver is the original and more commonly accepted name. Some
consider a double underhook powerbomb where the wrestler does not drop into a sitout
position to be a Tiger Bomb, while the sitout variant is considered the Tiger Driver.

Wheelbarrow driver
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
Similar to a wheelbarrow facebuster but instead of dropping their opponent face first,
they drop their opponent so that the opponent lands on their upper back and neck between
the legs of the wrestler, facing towards them usually resulting in a pin.

Electric chair drop


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler lifts the opponent on his/her shoulders in an electric chair sitting position
and then falls backwards driving the opponent back-first into the mat.

Facebreaker
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A facebreaker is any move in which the wrestler slams his/her opponent's face against a
part of the wrestler's body, usually the knee.

Facebreaker DDT
Trait Used: DEX + wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
The wrestler applies a front facelock and then falls backwards, much like a normal DDT,
but instead of the opponent's head impacting the mat, the wrestler falls to a kneeling or
sitting position driving the face of the opponent onto his/her knee.

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Facebreaker knee smash


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The knee smash, also called a Coconuts crush, is a standard facebreaker which involves
the wrestler facing an opponent and grabbing him or her by the head or hair and pulling
the opponent's face down, dropping it on to the wrestler's knee. Often used by a wrestler
to stun an opponent and set him or her up for another move.
Many other facebreakers use the knee to inflict the damage; one variation sees the
wrestler apply a standing side headlock, and simultaneously pull the opponent forward
and smash the wrestler's knee to the opponent's head. There is also a double knee
variation.

Double knee facebreaker


Trait Used: DEX + wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
This facebreaker involves an attacking wrestler, who is standing face-to-face with an
opponent, hooking both hands around the opponent's head and then leaping to bring both
knees up to the face of the opponent. The wrestler then falls backwards to the mat, thus
forcing the opponent to fall forwards and impact the exposed knees. CIMA and his
Typhoon stablemates, most notably Susumu Yokosuka, use a double-team variation from
a wheelbarrow position called the Superdrol. A single knee variation is also possible.
Petey Williams uses a version where he slingshots off the ring apron into the ring and
drives both knees into his opponents chest. Naomichi Marufuji has recently started using
the maneuver, and after seeing him perform it at an ROH show, Chris Jericho adopted a
running variation called the Codebreaker as his new finisher, usually preceded by his
signature stance.

Hangman's facebreaker
Trait Used: DEX + wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
Also described as an over the shoulder facebreaker, this facebreaker is performed when
an attacking wrestler, who is standing in a back-to-back position with an opponent,
reaches back to pull the opponent's head over his/her shoulder before (while keeping a
hold of the opponent's head) spinning round to twist the opponent's head over as they
drop down to one knee forcing the opponent face-first into the wrestlers exposed knee in
one quick fluid motion.

Facebuster
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A facebuster, also known as a faceplant, is any move in which the wrestler forces his/her
opponent's face down to the mat which does not involve a headlock or facelock. If these
are used then the move is either a DDT or bulldog variation. Also, inverted Mat Slams
are commonly referred to as facebusters. A standard Facebuster also known as a Jumping

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facebuster involves the wrestler grabbing hold of the opponent by his/her head or hair and
jumping down, forcing the opponent's face into the mat.

Flapjack, Hotshot
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A flapjack, also known as a Pancake slam, is any move that throws the opponent so that
he/she is pushed upward and therefore having him/her fall on his/her front. In a basic
flapjack, a wrestler pushes his opponent upward by reaching under his legs and lifting
him into the air. While retaining the hold on the opponent's leg, the wrestler would fall
backwards, dropping the opponent front-first into the canvas. It is commonly used by a
wrestler when an opponent is charging towards him.
The move is similar to a back drop, but the wrestler pushes upwards so that the opponent
falls onto his/her face instead of falling back-first.
A Hotshot is referred to when a flapjack is performed so that the opponent falls across the
ring ropes. The fireman's carry flapjack sees the wrestler lift the opponent on to a
fireman's carry, and then throw the upper body of the opponent away from the wrestler
while the wrestler falls backwards, driving the opponent down to the mat chest first.

Alley Oop , Reverse powerbomb


Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler lifts the opponent so that they are seated on the wrestler’s shoulders, facing
away from him, as in a powerbomb. The wrestler then falls backwards while throwing the
opponent the same way, dropping them down to the mat on their chest. Tori innovated a
variation of this maneuver where she wouldn't keep the opponent on her shoulders, but
instead, she would do the maneuver very fast so it whipped the opponent.

Giant swing
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A Giant swing starts with an opponent lying on the mat, face up, and the wrestler at the
opponent's feet. The wrestler takes the opponent's legs up under his/her arms, similar to
the setup for a catapult, but instead pivots, spinning around to lift the opponent off the
mat. The attacking may release the opponent to send him/her flying, or simply slow until
the back of the opponent returns to the ground.

Guillotine drop
Trait Used: STR + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
This move sees the attacking wrestler lift the opponent in a standing guillotine choke and
to drop the opponent lower spine first to the mat. This eventually causes an effect to the
whole spine and neck. Nikki Roxx first applies a hammerlock and then executes the
move. She dubbed this the Barbie Crusher or Voodoo Drop for her Roxxi Laveaux

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gimmick. Chris Hero uses a variation of the move where he applies a cravate instead of a
guillotine choke. He calls the move Cravate Countdown.

Gutbuster
Trait Used: DEX + wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A Gutbuster is any move in which the wrestler lifts his/her opponent up and jumps or
drops him/her so that the opponent's stomach impacts against part of the wrestler's body,
usually the knee. A basic gutbuster is often called a stomach breaker and is essentially the
same as a backbreaker but with the opponent facing the opposite direction. This similarity
with backbreakers is reflected in almost every gutbuster variation, which if inverted
would become backbreakers and visa versa.

Double knee gutbuster


Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
This gutbuster involves an attacking wrestler, who is standing face-to-face with an
opponent, hooking both hands around the opponent's head and leaping to bring both
knees up to the stomach of the opponent; the wrestler will then fall backwards, forcing
the opponent to fall forwards and impact the exposed knees.

Elevated gutbuster
Trait Used: DEX+ wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
This variation of a gutbuster sees an opponent first elevated into a high lifting transition
hold before being dropped down for a gutbuster.

Gorilla press gutbuster


Trait Used: DEX+ wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
This version of the elevated gutbuster first sees the attacking wrestler lift an opponent
over his/her head with his/her arms fully extended; a position known as a "Gorilla press",
before then dropping down to one knee while simultaneously elevating the opponent over
his/her head forcing him/her to drop down and impact the attacking wrestler's exposed
knee.

Gutbuster drop
Trait Used: DEX+ wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
An elevated gutbuster in which an attacking wrestler would lift an opponent up, stomach-
first, across one of their shoulders before dropping down to their knees forcing the
opponent's stomach to impact on the wrestler's shoulder.

Rib breaker
Trait Used: DEX+ wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1

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A rib breaker is a version of a gutbuster that involves the wrestler scooping the opponent
up by reaching between the legs of the opponent with one arm and reaching around their
back from the same side with his/her other arm. The wrestler then lifts his/her opponent
up so they are horizontal across the wrestler’s body. From here the wrestler drops down
to one knee, forcing the opponent to drop stomach/rib-first against the wrestler's raised
knee.

Headscissors takedown
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The move can be performed two ways, with the wrestler facing up or down. With the
wrestler's legs scissored around the opponent's head, and if the wrestler is facing up, he
performs a backflip, dragging the opponent into a forced somersault that throws the
opponent away and on to their back. If the wrestler is facing down, he bends forward
instead of performing a backflip. Of the two variations the facing down version is more
often referred to as a Headscissors takedown with the facing up version being referred to
as a Frankensteiner or Hurricanrana.
A variation where the wrestler forces the opponent to spin before releasing him is
referred to as a Satellite (spinning) headscissors. Another variation when the attacking
wrestler rotates numerous times around the opponent before performing the head scissors
is known as Déjà Vu as named by Dragon Kid.

Frankensteiner
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
This move is commonly referred to as a huracanrana or hurricanrana, although it is
technically slightly different. The move is described as a headscissors takedown that is
performed against a running opponent. The wrestler jumps on the shoulders of the
charging opponent and performs a backflip, using his momentum to throw the opponent
over him and on to their back
It was named "Frankensteiner" by Scott Steiner, who used it as a finishing move. The
move also has a variation where the opponent is sitting on the top rope, that variation is
also referred to as frankensteiner. Another variation of the Frankensteiner sees a
grounded wrestler first "kip-up" on to a standing opponent's shoulders, this is where a
wrestler roll onto the back of his/her shoulders bringing his/her legs up and kicking
forward to build momentum to lift themselves off the floor and on to the standing
opponent. This is often referred to as a kip-up hurricanrana, though technically it's a
frankensteiner.

Reverse frankensteiner
Trait Used: DEX+ wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
Also known as an Inverted Frankensteiner or Poison Rana, this move is similar to a
standard frankensteiner. The wrestler jumps on the shoulders of an opponent and
performs a backflip, using the momentum to throw the opponent over. However, in this
version a wrestler jumps on the shoulders of an opponent from behind, so that they are

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facing the same way as the opponent. By leaning backwards the wrestler attempts to
perform a backflip and throw the opponent over on their belly. Due to the difficulty in
performing a backflip with the extra weight often the ending of this move sees the
opponent's head stuck between the legs of the wrestler hitting the mat first; giving it a
resemblance to a back-to-back flip piledriver.
This move is dangerous in that the attacking wrestler cannot let go of the head scissors
because the opponent has no natural momentum with the move so most of the time the
opponent lands on their head between the legs of the wrestler, and if the opponent doesn't
aid the backflip enough the wrestler can end up being crushed by the opponent landing on
their back.

Hurricanrana
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The correct name for this maneuver is the Huracanrana, but it is commonly misspelled in
English as Hurricanrana and was invented by Luchador Huracan Ramirez. This is a
Frankensteiner headscissors takedown that ends in a rana pinning hold. The rana is any
double-leg cradle. Rey Mysterio and Evan Bourne use the same move except Rey
Mysterio calls his the West Coast Pop which is a springboard version. The huracanrana is
typically done with more velocity than the headscissors takedown, as the opponent needs
to land directly underneath the wrestler, instead of being tossed away.
It is often confused with the more impactful non-pinning headscissor variation known as
a Frankensteiner, although the difference is similar to seeing a bridged suplex compared
to a released one.

Hip toss
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler stands next to the opponent with both facing the same direction, and the
wrestler hooks their closest arm underneath and behind the opponent's closest armpit. The
wrestler then quickly lifts the opponent up with that arm and throws them forward, which
would lead the wrestler to flip the opponent onto their back to end the move.

Iconoclasm
Trait Used: DEX+ wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
This top rope flipping slam sees a wrestler stand under an opponent, who is situated on
the top turnbuckle, turn his/her back to this opponent while taking hold of the opponent's
arms from below, often holding underneath the opponent's arm pits. The wrestler would
then throw the opponent forward while falling to a seated position, flipping the opponent
over in midair, and slamming them down to the mat back first. The Iconoclasm was
popularized and named by Dragon Gate wrestler, CIMA. There is also a cross armed
variation, dubbed the goriconoclasm by CIMA.

Irish whip
Trait Used: DEX+ wrestling throws Difficulty: 5

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Accuracy: Normal Damage: Transition
Also called a hammer throw. A move in which the wrestler grabs one of his/her
opponent's arms and spins, swinging the opponent into an obstacle such as the ring ropes,
a turnbuckle, or the stairs leading into the ring.
An Irish whip into the ring ropes is usually used to set the opponent up for another
technique as he/she bounces off, such as a back body drop, clothesline or sleeper hold.
An Irish whip into the turnbuckles usually sees the opponent remain in the corner,
allowing a follow-up attack from the wrestler, such as a corner clothesline, avalanche,
Stinger splash, or a running knee; the opponent may remain standing or slump to the
ground, usually in a seated position, which will vary the attack. One occasional use of the
Irish whip is to try to "hit for the cycle" by whipping one's opponent into each corner in
turn. Some professional wrestlers can use this move as an advantage by running up the
turnbuckle and using a high flying move such as Jeff Hardy using his Whisper in the
Wind.

Jawbreaker
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A jawbreaker is any move in which the wrestler slams his/her opponent's jaw against a
part of the wrestler's body, usually his/her knee, head or shoulder.

Sitout jawbreaker
Trait Used: DEX+ wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
A standard jawbreaker is seen when a wrestler (either stands facing or not facing
opponent) places his/her head under the jaw of the opponent and holds the opponent in
place before falling into a sitting or kneeling position, driving the jaw of the opponent
into the top of his/her head. Sometimes it is also used to counter a headlock by the
opponent.

Shoulder jawbreaker
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
Also known as a hangman's jawbreaker, the wrestler stands facing the opponent, places
his/her shoulder under the jaw of the opponent and holds the opponent in place before
falling into a sitting or kneeling position, driving the jaw of the opponent into his/her
shoulder.

Stunner
Trait Used: DEX+ wrestling throws Difficulty: 7
Accuracy: Normal Damage: STR +1
A Stunner is a sitout three-quarter facelock jawbreaker. It involves an attacking wrestler
applying a three-quarter facelock (reaching behind the head of an opponent, thus pulling
the opponent's jaw above the wrestler's shoulder) before falling to a seated position and
forcing the defender's jaw to drop down on the shoulder of the attacking wrestler.

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Mat slam
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A mat slam is any move in which the wrestler forces the back of the opponent's head into
the mat which does not involve a headlock or facelock. If these are used then the move is
considered a type of DDT (if the wrestler falls backwards) or bulldog. A standard Mat
Slam involves the wrestler grabbing hold of the opponent by his/her head or hair and
pulling back, forcing the back of the opponent's head into the mat.

Double underhook mat slam


Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler faces an opponent, overhooks both arms, and then pivots 180º so that the
opponent is facing upwards with his or her head pressed against the upper back--or under
an arm--of the wrestler. The wrestler then drops down to his/her back, driving the back of
the opponent's head and neck into the mat.

Sitout rear mat slam


Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler takes hold of their opponent from behind, holding them by either their hair
or the top of their head. The wrestler then jumps backwards and falls to a sitting position,
driving the back of the opponent's head into the ground between their legs. variation sees
the wrestler run up the corner turnbuckles, perform a backflip over a chasing opponent,
and at the same time grab hold of the opponents head and perform the slam. In another
variation the wrestler could put the opponent in a Straight jacket hold before dropping
him/her in a sitout position.

Sleeper slam
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
This slamming version of a headlock takedown sees a wrestler apply a sleeper hold to the
opponent, then falls face first to the ground, pulling the opponent down with them and
driving the back and head of the opponent into the ground. Chris Jericho popularized this
move and calls it the Flashback. Another version Jericho popularized involves catching
the head of a charging opponent, swinging around them to pull them down to the mat.
When damage reaches “incapacitated” from a sleeper hold the opponent is considered to
be unconscious

Tilt-a-whirl mat slam


Trait Used: DEX+ wrestling throws Difficulty: 7
Accuracy: Normal Damage: STR +1
As the name suggests the wrestler would first use a tilt-a-whirl to raise the opponent into
a belly-to-belly (piledriver) position, from here the wrestler would fall forward planting
the opponent into the mat back-first. This is also called Tilt-a-whirl slam.

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The move is sometimes named by fans and independent commentators as an "Inverted
Styles Clash" in reference to a belly-to-back version. Though not often used by many
wrestlers, this mat slam does happen as a result of other botched (poorly executed)
moves. When a wrestler is lifted for a standard tilt-a-whirl slam they can often be
positioned wrong a land in this fashion, also when wrestlers are performing tombstone
piledriver if the weight isn't properly distributed the attacking wrestler can fall forward
instead of straight down; hitting a mat slam rather than the piledriver they are attempting.

Monkey flip
Trait Used: DEX+ wrestling throws Difficulty: 7
Accuracy: Normal Damage: STR +1
This move, often referred to as a Monkey climb in British wrestling, involves an
attacking wrestler, who is standing face-to-face with an opponent, hooking both hands
around the opponent's head before then bringing up both legs so that they place their feet
on the hips/waist of the opponent; making the head hold and the wrestlers' sense of
balance are the only things allowing both wrestler to be in an upright position. At this
point, the attacking wrestler would shift their weight so that they fall backwards to the
mat while forcing the opponent to fall forwards with them only to have the attacking
wrestler push up with their legs forcing the opponent to flip forwards, over the wrestler's
head, onto their back. This move is most commonly performed out of a ring corner. This
is due to it being easier to climb onto an opponent while in the corner as balance is easily
retained, and it allows the maximum length of ring to propel the opponent across.

Muscle Buster
Trait Used: DEX+ wrestling throws Difficulty: 7
Accuracy: Normal Damage: STR +1
Also known as double leg hook brainbuster,the move is performed when an attacking
wrestler hooks both an opponent's legs with his/her arms and tucks their head in next to
the opponent's before standing and lifting the opponent up, so that they are upside down
with their head resting on the attacking wrestler's shoulder. From this position, the
attacking wrestler jumps up and drops down to the mat, driving the opponent shoulder
first down to the mat with the opponent's neck impacting both the wrestler's shoulder and
the mat.
This can see the wrestler pick up an opponent who is standing but bent forward but it
often begins with an opponent who is sitting on an elevated position, usually a top
turnbuckle, because it's easier to hook and lift an opponent when they are positioned
higher than the wrestler. Samoa Joe is noted for often using an Avalanche Muscle Buster,
where he falls to the mat from a raised platform, usually the second rope. The move also
has a neckbreaker variation which focuses more of the attack on the opponent's neck.

Neckbreaker
Trait Used: DEX+ wrestling throws Difficulty: 7
Accuracy: Normal Damage: STR +1
There are two general categories of neckbreaker, which are related only in that they
attack the opponent's neck. One category of neckbreaker is the type of move in which the
wrestler slams his/her opponent's neck against a part of the wrestler's body, usually

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his/her knee, head or shoulder. A neckbreaker slam is another technique in which the
wrestler throws his/her opponent to the ground by twisting the opponent's neck. also a
back head slam or, when a wrestler drops to the mat while holding an opponent by their
neck, without having to twist it.

Piledriver
Trait Used: DEX+ wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
A Piledriver is any move in which the wrestler grabs their opponent, turns them upside-
down, and drops into a sitting or kneeling position, driving the opponent's head into the
mat. Other variations focus the attack on the neck, rather than the head.

Powerbomb
Trait Used: DEX+ wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
A powerbomb is a move in which an opponent is lifted up into the air and then slammed
down back-first to the mat. The standard Powerbomb sees the opponent placed in a
standing headscissors position (bent forward with their head placed between the
wrestler's thighs), lifted up on the wrestler's shoulders, and slammed back-first down to
the mat.

Powerslam
Trait Used: DEX+ wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1
A powerslam is any slam in which the wrestler performing the technique falls face-down
on top of his/her opponent. The use of the term "powerslam" usually refers to the front
powerslam and the scoop powerslam.

Shin breaker
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
The wrestler faces the opponent from the side, slightly behind. He tucks his head under
the opponent's near armpit, and grabs hold of the opponent's near leg, bending it fully. He
then lifts the opponent up and slams him downwards, impacting the opponent's bent leg
on one of the wrestler's knee. This move is used to weaken the leg for a submission
maneuver.

Shoulderbreaker
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A shoulderbreaker is any move in which the wrestler slams his/her opponent's shoulder
against any part of the wrestler's body, usually the shin or knee. This move is normally
used to weaken the arm for a submission maneuver or to make it more difficult for the
opponent to kick out of a possible pinfall attempt. The most common version sees the
wrestler turn the opponent upside-down and drop the opponent shoulder-first on the
wrestler's knee. Usually the opponent is held over the wrestler's shoulder in either a

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powerslam position, or less commonly an inverted powerslam position for what is
sometimes called the Reverse Shoulderbreaker.

Snake Eyes
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
This move sees the wrestler place the opponent stomach down on his or her shoulder
such that they both are facing the same direction. The wrestler then throws the opponent
face-first onto any top turnbuckle or throat-first on any top rope of the ring. The move
was made popular by Kevin Nash during his early 90's WCW gimmick of Vinnie Vegas
and by the Undertaker in the WWE, usually followed by a Big Boot.

Snapmare
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR, transition
With the wrestler's back to the opponent, he/she applies a three-quarter facelock (also
known as a cravate), kneels down, and then pulls the opponent forward, flipping them
over his/her shoulder down to the mat, back first. Another variation sees the wrestler hold
the opponent by the hair instead of putting them in a three quarters facelock before
slamming them to the mat. This is often used as a transition to a submission hold, usually
a grounded sleeper.

Snapmare driver
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR
A high impact variation of the snapmare where instead of flipping the opponent over, the
wrestler drops down either on their chest or down on their knees and drives the
opponent's head down to the mat forehead first, with the three quarters facelock.

Suplex
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR, transition
A suplex is the same as the amateur suplex, a throw which involves arching/bridging
either overhead or twisting to the side, so the opponent is slammed to the mat back-first.
The term suplex (without qualifiers) can also refer specifically to the vertical suplex.

Spinning crucifix toss


Trait Used: DEX+ wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1, transition
The wrestler lifts the opponent above his back with the opponent's arm spread out in a
crucifix hold, spins around, pushes the opponent up, and moves out of the way, dropping
the opponent down to the mat. TNA wrestler James Storm performs this move, calling it
the Eye of the Storm.

Trips and sweeps

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Cobra clutch legsweep
Trait Used: DEX+ wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR, transition
The wrestler places his opponent in the Cobra clutch, then stands to one side of the
opponent, hooks their nearest foot behind their opponent's nearest leg and throws
themselves backwards, forcing their opponent backwards to the ground.

Double leg takedown


Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR, transition
A tackle where the intention is to force the opponent down on their back by tackling them
at their waist or upper thighs. This usually involves grabbing the opponent with both
arms around the opponent's legs while keeping the chest close to the opponent, and using
this position to force the opponent to the ground.

Dragon screw legwhip


Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR, transition
This is a legwhip where a wrestler grabs an opponent's leg and holds it parallel to the mat
while they are facing each other. The attacking wrestler then spins the leg inwards
causing the opponent to fall off balance and twist in the air bringing them to the ground
in a turning motion. Popularized by Tatsumi Fujinami who gave the move its name.

Mandala hineri
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR, transition
Also referred to as Mandara Twist, this is a variant of the dragon screw where the
wrestler spins to the outside, causing leg damage and causing their opponent to go
airborne.

Drop toe-hold
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR, transition
The wrestler falls to the ground, placing one foot at the front of the opponent's ankle and
the other in the back of the shin. This causes the opponent to fall face first into the
ground. It is sometimes used illegally to force an opponent into a chair or other elevated
weapon; it is also used occasionally to force an opponent face-first into the turnbuckles,
stunning him/her or her momentarily. Technical wrestlers may use it as a quick
transitional move into a grounded submission hold. Also referred to as a Scissor Sweep.

Half nelson legsweep


Trait Used: DEX+ wrestling throws Difficulty: 6
Accuracy: Normal Damage: STR +1, transition
The wrestler stands behind, slightly to one side of and facing the opponent. The wrestler
reaches under one of the opponent's arms with his/her corresponding arm and places the
palm of his/her hand on the neck of the opponent, thereby forcing the arm of the

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opponent up into the air (the Half Nelson). The wrestler then uses his/her other arm to
pull the opponent's other arm behind the opponent's head, so both opponent's arms are
pinned. The wrestler then hooks the opponent's near leg and throws themselves
backwards, driving the opponent back-first to the ground.

Russian legsweep
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR, transition
Also known as a Side Russian legsweep. A move in which a wrestler stands side-to-side
and slightly behind with the opponent, facing in the same direction, and reaches behind
the opponent's back to hook the opponent's head with the other hand extending the
opponent's nearest arm, then while hooking the opponent's leg the wrestler falls
backward, pulling the opponent to the mat back-first.

Three-quarter facelock Russian legsweep


Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR, transition
The wrestler stands in front of, facing away from and slightly to one side of the opponent.
The wrestler then reaches behind themselves and applies a three-quarter facelock to the
opponent. The wrestler then hooks the opponent's near leg with their own near leg and
sweeps the leg away, simultaneously throwing themselves backwards, thus driving the
opponent to the ground (with the weight of the wrestler on top of them) and wrenching
the opponent's neck.

Schoolboy
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR, transition
This technique gives its name to the schoolboy bump and is performed when the wrestler
drops down to his (schoolboy)/her (schoolgirl) knees behind the opponent and forces
his/her bodyweight forward to trip the opponent over the attacking wrestler so that they
fall flat on their back. The name schoolboy also refers to a roll-up pin.

STO
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR, transition
STO (Space Tornado Ogawa) is a sweep in which a wrestler wraps one arm across the
chest of his/her opponent and sweeps the opponent's leg with his/her own leg to slam the
other wrestler back-first. This can also be a lariat-legsweep combination to slam down an
opponent. Same as the judo sweep O-soto-gari. Naoya Ogawa, a former Olympic judoka,
adapted the move into pro wrestling.

Chokehold STO
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR, transition

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This variation of the STO involves the attacking wrestler applying a one handed choke
before sweeping the opponent's leg. Shelly Martinez is notable for using this move during
her tenure in both World Wrestling Entertainment and Total Nonstop Action Wrestling.

Clawhold STO
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR, transition
Also known as an STK (Space Tornado Kensuke) as named by Kensuke Sasaki. This
move is an STO where the wrestler would first apply a clawhold with one hand before
sweeping his/her opponent's leg.

Reverse STO
Trait Used: DEX+ wrestling throws Difficulty: 5
Accuracy: Normal Damage: STR, transition
This is a move in which a wrestler stands side-to-side and slightly behind with the
opponent, facing in the opposite direction, and reaches around the opponent's torso with
one arm across the opponent's chest with his/her hand holding onto his/her other hand
which is behind the opponent's head. The wrestler then falls backward, driving the
opponent into the mat face-first.

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Professional wrestling aerial techniques

Aerial techniques are spectacular maneuvers, using the ring and its posts and ropes as
aids, used in professional wrestling to show off the speed and agility of a wrestler. These
moves are mainly done by smaller quicker wrestlers who are unable to do most of the
power moves. There is a wide variety of aerial techniques in pro wrestling. Many moves
are known by several different names. Professional wrestlers frequently give their
"finishers" (signature moves that usually result in a win) new names. Occasionally these
names become popular and are used regardless of the wrestler performing the technique.
Due to injuries being caused by these high risk moves, many promotions ban the use of
some maneuvers, or at least tell wrestlers to "tone down" their use. During 2005, World
Wrestling Entertainment (WWE) allegedly banned the use of the shooting star press and
450° splash for fear of injury. However, WWE commentator and former executive Jim
Ross stated in 2006 that he was unaware of such a policy. Recently, Matt Sydal, who is
currently on the ECW brand (wrestling as Evan Bourne) has used the Shooting Star press
as his finishing move.
Basic Aerial techniques / maneuvers
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR

Arm twist ropewalk chop


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
The wrestler grabs a hold of one of the opponent's wrists, and twists that arm. The
wrestler then climbs up the corner turnbuckles and walks on the top rope, before jumping
down and clubbing the opponent on their chest or back of their neck. This attack is
widely known in America as Old School.

Axe handle
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
Also known as a Double Axe Handle, Double Axe Handle Smash or Double Sledge, this
is accomplished by jumping from the top turnbuckle to the mat or floor and STRiking
your opponent with two fists held together in the fashion of holding an axe. This is
usually done on a standing or rising opponent, not a prone one.

Crossbody
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
This move is used by many, usually light, wrestlers and is often known as a diving
crossbody (but usually just referred to as crossbody or cross body block) which is the
elevated version of the crossbody maneuver in which a wrestler jumps from an elevated
position (usually the top turnbuckle) onto an opponent, landing horizontally across the
opponent's torso, forcing them to the mat and usually resulting in a pinfall attempt.

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Reverse crossbody
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
This term refers to a variation where the wrestler, who is on an elevated position and
facing away from the opponent, performs a twisting backflip and lands on a standing
opponent horizontally across the opponent's torso as in the regular variation.
Though these can be accomplished from the top turnbuckle to an opponent inside the
ring, other versions exist where the wrestler goes over the top rope to the outside,

Diamond Dust
Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
This move is a Forward somersault three-quarter facelock bulldog/jawbreaker performed
by an attacking wrestler from an aerial platform.
This move involves the attacking wrestler standing on a platform (i.e. the second
turnbuckle, or sitting on the top turnbuckle) and facing the back of a standing opponent
while applying an inverted facelock. From this position the attacking wrestler leaps
forward, somersaulting, to roll the inverted facelock into a three-quarter facelock, as they
fall the wrestler drops to a seated position and driving the opponent's jaw into their
shoulder for a jawbreaker, or, the wrestler falls back-first forcing the opponent's face into
the mat/shoulder for the bulldog.

Diving bulldog
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR, Transition
This is a bulldog performed by a wrestler from an elevated position. A bulldog is a move
in which the wrestler applies a headlock or face lock to his opponent and leaps forward,
so that the wrestler lands on his back or in a sitting position, driving the opponent’s face
into the mat.
A standard diving bulldog sees the wrestler jump down on an opponent from an elevated
platform and apply any version of a headlock to take down the opponent to the mat.

Springboard bulldog
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR, Transition
This is a bulldog performed after springboarding (bouncing) off the ring ropes. In some
cases a headlock is first applied before the wrestler bounces off the ropes.
Another version is the springboard bulldog is seen where a wrestler will springboard off
the ring ropes before applying the headlock. While flying towards an opponent, a wrestler
catches his opponent in a headlock and then drives the opponent into the ground as the
wrestler falls to the mat.

Diving elbow drop


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR

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A diving elbow drop is executed by diving onto a prone opponent with one's elbow
cocked, driving the elbow into the opponent's shoulder or chest or head.

Axe handle elbow drop


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
The wrestler sits on the top turnbuckle with a foot on each second rope, facing a supine
opponent. The wrestler then leaps towards the opponent, clasping their forearms together,
and lands on their knees, driving both elbows into the shoulder or chest of the opponent.

Corkscrew elbow drop


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
The wrestler stands on the top turnbuckle with the opponent lying face up on the mat.
The wrestler then leaps at the fallen opponent at the same time executing a 360 horizontal
turn before driving the elbow into the opponent with increased force. This move can be
done without the use of the top turnbuckle.

Diving back elbow drop


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
A less common variation on a diving elbow drop; the wrestler stands on the top
turnbuckle facing away from the opponent then leaps backwards, extending and cocking
one elbow. This allows for greater range but less precision.

Shooting star elbow drop


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
The wrestler leaps towards a prone opponent from an elevated position, executes a
backflip in mid-air, and lands with their elbow cocked, driving the elbow onto the
opponent's chest.

Diving fist drop


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
A fist drop is a move in which a wrestler jumps down from the turnbuckle on an
opponent driving his fist into the opponent's chest or head. When doing a diving fist drop,
wrestlers have their front four knuckles out, and their thumb to the side

Diving headbutt
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
A diving headbutt is a jumping or sometimes free fall headbutt delivered from the top
turnbuckle to anywhere on the opponent's body. The move was innovated serendipitously
by Harley Race, when he fell from the top turnbuckle onto his opponent. He adapted it as
a signature move, and it was then adapted and further popularized by The Dynamite Kid.

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Race has stated that he regrets inventing the move because he feels that it has had a part
in giving various wrestlers who utilize the move spine problems, most notably The
Dynamite Kid. It was later revealed that this move may not only cause spinal problems,
but may also cause brain damage. The brain damage found in the brain of Chris Benoit
has been attributed to the move.
Some versions include a "swan dive" style, where the performer spreads his arms out
while falling. The "swan dive" is the most popular version today and its popularity was
closely associated with Chris Benoit who used it as one of his finishing maneuvers, in a
tribute to his idol, The Dynamite Kid.
El Santo and El Hijo del Santo use a swan dive variation where they hit the opponent in
the abdomen, called Tope de Cristo in Spanish. Jun Izumida uses a variation where he
turns 45° to his side in mid-air, tucking his arm beneath him. He calls it the Meteorite
Impact.

Diving hurricanrana
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
Also known as Diving huracanrana. This move is executed by jumping forward off the
top rope with legs apart, STRaddling a standing opponent's shoulders, while using the
momentum to snap off a hurricanrana.

Dragonrana
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
In this variant of the diving hurricanrana, the wrestler first performs a front flip from the
top rope before executing a true hurricanrana in to a pin.

Springboard hurricanrana
Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
The variant sees a wrestler, on the ring apron, first use the top ring rope to springboard
(bounce) towards an opponent in the ring, straddling the standing opponent's head so the
wrestler is seated on the opponent's shoulders, while using the momentum to snap off a
hurricanrana.

Diving knee drop


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
A move in which a wrestler jumps from a raised platform (the top turnbuckle, the apron,
etc) and lands his or her knee on a prone opponent.

Calf branding
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
This diving knee drop bulldog sees the opponent standing near one of the ring corners
facing towards the center of the ring, while the attacking wrestler is standing on the

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second turnbuckle. From there, the wrestler grabs the opponent and places one knee
against the base of the opponent's neck, pushes away from the corner and drives the
opponent down to the mat face first - landing on the opponent's upper body, and driving
his or her knee to the neck of the opponent..

Diving leg drop


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
Also called a Guillotine Leg Drop, this diving attack sees a wrestler jump forward from a
raised platform (i.e. top turnbuckle, the ring apron, etc) landing the bottom side of his/her
leg across an opponent (usually on the throat or face).
Kenny DykSTRa uses a high elevation version of this move, for which he jumps off the
turnbuckle and tucks his legs behind him, and extending them at the last second for the
legdrop. It is sometimes referred to as a "Knee Feint" Leg Drop.

Corkscrew shooting star legdrop


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
The wrestler performs a shooting star legdrop, but during the backflip executes a 180°
body rotation. The only difference between this move and the shooting star legdrop is the
wrestler lands in the opposing direction.

Diving leg drop bulldog


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
This is a diving version of the leg drop bulldog, that sees the wrestler springboarding off
one of the ropes or jumping from the top turnbuckle and dropping their leg across the
back of the head of an opponent who is leaning forward.

Moonsault leg drop


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
This variation sees the wrestler perform a top turnbuckle moonsault but instead of
landing on the opponent in a splash position the wrestler would continue the rotation to
drive his leg across an opponent who is lying on the ground.

Somersault legdrop
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
The wrestler, standing on an elevated position, jumps, flips forward and lands his leg on
the opponent lying beneath him.

Somersault corkscrew leg drop


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR

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The wrestler is standing on an elevated position. He then jumps forward, flipping and
rotating 360° simultaneously, and lands his leg on the chest of the opponent lying beneath
him. Often turned into a senton, and less often press, due to the difficulty in aiming.

Shooting star legdrop


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
This move sees an attacking wrestler jump forward from an elevated position, executing a
backflip in mid-air and keeps revolving backwards so that they perform a legdrop so that
they land the bottom side of their leg across the opponent's throat, chest or face. This
version was popularized by Jason Cross and calls it the Crossfire.

Springboard legdrop
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
A move in which a wrestler who is standing on the ring apron springboards (bounces) off
the top ring rope in towards a fallen opponent in the ring, landing the bottom side of their
leg across the opponent's throat, or face. This move sees the attacking wrestler land their
leg across the back of the neck instead of the throat if the opponent is situated face-down.
There is also a variation known as the Triple Jump Legdrop where, from a running start,
the wrestler jumps to a chair, to the top ring rope and then performs a springboard leg
drop to an opponent on the outside of the ring.

Diving shoulder block


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
The wrestler dives off of an elevated position, tucks his arms, and STRikes the opponent
with one of his shoulders to the upper body.

Diving spear
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
This is a diving shoulder block takedown, also known as a spear. A move in which a
wrestler will jump from a raised platform such the top turnbuckle, and drive their
shoulder into the opponent's torso, forcing them down to the mat.

Diving stomp
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
This is a dive where a wrestler jumps down from a raised platform on an opponent
dropping his foot onto any part of an opponent's body.

Diving double foot stomp


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR

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The wrestler jumps down from a raised platform on an opponent driving both his feet into
anywhere on the opponent's body, usually the chest.

Moonsault double foot stomp


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
This variation sees the wrestler perform a moonsault but instead of landing on the
opponent in a splash position the wrestler would continue the rotation so that he/she
would be able to drive both feet into an opponent who is lying on the ground.

Mushroom stomp
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
While situated on the middle rope of a turnbuckle, a wrestler will jump over a charging
wrestler, pressing his feet off their back to push them into the turnbuckle with more force,
before landing on their own two feet. The technique's name is a reference to the stomping
attacks used by video game character Mario, often on mushroom-themed enemies and
environments.

Shooting star double foot stomp


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
This variation of the double foot stomp sees the wrestler perform a shooting star press
and continue the rotation to land with both feet on an opponent.

Flying clothesline
Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
A move in which a wrestler will jump from an elevated position and perform a
clothesline to a standing opponent. Kane uses the flying clothesline regularly, but adds a
somersault to his landing in the case of an opponent ducking.
A version of this move, called a Flying Lariat which is similar but involves the wrestler
wrapping his arm around the opponents head.

Flying back elbow


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
A move in which the wrestler will jump from an elevated position (usually the top
turnbuckle or the middle rope) and STRike a standing opponent with the back of his or
her elbow.

Flying neckbreaker
Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1

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A neckbreaker type move in which the attacking wrestler jumps from a raised platform
(usually the second turnbuckle) and grabs an opponent's neck while in midair, thereby
taking them down with a neckbreaker.
The most common variation of this is the Flipping Neckbreaker or Blockbuster which is a
neckbreaker where the attacking wrestler performs a somersault, and while flipping,
catches the opponents head ending in a falling neckbreaker. This was made famous by
Buff Bagwell, who called it the Buff Blockbuster.
A variation of the flipping neckbreaker is used by Shannon Moore who catches the head
of an opponent who is bent over and facing one side to perform an aerial version of a
front flip neckbreaker, he calls this the Mooregasm.
CM Punk uses a corkscrew variation of the flipping neckbreaker as a reversal to a corner
Irish whip or corner flapjack. When running to the corner, or being thrown onto the
corner, Punk leaps or lands onto the second turnbuckle, performs a corkscrew somersault,
and catches the opponent in the neckbreaker.

Flying spinning heel kick


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
A move in which the wrestler will jump from an elevated position (usually the top
turnbuckle) and STRike a standing opponent with spinning heel kick in mid-air.

Flying thrust kick


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
Executed when a wrestler jumps from a raised platform (usually the top turnbuckle), and
hits a standing opponent with a thrust kick in mid-air. "Gentleman" Chris Adams
invented this maneuver in the late-1980s, calling it a "flying superkick".
Most recently, this move has been used by Rob Van Dam, who kicked his opponent in
the chest (or to the face of an interfering opponent/opponent on the apron).

Frankensteiner
Trait Used: DEX + Aerial techniques Difficulty: 5
Accuracy: Normal Damage: STR , Transition
This is a headscissors takedown executed on an opponent sitting on the top turnbuckle.
With the attacking wrestler's legs scissored around the opponent's head while they face
each other, the wrestler performs a backflip to swing through the opponent's open legs,
dragging the opponent into a forced somersault that distances the wrestler from the
opponent, who lands on his or her back.

Reverse frankensteiner
Trait Used: DEX + Aerial techniques Difficulty: 5
Accuracy: Normal Damage: STR , Transition
Also known as an Inverted Frankensteiner or Poison Rana. This is a headscissors
takedown executed on an opponent sitting on the top turnbuckle. However, unlike a
standard frankensteiner, the opponent is facing away from the ring on the top turnbuckle
thus the opponent backflips over and lands on his or her chest rather than his or her back.

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This move can also be performed to the outside of the ring if the opponent is facing the
inside of the ring or sitting on one edge of the corner turnbuckle facing the audience with
both legs on the outside of the ring on the same side. There is also a standing variation of
this move in which the wrestler jumps onto the opponent's shoulders from behind and
then flips backwards driving the opponent's head and/or chest onto the mat.
These are all very dangerous variations which as, like an inverted death valley driver, the
opponent can not roll naturally with the momentum of the move to cushion the fall,
leading to a possibility they will land on their head or neck. In addition to this possible
harm, it's also a danger to the attacking wrestler as the wrestler needs to be almost
vertical to lift up the opponent off the turnbuckle, as the opponent can not somersault
themselves off the turnbuckle. If the move is botched, the opponent would land directly
on the vertical wrestler, driving them head and neck first into the mat.

Moonsault
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
A move in which a wrestler executes a backflip and lands on an opponent. A basic
moonsault is generally attempted from the top turnbuckle, though myriad variations exist.

Missile dropkick
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
A dropkick from an elevated surface such as a turnbuckle, a table or a ladder to a
standing opponent.

Plancha
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
An accepted term in American wrestling for a slingshot crossbody. Here the wrestler goes
from the inside of the ring over the top ring rope to the outside. In lucha libre, this is
called a Pescado when the top ring rope is used for a slingshot, though the term plancha
has been popularly accepted in American wrestling for the same maneuver. In America a
move from the top turnbuckle to a standing opponent on the outside where the chests
impact each other is also commonly referred to as a plancha.
Plancha is also used in America to refer to any attack from the ring to the outside in
which the wrestler impacts their chest against the opponent’s chest. For example, a
shooting star press to the outside onto a standing opponent is referred to as a shooting star
plancha.

Senton
Trait Used: DEX + Aerial techniques Difficulty: 5
Accuracy: Normal Damage: STR
A senton splash is similar to a normal splash. However, instead of impacting stomach
first, the wrestler lands back first across the opponent.

450° senton

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Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR +1
The Wrestler jumps to the top turnbuckle or jumps onto the ropes, facing away from the
ring, and executes a 450° backflip, landing in an ordinary senton position.

630° senton
Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +2
The wrestler performs a senton, flipping 630 degrees forward before landing, i.e. one full
rotation (360 degrees) following by a somersault senton (270 degrees).

Corkscrew 630° senton


Trait Used: DEX + Aerial techniques Difficulty: 8
Accuracy: Normal Damage: STR +3
The wrestler, facing away from the ring and situated on the top turnbuckle, performs a
180° turn in mid-air and then performs a 630° senton onto a lying opponent. Jack Evans
utilizes this maneuver as his finisher.

Corkscrew senton
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR +1
This senton is performed by executing a backflip from the top turnbuckle, then spinning
180°, landing on a fallen opponent back-first. However, this move often ends with a
legdrop instead of a senton, due to the difficulty of execution.
The corkscrew senton can also see the wrestler hit the move on a standing opponent. This
is often referred to as the Halo, a name closely associated with Shannon Moore.

Corkscrew senton can also refer to a move in which a wrestler, who is on the top rope
facing away from the ring, jumps backwards and turns 180° in midair before performing
a senton bomb.

Imploding senton bomb


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR +1
A variant of the imploding 450 splash. This move sees a wrestler facing away from the
ring while on the top turnbuckle jump backwards executing a senton bomb on to a lying
opponent.

Seated senton
Trait Used: DEX + Aerial techniques Difficulty: 5
Accuracy: Normal Damage: STR, Transition
This variant on the senton which sees the wrestler use his/her tailbone and lower body in
a seated position to force the opponent to the mat rather than using their whole back. This
seated senton is performed by jumping forward off a raised platform or springboarding
on to the shoulders of a standing opponent forcing them to the ground. This can also be
performed onto an opponent prone on the mat.

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Known in lucha libre as a "La Silla".
A variation of this move known as a Banzai Drop, sees a wrestler who is standing above
a fallen opponent, go up onto the second turnbuckle (facing away from the ring) and
jump down dropping his/her buttocks on the opponent's body (usually the chest or
stomach). This move is basically a butt drop from a raised platform,

Molly-Go-Round
Trait Used: DEX + Aerial techniques Difficulty: 5
Accuracy: Normal Damage: STR, Transition
This variant on the seated senton, which is technically described as a flipping seated
senton, is performed by flipping forward off a raised platform on to the shoulders of a
standing opponent forcing them to the ground in a pinning position. The move gained its
name through its use by Molly Holly.

Senton bomb
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
In this variation of the senton, the attacking wrestler executes a quick front somersault off
the top turnbuckle, before landing on the opponent back first as in a regular senton. It can
also be performed from a standing position.

High-angle senton bomb


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
A variant of the senton bomb, which sees an attacking wrestler leaping off the top
turnbuckle keeping their bodies STRaight and arms out-STRetched, making it resemble a
swan dive, and then waiting until the last moment to execute the flip, so that they just
barely complete it when impacting with the opponent. This move was popularized by Jeff
Hardy, who named it the Swanton Bomb

Shooting star senton


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
The wrestler jumps forward from an elevated position, executing a backflip in mid-air to
perform a shooting star, but continues the rotation after the initial backflip and lands on a
downed opponent in the senton position. Innovated and popularized by Yoshitsune, who
calls this move the Shura. A reverse 450.

Shiranui
Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
The shiranui (or sea fire in English) is a springboard backflip three-quarter facelock
falling reverse DDT, which has also been known as Sliced Bread #2, Ninja, and Shinobi.
In this move a wrestler places a three-quarter facelock on the opponent and runs up a
vertical surface, usually the corner turnbuckles, then jumps backwards, performing a

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backflip in the air, landing face down to the mat, driving the opponent back-first down to
the mat.
In a slight variation called a “Contra Code”, the wrestler lands to a seated position,
driving the opponent's head between his legs.
Both variations can see a modified version where both wrestlers are already perched on
the top rope, and the backflip DDT is the only part performed, which may be known as a
Super Shiranui. Another top-rope variation is used by Marufuji when the opponent is
seated on the top turnbuckle with his back to the ring, and Marufuji climbs the
turnbuckles applies the three-quarter facelock while standing on the top rope, and
performs the backflip, landing on his knees and driving his opponent's head into the mat
with much greater force; this has also been called the Super Shiranui.
There is also a standing variation of this move. As well as a bulldog variation.

Shooting star piledriver


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
This move more closely resembles a shooting star ending in a facebuster rather than a
piledriver, though it was referred to as a "Shooting Star Piledriver" by announcers at the
time of its most notable occurrence.
During a Ring of Honor event, wrestler Jody Fleisch tried to execute a springboard
shooting star press on Low Ki but botched the landing in such a way that, instead of Low
Ki catching Fleisch and falling to the ground, Fleisch's legs STRaddled the head of Low
Ki and grounded him with so much force it drove Low Ki's head into the mat below.
Though its most notable use was unintentional it is in fact used by other wrestlers often
ending in positions similar to that of a complete shot or a DDT.

Splash
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
The basic splash, which is also known as a press, involves a wrestler jumping forward
from a raised platform (usually the top turnbuckle) and landing stomach first across an
opponent lying on the ground below.
The splash was popularized in America by Jimmy "The Superfly" Snuka, one of the first
'high-flyers' to wrestle in North America, who called the move the Superfly. It was one of
the first and most popular highflying moves to be seen in mainSTReam wrestling. Even
today, the move is often called a Superfly Splash in his honor.

360° Splash
Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
The 360° Splash, also known as a Spin Splash or a Spiral Splash, sees the wrestler stand
on the top turnbuckle with the opponent lying face up on the mat. The wrestler then leaps
at the fallen opponent while at the same time executes 360° spin before landing on the
opponent in the splash position.

450° splash

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Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
The 450° Splash, as it's correctly known, involves flipping forward 450° from a raised
platform, landing on the opponent in the splash position. A standing version is also
possible from the mat.

Corkscrew 450° splash


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
Also known as a Phoenix Splash as named by its inventor Japanese wrestler Hayabusa,
this move is performed when a wrestler (facing backwards to the ring from the top
turnbuckle) jumps, turns 180° and performs a 450° splash. A standing version is also
possible from the mat.

Imploding 450° splash


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
This move sees the attacking wrestler stand on the top turnbuckle facing away from the
ring. He or she then jumps backwards and executes a 450° splash inwards (facing the
turnbuckle) onto a downed opponent laying on the mat. This is also known as a Dragon
Star Press, Flaming Star Press, or an Imploding Star Press.

Corkscrew splash
Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
The wrestler stands on the top turnbuckle with the opponent lying face up on the mat.
The wrestler then leaps at the fallen opponent at the same time executing a 360 horizontal
turn before landing on the opponent in the splash position.

Corner slingshot splash


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
The wrestler places the opponent so he or she is lying supine and with his or her head and
feet facing opposite corners of the ring. The attacking wrestler then approaches an
adjacent turnbuckle, places his or her hands on the top rope and climbs to the first or
second rope. The wrestler then bounces on the ropes before throwing their legs and body
outwards and releasing the ropes, thus flying outwards and downwards and connecting
with the torso of the opponent.

Frog splash
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
This move is performed by leaping from the top rope, STRetching out to a horizontal
position, and bringing one's feet and hands inward and outward before landing.
The original, and slightly different, version of the frog splash, as innovated by Art Barr
and named by 2 Cold Scorpio, sees the wrestler bring their hands between their legs and

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kick up with their feet before drawing both arms and legs back outwards.. This variant is
also the finisher of D-Lo Brown, who calls it Lo Down. Art Barr's tag team partner,
Eddie Guerrero, would go on to use the more common variation as a tribute to Barr after
Barr's death in late 1994. After Guerrero died in 2005, many close friends and family
such as Chavo Guerrero, Rey Mysterio and Christian Cage, started using frog splashes
during matches as a tribute.
Rob Van Dam performs a turning variation named the Five-Star Frog Splash where the
opponent is not placed perpendicular to the corner. Instead Van Dam turns in mid-air to
land on the opponent in the splash position, regardless of which direction the opponent is
lying in. He also uses a regular version, generally going halfway or more than halfway
across the ring to hit his opponent.

Shooting star press


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
A shooting star press is a technique invented by Jushin Liger after seeing a similar move
performed in the manga Fist of the North Star. In a standard shooting star press, the
wrestler jumps forward from an elevated position and presses knees to chest, executes a
backflip in mid-air, and lands on the opponent in the splash/press position. In kayfabe,
the move is considered a more impactful version of a splash, since the wrestler utilizes
rotational speed, as if he were a circular saw.
The shooting star press is considered a very dangerous maneuver both to execute and to
receive. If the wrestler is unable to completely rotate, or if he lands incorrectly on the
opponent, then there can be a serious injury
As a result of injuries promotions sometimes ban the use of the maneuver. As of 2007,
WWE was thought to have officially banned the move in sanctioned matches. This has
turned out not be the case as Paul London still uses a running variation and John
Morrison a standing variation on occasion.
As of the debut of ECW Superstar Evan Bourne, WWE has resurrected the move. WWE
asked Bourne to perform it for them multiple times to prove whether or not it was a
safety risk. After nailing it each time, the WWE allowed him to use the move as his
finisher.

Corkscrew shooting star press


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
Also known as a corkscrew shooting star splash, this is a move in which a wrestler, from
a raised platform, jumps and executes a backflip in mid-air while turning 360° to land on
the opponent in the splash position.

Springboard shooting star press


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
A move in which a wrestler first springboards (bounces) off the top ring rope and
executes a backflip in mid-air to land on the opponent. This can see the attacking wrestler
stand on the ring ropes and springboard into the ring, or stand in the ring and springboard

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to the outside. The outside version is sometimes referred to as a shooting star which was
popularized by A.J. Styles

Standing shooting star press


Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
Also known as a shooting star splash, this move sees a wrestler stand next to an opponent
lying on the mat placing one foot close to the opponent while drawing back both his/her
other leg and the arm on that side of his/her body, extending both these limbs full while
bending the leg closest to the opponent at the knee. From here the wrestler throws their
extended arm and leg forward in a swinging motion while kicking off (jumping up) with
the bent leg, using the momentum of the swing to execute a backflip in mid-air and land
on the opponent in the splash position. John Morrison and Paul London also use this as a
finisher.

Standing corkscrew shooting star press


Trait Used: DEX + Aerial techniques Difficulty: 7
Accuracy: Normal Damage: STR +1
This move sees a wrestler stand next to an opponent laying on the mat placing one foot
close to the opponent while drawing back both his/her other leg and the arm on that side
of his/her body, extending both these limbs full, while bending the leg closest to the
opponent at the knee. From here the wrestler throws their extended arm and leg forward
in a swinging motion while kicking off (jumping up) with the bent leg, using the
momentum of the swing to execute a backflip in mid-air while turning 360° to land on
the opponent in the splash position.

Sunset flip
Trait Used: DEX + Aerial techniques Difficulty: 6
Accuracy: Normal Damage: STR
This is a pinning move where a wrestler and his opponent face each other, with the
wrestler on higher ground (such as the top turnbuckle). The wrestler dives over the
opponent, catches him in a waistlock from behind, and rolls into a sitting position as he
hits the mat. As the wrestler rolls over, he pulls the opponent over backwards so that he
lands on his back in a pinning position.

Transition moves
Some moves are meant not to pin an opponent, nor weaken them or force them to submit,
but are intended to set up the opponent for another attack.

Grounding
Trait Used: DEX + Aerial techniques Difficulty: 5
Accuracy: Normal Damage: STR , transition
The wrestler jumps onto an opponent from an elevated platform as the opponent is
standing up, so that the opponent falls to his knees with his head between the legs of the
wrestler. This move is generally used to set up for a powerbomb.

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Springboard
Trait Used: DEX + Aerial techniques Difficulty: +1
Accuracy: Normal Damage: +1
Springboarding involves a wrestler using any of the ring ropes to bounce upward. Most
high-flying techniques can be performed after a spring board, i.e. springboard legdrop,
springboard dropkick. Sometimes wrestlers will bounce off one set of ring ropes then off
another to perform a move, this is referred to as a double springboard, the most notable
double springboard move is a version of a springboard moonsault in which a wrestler
bounces off the rope to elevate himself/herself to the top-rope from where he/she bounces
off to perform the moonsault.
Another version of a springboard is the rope run/climb in which a wrestler would run up
the ring ropes, effectively springboarding with one foot off each ring rope. This is often
used in a version of a Tornado DDT in which a wrestler applies a headlock runs up the
ropes (often at the turnbuckle), still holding onto the opponent, spins off from the
elevated height to hit the DDT.

Shooting star
Trait Used: DEX + Aerial techniques Difficulty: +1
Accuracy: Normal Damage: +1 , transition
This move sees a wrestler jump forward from an elevated position followed by executing
a backflip in mid-air. Many techniques can be performed after a shooting star, most well
known is the shooting star press but there are other variations like the shooting star
legdrop and shooting star elbow drop.

Slingshot
Trait Used: DEX + Aerial techniques Difficulty: +1
Accuracy: Normal Damage: +1
A slingshot involves a wrestler, who is standing on the ring apron, pulling on the top rope
and using its momentum to hurl themselves over the rope and into the ring. Many high-
flying techniques can be performed after a slingshot.

Swan Dive
Trait Used: DEX + Aerial techniques Difficulty: +1
Accuracy: Normal Damage: +1 , transition
Used primarily in Japan, this is a maneuver where the wrestler quickly leaps over the top
rope, lands on the outside of the ring, then performs a springboard.

Aerial Modifiers

Ropewalk
The term ropewalk is used to refer to any move which first sees the attacking wrestler
walks along the top rope before performing a move. One of the most well known
examples in American wrestling is Old School, performed famously by The Undertaker.

Standing

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The term standing is used to refer to any move which is being performed at the same
level as the opponent, usually on the ring mat. This is rather than most aerial moves
which are performed from a raised platform like the top turnbuckle.

Suicide
The term suicide or suicida is placed before any move that goes from the ring, the ring
apron, or the turnbuckles to the outside of the ring. The most obvious is a suicide dive
also known as a topé suicida, which is simply a jump through or over ring ropes to the
outside.
When a front flip is performed after leaping through the ropes, or by jumping over the top
rope and performing a front flip, to land on the opponent back first, the move is known as
a suicide senton or Topé con Hilo. Although it would appear as if Hilo is the Mexican
name for the move, in Mexico the move is referred to as a Topé con Giro. Giro (Spanish
for spin) was miSTRanslated as Hilo in Japan and the name Hilo (which in Spanish
actually means thread) has remained outside of Mexico.

Super
The term super (the terms diving, avalanche, and top-rope are also used) is placed before
any move which is being performed off the top- or second rope. For example, if a
Samoan drop was performed from the top turnbuckle it would be called a "Super Samoan
Drop". Many move variations performed off the top rope use the term "Avalanche"
instead of "super", especially in Japan.
Suplexes performed from the top or second rope are referred to as superplexes.

Illegal attacks
Illegal attacks are mainly used by heel wrestlers and are usually an offense punishable by
disqualification, though typically done when the referee is disabled or otherwise
diSTRacted. The most well-known illegal moves are ones that attack the groin of a male
wrestler.

Asian mist
Trait Used: DEX + melee Difficulty: 5
Accuracy: Normal Damage: normally Stun, loss of Initiative
The wrestler spits a colored mist, typically green, but also in red and black varieties, into
the face of the opponent, supposedly stinging and temporarily blinding them. As the
name implies, the move is associated with wrestlers of Asian origin.
This action must be arranged for at the beginning of the match. The liquid or powder
must already be on the person of the wrestler unless some other arraignment is made,
such as the manager or another holds onto it outside the ring until it is to be used.
With the expenditure of a willpower point this action may be used to interrupt inititive
allowing the action to take place before the normal course of the round. This counts as an
action.

Biting
Trait Used: DEX + Brawl Difficulty: 5

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Accuracy: +1 Damage: STR +1
The wrestler seizes a body part of the opponent and bites down with their teeth. Biting is
often used when a wrestler is "trapped", either in a corner of the ring or in a submission
hold, as a desperation move.

Eye poke
Trait Used: DEX + Brawl Difficulty: 5
Accuracy: +1 Damage: STR
The wrestler pokes his finger(s) into an opponent's eye(s). This is an illegal attack mainly
used by heel wrestlers to gain an upper hand on their opponent.
With the expenditure of a willpower point this action may be used to interrupt inititive
allowing the action to take place before the normal course of the round. This counts as an
action.

Eye rake
Trait Used: DEX + Brawl Difficulty: 5
Accuracy: +1 Damage: STR
Also called a Thumb to the eye. This is when a wrestler rakes his thumb(s) down an
opponent's eye(s). This is an illegal attack mainly used by heel wrestlers to gain an
upperhand on their opponent.
With the expenditure of a willpower point this action may be used to interrupt initiative
allowing the action to take place before the normal course of the round. This counts as an
action.

Fireball
Trait Used: DEX + melee Difficulty: 5
Accuracy: Normal Damage: normally Stun, loss of Initiative
The wrestler, using a concealed lighter, sets alight a piece of quick-burning flash paper
and throws it at the opponent's face, giving the impression of a supernatural ball of fire
emerging from their hand.
Note that this action may prompt Rotschrek checks in kindred characters.
This action must be arranged for at the beginning of the match. The paper or powder
must already be on the person of the wrestler unless some other arraignment is made,
such as the manager or another holds onto it outside the ring until it is to be used.
With the expenditure of a willpower point this action may be used to interrupt initiative
allowing the action to take place before the normal course of the round. This counts as an
action.

Hangman
Trait Used: DEX + Wrestling Holds Difficulty: 5
Accuracy: Normal Damage: STR +1
Seen when a wrestler who is on the opposite side of the ring ropes from an opponent (on
the 'apron') grabs him by the head and drops down, forcing the opponent’s throat across
the ropes. This is an illegal attack because of its use of the rope. Also known as a "Hot
Shot".

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Hair Pull
Trait Used: DEX + Brawl Difficulty: 5
Accuracy: Normal Damage: ½ STR
Simple yet dirty move, that sees one wrestler take advantage of another's long hair by
pulling it. In modern mainSTReam wrestling, it is more commonly used by female heel
wrestlers. Similarly to a submission hold in the ropes, or a choke, the wrestler is given a
five count to stop, before being disqualified.
With the expenditure of a willpower point this action may be used to interrupt inititive
allowing the action to take place before the normal course of the round. This counts as an
action.

Low blow
Trait Used: DEX + Brawl Difficulty: 5
Accuracy: Normal Damage: STR
A direct shot to the groin of an opponent; otherwise known as a groin attack or referred to
in slang terms as an Irish Curse. It is an offense punishable by disqualification. This
illegal attack is mainly used by heel wrestlers or valets to gain the upper hand on their
male opponents. Although kicking an opponent in the groin is the most obvious method,
the most popular version sees an attacking wrestler drop to their knees and raise their arm
up between the opponent's legs, STRiking the groin with the inside of their elbow-joint.
Often wrestlers will perform the STRike while the referee is in some way diSTRacted in
what is known as a "cheap shot".

Testicular claw
Trait Used: DEX + Brawl Difficulty: 5
Accuracy: Normal Damage: STR
A clawhold by which a wrestler will grab hold of an opponent’s testicles and squeeze.
This is an illegal attack mainly used by wrestlers to gain the upper hand on their
opponents and is an offense punishable by disqualification.

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Professional wrestling tag-team maneuvers

The double-team maneuvers in professional wrestling are executed by two wrestlers


instead of one and typically are used by tag teams in tag team matches. Many of these
maneuvers are combination of two throws, or submission holds. There is a wide variety
of double-team moves in pro wrestling. Most moves are known by the names that
professional wrestlers give their "finishing move" (signature moves that usually result in
a win) names. Occasionally these names become popular and are used regardless of the
wrestler performing the technique.

Aided brainbuster
Trait Used: DEX + Tag-Team Moves Difficulty: 5
Accuracy: Normal Damage: STR +1
An aided brainbuster sees one wrestler help another wrestler perform a brainbuster,
usually by putting their own weight behind the move to increase its impact.

Aided calf kick


Trait Used: DEX + Tag-Team Moves Difficulty: 5
Accuracy: Normal Damage: STR +1
An aided calf kick sees one wrestler whip their opponent into the turnbuckle (or position
the opponent on the top turnbuckle) and get down on all fours preceding their partner,
who then runs from the opposite turnbuckle, leaps off his partner's back, and perform an
aided high elevation calf kick.

Aided dropkick
An aided drop kick sees one wrestler whip their opponent into the turnbuckle (or position
the opponent on the top turnbuckle) and get down on all fours. Their partner then runs
from the opposite turnbuckle, leaps off his partner's back, and use the momentum to
perform an aided high elevation dropkick.

Aided neckbreaker
Any double-team move in which one wrestler helps another to perform a neckbreaker by
twisting/forcing the opponent down to the mat harder while a neckbreaker is performed.
Another version of an aided neckbreaker, known as an elevated neckbreaker, sees one
member of the attacking tag team get the opponent up into an elevated position to allow a
wrestler to perform a neckbreaker from a greater height.

Aided whiplash
This is a normal whiplash, but instead of having the opponent held in the air with the aid
of the ring rope, he or she is kept in the elevated position by another wrestler. This
wrestler has the opponent's legs on his or her shoulders and is facing the first wrestler.
When the neckbreaker is performed, the extra wrestler will often twist himself or herself
down to the mat and land on top of the opponent

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Argentine rack, neckbreaker combination
This move first sees one wrestler place an opponent in an Argentine backbreaker rack
where the opponent is held face-up across both the shoulders of the attacking wrestler. At
this point, the second attacking wrestler then grabs the racked opponent's head and, along
with the first wrestler, falls to the ground supposedly driving the opponent's head and
neck into the mat below. Another variation is when the attacking wrestler falls backwards
and the partner then does a cutter on the opponent as he falls face first into the mat.

Assisted Gory neckbreaker


One partner sets the opponent up in a Gory neckbreaker, the other partner then grabs the
opponents arms and pulls down on them, forcing the opponent's neck to press against
their partners head. Both partners then proceed to drop to a seated or kneeling position
there by completing the neckbreaker.

Belly to back suplex, neckbreaker combination


This elevated neckbreaker, also informally known as a 3D-B as named by the Dudley
Boyz, is a combination of backdrop or a Back suplex side slam and a neckbreaker. This
maneuver sees an opponent get pushed upwards in a belly to back suplex lift by Bubba
Ray Dudley then as the opponent falls to the mat D-Von Dudley would apply a headlock
neckbreaker forcing the opponent's head into the mat.

Dudley Death Drop


The Dudley Death Drop, often shortened to 3-D, is an elevated cutter which sees a
combination of a Flapjack and a cutter.. This maneuver sees an opponent get pushed
upwards in a flapjack throw , then as the opponent falls to the mat the second wrestler
applies a cutter forcing the opponent's head down to the mat. Since the Dudleyz lost the
rights to the Dudley name after leaving WWE, the move is now known exclusively as the
3-D.

Fireman's carry, neckbreaker combination


One wrestler (usually the larger one) places an opponent over his or her shoulders in the
fireman's carry position while the other attacking wrestler runs and jumps up alongside
both men and takes hold/twists the neck of the opponent for any type of neckbreaker slam
as the first wrestler falls down to the mat forcing the opponent down with them in a
Samoan drop.
This can see the wrestler performing the fireman's carry turn on the spot (an airplane
spin) while the other charges at him or her and performs the neckbreaker as he or she
spins. Another variation is when someone holds the opponent in a fireman's carry
position. His partner then gives the opponent a side headlock and together at the same
time, they do a double rolling somersault into a combination of the Rolling fireman's
carry slam and the Corkscrew neckbreaker.

German Suplex, neckbreaker combination


One wrestler holds the opponent in a german suplex hold,while another wrestler behind
the both of them,once the wrestler performs a German suplex,the wrestler behind
performs the neckbreaker.

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Gory bomb, cutter combination


One partner sets up a Gory Bomb on the opponent, while his partner stands to the back
side of him. When the original partner releases the opponent, the second executes a cutter
as the opponent falls.

Powerbomb, neckbreaker combination


This elevated neckbreaker is performed when one attacking wrestler stands facing a bent
over opponent and seizes the opponent around the waist, flipping them over as in a suplex
up onto another wrestler's shoulders, leaving them in a prone powerbomb position. The
first wrestler keeps hold of the opponent's head at this point, holding it against their
shoulder as with a hangman's neckbreaker while keeping the opponent's back and head
parallel with the ground. From here the first wrestler falls to a sitting position while the
other wrestler who is holding the opponent in the powerbomb position drops to their
knees, thus driving the neck of the opponent into the shoulder of this wrestler from an
elevated position.
Other variations can see the wrestler get placed in the powerbomb position without the
aid of a suplex lift. One such version sees the attacking wrestler skylift an opponent
(throw him or her into the air) before catching him or her in the powerbomb neckbreaker
as they fall to the mat. The move can be performed using the other powerbomb
variations, the Briscoe Brothers perform a crucifix powerbomb variation in which Mark
Briscoe lifts the opponent into a crucifix powerbomb while Jay Briscoe runs and jumps to
catch the head of the opponent in a neckbreaker as they are thrown by Mark.

Russian legsweep, neckbreaker combination


One partner sets up a Russian legsweep on the victim while the other stands behind the
victim and reaches backwards over his shoulder and around the victim's chin with one
arm. The first partner completes the Russian legsweep as the second partner sits out,
driving the back of the victim's neck against the rear attacker's shoulder.

Wheelbarrow facebuster, cutter combination


This move first sees one wrestler place an opponent in a wheelbarrow facebuster position
while the other wrestler applies a Three-quarters face lock. One wrestler then drops to his
or her back as his or her partner drops to a sit out position performing a cutter and a
wheelbarrow facebuster.

Wheelbarrow, double underhook facebuster combination


While one wrestler holds an opponent in a wheelbarrow hold the second wrestler applies
a double underhooks and drops to his knees while the other the other wrestler drops to a
sitting position impacting the opponents face on the mat.

Aided piledriver
Any double-team move in which one wrestler help another to perform a Piledriver on an
opponent by pushing down on the opponent’s feet for more impact. In a variation of the
move, the second wrestler jumps off the turnbuckle while pushing the opponent’s feet
downward for even more damage, this is well known as a Spike Piledriver (not to be

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confused with a one-man Spike piledriver). It has also been known under the name
Stuffed Piledriver..

Aided powerbomb
Also known as a spike powerbomb, this is any double-team move in which one wrestler
help another to perform a Powerbomb, either by aiding the wrestler to get the opponent
up on to their shoulders or by pulling down on the opponent as they get dropped down, to
force them into the mat harder.

Aided superbomb
In this version one partner sits on the top rope facing the ring, the second partner stands
behind the opponent (both facing the first partner). The second partner then puts his head
under one of the opponent's arms and lifts him into the air placing him on the first
partners shoulders (the opponent's legs around his neck), from there the first partner
stands up and jumps forward Powerbombing the opponent from the second rope down to
the ring..

Superbomb, neckbreaker slam combination


In this version, the first partner sits on the top rope facing the ring, the second partner
stands behind the opponent (both facing the first partner). The second partner then puts
his head under one of the opponent's arms and lifts him into the air placing him on the
first partners shoulders (the opponent’s legs around his neck). Alternatively, the second
partner can lift the opponent up in a fireman's carry, then flip the opponent's legs to the
first partner. Then the second partner holds onto the neck of the opponent and runs
forward while dropping down for a neckbreaker slam while first partner on the
turnbuckle simultaneously jumps forward in a seated position superbombing the
opponent with extra force from the second rope down to the ring.

Powerbomb, diving attack combination


One wrestler sets up the opponent for a powerbomb with his back to a turnbuckle while
his partner climbs that same turnbuckle. The first attacking wrestler then holds the
opponent at the apex of the powerbomb while the second dives off the top rope and
impacts the opponent with an aerial attack, driving the opponent backwards and
completing the partner's powerbomb with added force. Certain attacks can also be timed
so that, instead of hitting the opponent at the apex of the move, they can impact at the
exact moment the powerbomb impacts the opponent on the floor.
Like all the below variations, this move does not have to see the second attacking
wrestler dive from the turnbuckle it can be performed from any elevated surface, or
alternatively the wrestler could springboard off the ring ropes to gain height.

Powerbomb, diving legdrop combination


One wrestler sets up the opponent for a powerbomb with his back to a turnbuckle while
his partner climbs that same turnbuckle. The first attacking wrestler then holds the
opponent at the apex of the powerbomb while the second dives off the top rope and
impacts the opponent with a diving leg drop just as the victim himself lands on the mat,
crushing his neck, face, or chest. The leg drop can sometimes be a somersault variation.

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Powerbomb, double knee backbreaker combination


One wrestler sets up the opponent for a powerbomb while his partner is positioned in
front of him. The partner then leaps upwards grabbing the opponent from behind by the
chin and pulling him down into a double knee backbreaker while the first wrestler
delivers the powerbomb.

Powerbomb, flying neckbreaker combination


One wrestler sets up the opponent for a powerbomb with his back to a turnbuckle while
his partner climbs that same turnbuckle. The first attacking wrestler then holds the
opponent at the apex of the powerbomb while the second dives off the top rope and
impacts the opponent with a flying neckbreaker, driving the opponent backwards and
finishing the powerbomb with extra force.

Powerbomb, missile dropkick combination


One wrestler sets up the opponent for a powerbomb with his back to a turnbuckle while
his partner climbs that same turnbuckle. The first attacking wrestler then holds the
opponent at the apex of the powerbomb while the second dives off the top rope and
impacts the opponent with a missile dropkick, driving the opponent backwards and
finishing the powerbomb with extra force.
Powerbomb, shiranui combination
This Device variation sees one of the wrestlers lift the opponent onto his shoulders, into
the powerbomb position, while standing with his back to the corner turnbuckles. Another
wrestler then climbs to the top turnbuckle, faces away from the ring, and grabs a three-
quarter facelock on the opponent, performing a Shiranui, while the other wrestler slams
the opponent down.

Aided splash
This move starts with both partners on either the right or left side of an opponent who is
lying prone on the mat, face-up, with one partner in front of the other and both of them
facing away from the opponent. The one closest to the opponent picks up the other
partner, who is facing away from him/her, and makes a 180° turn before dropping the
partner on the opponent. The wrestler can lift his partner in a variety of ways (military
press, wheelbarrow suplex, etc.) before dropping him on the opponent.
Another variation starts with both partners on either the right or left side of an opponent
who is lying prone on the mat, face-up, with one partner in front of the other and both of
them facing away from the opponent. The one closest to the opponent performs a military
press on the other partner and before throwing them, while the other opponent performs a
360° Splash.

Aided suplex
Any double-team move in which one wrestler help another to perform a suplex, usually
by putting their own weight behind the move to increase its impact.

Aided wheelbarrow suplex

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This move sees one wrestler wrap a forward facing opponent's legs around his/her waist
and apply a gutwrench hold to lift the opponent up off the ground. His partner then steps
in front of both wrestlers and grabs either the victim's arms or shoulders and yanks them
upward, just as the first attacker throws himself and the victim backwards in a
wheelbarrow suplex. This increases the momentum with which the victim is thrown
backwards on his upper back, neck, and head.

Power-Plex
This was the finishing move of the tag team known as Power and Glory. Hercules would
take an opponent and sit him on the top turnbuckle (as to set up a superplex) near his
partner Roma. When Hercules set up the opponent and was ready to perform the
superplex, he would tag in Roma. Roma would run to the next turnbuckle and climb up.
As Hercules executed the superplex, Roma would fly off the top turnbuckle with a splash,
timing the landing on the opponent so that he would hit immediately after Hercules
landed.

Backbreaker hold, diving elbow drop combination


One wrestler would hit a pendulum backbreaker and hold the opponent over his knee as
another wrestler jumped down to hit the opponent with a diving elbow drop from the
middle or top rope to his exposed head or chest, flipping the opponent over down to the
mat. This move was known as the Demolition Decapitation (also given the name The
Demolisher) when it was used by Demolition in the WWF, and as such it (and variations
of it) are often such is still called by this name today.

Backbreaker hold, top-rope legdrop combination


One wrestler would hold the opponent over his knee, in a backbreaker position as another
wrestler jumped down to hit the opponent with a top-rope leg drop to his exposed head,
flipping the opponent over down to the mat. Known as Cutting The Cheese when Steve
Blackman & Al Snow teamed together.

Battering ram
One wrestler stands behind his partner and leans forward, placing his head underneath his
partner's arm, in a headlock. The two then charge forward, ramming the head of the rear
wrestler into the opponent. The move was named and made famous by The
Bushwhackers. There is also a single person version of the move.

Bearhug hold, attack combination


One of a number of double team moves in which one parter holds the victim in a bearhug
while the other partner either runs or dives at the elevated victim and impacts him in the
chest, neck, or face, driving him backwards into the ground in the process. As a variant of
the bearhug/attack combination, the holding wrestler can instead use a spinebuster,
driving the opponent down instead of releasing them.

Bearhug hold, flying crossbody combination

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One wrestler would apply a bearhug and elevate the opponent while the other wrestler
executed a flying body press from the top rope, driving the opponent to the ground from
an elevated height.

Bearhug hold, high kick combination


One wrestler would apply a bearhug and elevate the opponent while the other wrestler
executed a high dropkick or other high kicks as the first wrestler drops the opponent to
the ground,

Bearhug hold, seated senton combination


One wrestler applies a bearhug to the victim while his or her partner climbs the
turnbuckle behind them. The second partner then dives off the turnbuckle, performering a
seated senton on the victim, driving him out of his partner's arms and into the mat. This
move is commonly referred to as the Cannonball crash.

Bearhug hold, superkick, jackknife pin combination


One wrestler would apply a bearhug while the other wrestler executed a superkick to the
face of the opponent. The opponent would fall backwards, and the partner applying the
bearhug would roll forward with their momentum, flipping over into a bridge position,
holding both legs and ending up in a Jackknife pinning position. The now defunct team of
Charlie Haas & Shelton Benjamin used this move as their double team finisher.

Bearhug hold, top-rope legdrop combination


Commonly referred to as the Veg-O-Matic, also referred to as an Aided guillotine
legdrop. In this move one wrestler would apply a bearhug and hold the opponent out as
another wrestler jumped down to hit the opponent with a top-rope leg drop to his exposed
head or torso, forcing the opponent hard back down to the mat.

Hart Attack
Technically known as a Bearhug, lariat combination, this was the traditional finishing
move of The Hart Foundation (Bret Hart and Jim Neidhart). Neidhart would lift up the
opponent in a bearhug in the center of the ring, while Hart leaned against the ringside
ropes, facing the opponent's back. Hart would then run past the two and bounce off the
ropes on the opposite side of the ring. On his return, Hart would make a running leap and
perform a lariat takedown on the opponent as Neidhart let go of him, resulting in both
Hart and the opponent falling onto their backs. Hart sometimes did the lariat takedown
from the second corner rope.

Con-chair-to
This move was popularized and named by the team of Edge and Christian, and consists of
a double steel folding chair shot to the head of an opponent, one from either side hitting
the back of the head and the face of an opponent simultaneously. Edge and Christian
often slammed the chairs on the mat to "tune up the band" before hitting the opponent.
There is also a one man version of the move known as a one man con-chair-to where the
opponent's head is lying on a chair on the mat and the attacker slams another chair on
their head. The name of the move is derived from the musical term "concerto"..

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Doomsday Device
A move in which one wrestler hoists the opponent on his shoulders in the electric chair
position, while another wrestler climbs to the top turnbuckle and delivers a flying attack
on the prone opponent, often resulting in the opponent doing a backflip and landing on
their front. This move was made famous by the tag team known as the Road Warriors,
but also used by Team 3D.

Double bulldog
A double bulldog is when two wrestlers both hit a bulldog on a single opponent. It can
also refer to two bulldogs being performed by one wrestler on two opponents at the same
time.

Double cutter
A double cutter is a common term which refers to double team variations of the three-
quarter facelock bulldog maneuver (known as a "cutter"). This move sees the attacking
wrestlers first stand either side of an opponent and apply a three-quarter facelock
(reaching behind the head of an opponent, thus pulling the opponent's jaw above each of
the wrestler's shoulders) before both (moving forwards and) falling backwards to force
the opponent face first to the mat below. However, due to the face lock the opponent's
face often never reaches the mat, instead lands on the shoulders of the attacking wrestlers.

Double chokeslam
When two wrestlers execute a chokeslam on a single opponent at the same time it is
referred to as a double chokeslam. Due to convenience of wording, a double chokeslam
can also refer to two chokeslams being performed by one wrestler on two opponents at
the same time (ie; single person double chokeslam), and occasionally in a tag team match
where each member of one team will chokeslam a member of the opposing team (ie; two
person simultaneous chokeslams) which can also be referred to as stereo chokeslams. .
The traditional version is also referred to as a double spinebuster / double front slam as
the action of lifting an opponent up and throwing them down are much the same, though
the spinebuster, and front slam are more common on a charging opponent.

Triple chokeslam
A variation of the chokeslam move, done by Kane and Big Show, is the triple chokeslam,
where both of the wrestlers chokeslam a single opponent and each simultaneously
chokeslam another opponent alone with their free hands

Double clothesline
Two wrestlers both hitting a clothesline on a single opponent by joining hands is referred
to as a double clothesline. A variation has both wrestlers charging from opposite sides of
a single opponent with a clothesline. A double clothesline can also refer to two
clotheslines being performed by one wrestler on two opponents at the same time.

Double crucifix powerbomb

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This two man version of a crucifix powerbomb sees a single opponent lifted up between
two wrestlers so that the opponent is being lifted by their spread out arms. At the apex of
the move where the opponent is raised to the highest point it will look as though he/she
had been crucified. At this point the attacking wrestlers then kneel, and bend forwards, to
throw the opponent forward to the mat on to their back or neck and shoulders. Most
commonly used by The Backseat Boyz calling it the T-Gimmick.

Double DDT
Two wrestlers both use a DDT move on a single opponent by standing to either side of
the opponent and applying the front facelock before hitting the move. This move can see
more than one opponent headlocked, using the wrestlers free arms, to become a
seemingly indefinite line of wrestlers and opponents all linked together. A double DDT
can also refer to two DDTs being performed by one wrestler on two opponents at the
same time.

Double inverted DDT


This is similar to a normal double DDT only that they are in an inverted headlock and
drop them in the back of the head.

Double Lifting DDT


This is similar to a normal double DDT except for the fact that both wrestlers jump and
lift the opponent. Also known as a Double Edgecution.

Double shiranui
This double team DDT sees two attacking wrestlers perform the shiranui (three-quarter
facelock backflip diving reverse DDT) variation on one single opponent, with each
wrestler applying the three-quarter facelock from opposing sides of the opponent. Like
the shiranui, this double team version can be performed from both a standing and
elevated position.

Double dropkick
Two wrestlers simultaneously dropkick a single opponent. Attacking wrestlers may both
target the front or back of the opponent, or sometimes "sandwich" the opponent by
dropkicking them from either side.

Double missile dropkick


Similar to the double dropkick, both wrestlers execute missile dropkicks from adjacent
turnbuckles onto a single opponent. Timing is of the utmost importance when executing
this move; at the 2003 Royal Rumble, Rey Mysterio and Edge attempted this move on
Christopher Nowinski. Mysterio jumped too early, and Edge landed on the face of a
supine Nowinski, which eventually resulted in Nowinski suffering a career-ending
concussion.

Double drop toe-hold


In a double drop toe-hold two wrestlers hit a drop toe-hold on each leg of a single
opponent.

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Double elbow drop


This is a double team maneuver which involves two wrestlers hitting a variations of a
elbow drop (standing, or flying) on one person at the same time. Often this move sees
two wrestlers knock down a charging opponent leaving the opponent in a position in
which both wrestlers can stand either side of the fallen opponent and before elbow drops.
These elbow drops are often preceded by some sort of dance/taunt or the joining of
hands.

Double Enzuigiri
This is a double team maneuver in which both attacking wrestlers will perform and
Ensiguri on a single opponent, each from different sides. This move is most often used by
the Motor City Machine Guns.

Double Extreme Legdrop


This move sees one wrestler climb to the top turnbuckle while his partner holds up their
opponent's legs (The opponent in question is obviously perpendicular to the wrestler on
the top rope). Then, the wrestler on the top rope performs a leg drop on the opponent's
neck while his partner performs an Extreme Legdrop (double leg drop to the groin/lower-
abdominal area) at the same time.
Double fireman's carry
Two wrestlers both lift a single opponent up into a fireman's carry leaving the two
wrestlers back-to-back with the opponent across their shoulders is called a double
fireman's carry. From Here the two wrestlers can perform a double version of a fireman's
carry slam; the wrestlers can also both fall backwards down to the mat dropping the
opponent face-first into the canvas in a double flapjack type move.
Double flapjack
Two wrestlers throw a single opponent up into a flapjack. In this move both wrestlers
would push the opponent upward by reaching under their legs and lifting them into the
air, while remaining the hold on the opponent’s legs the wrestlers would fall backwards,
dropping the opponent front-first into the canvas. Another basic double flapjack is similar
to a back drop, in which the wrestlers push the opponent upwards and release him/her so
that they fall onto their face instead of falling back-first.
Double hip toss
When two wrestlers both hit a hip toss on a single opponent by both wrestlers
underhooking the closest arm and then quickly lifting the opponent up and throwing
him/her forward, flipping the opponent onto his/her back.
Catching hip toss
As two wrestlers hit the hip toss on a single opponent, both wrestlers catch the legs of the
opponent as he/she flips over so that both have a hold of one arm and leg of their
opponent.From this position the wrestlers can lift the opponent up into the air and drop
them onto the mat, or lift the opponent up and drop to a kneeling position so that the
opponent would drop onto their knees. This double team move is more common with,
lighter wrestlers or wrestlers with an old school style.
Double STO

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This move can either be a Double STO when two wrestlers both hit a STO on a single
opponent at the same time, or an Aided STO, known in Japan as Oregatokare, or "rage
dragon slayer" where one wrestler help another wrestler to perform the STO, usually by
sweeping out the legs from under the opponent. An inverted variation also exists.
Double submission
This term applies to any instance when attacking wrestlers lock an opponent in
simultaneous submission holds.
Obviously many variations exist in which most commonly one wrestler will work on the
lower body/legs with moves like the Sharpshooter, the Texas cloverleaf and the reverse
figure four, while the other wrestler works on the upper half/head with moves like the
camel clutch.

Double superkick
A tandem attack where two wrestlers stand in front of an opponent and hit him/her in the
face/head with a high, side thrust kick, known as a Superkick.

Double suplex
A throw in which two wrestlers will both suplex one opponent at the same time is called
double suplex. The most common Suplexes used for this double team move are the Snap
and Vertical variations, in which the wrestlers apply a front face lock to the opponent,
draping the opponent’s near arm over their respective shoulders, at this point the
wrestlers will either pull their own legs back and kick them forward quickly slamming
them to the ground to build momentum to fall backwards and flip the opponent over them
so they all land on their backs for a double snap suplex. In a double vertical suplex the
move is the same except that when the opponent is in position he/she is lifted up and held
upside-down before the wrestlers fall backwards.
A double suplex can also refer to two suplexes being performed by one wrestler on two
opponents at the same time, although this move is much rarer and typically requires a
larger wrestler to suplex two smaller wrestlers often as a counter to a standard double
suplex.

Double belly to back suplex


The attackers stand behind the opponent on either side of him and put their heads under
his arms. They then lift the opponent up using their arms wrapped around his torso. The
attackers finally fall backwards and drop the opponent flat on his back or, occasionally on
the back of his head.

Double inverted suplex


The attackers stand behind an opponent and each applies an inverted facelock with his or
her inside arm, and uses the other arm to aid in elevating the opponent so that he/she is
lifted up and held upside-down before the attackers fall to their backs driving the
opponent down to the mat front-first, behind the attackers.

Double slingshot inverted suplex


Two wrestlers stand behind an opponent and bend him or her backwards, each placing his
face under their inside armpit. With their outside hands, each wrestler then grabs the

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waist of the victim's pants, using it for leverage to raise his legs into the air. The
attackers, without letting go of the victim's head, then drop the back of his legs across the
top ring rope. The tension in the rope sends the victim's legs bouncing up into the air
where, guided by the attackers (who fall backwards), he then flips over their heads and
drops face over into the mat, effectively completing a double inverted suplex.

Elevated DDT
An elevated DDT is any double team move that sees one wrestler keep an opponent
suspended in an elevated position so that another wrestler can perform a DDT and drop
the opponent from the raised position. one variation sees a wrestler apply a front facelock
to an opponent and lift them so that their legs are placed on the top of the shoulders of
another wrestler, and this point the first wrestler quickly throws himself to the ground
backwards so that the opponent is forced to dive forward onto his/her head with extra
force because of the height of which they are dropped. This is an aided version of the
one-man elevated DDT.

Belly to back suplex, inverted DDT combination


This elevated DDT, is a combination of backdrop and an inverted DDT. This maneuver
sees an opponent get pushed upwards in a belly to back suplex lift by one attacking
wrestler then as the opponent falls to the mat the second attacking wrestler would apply
the inverted headlock forcing the opponent's head into the mat.

Flapjack DDT
One of the most common double team elevated DDT is known as a Flapjack DDT, a
combination of Flapjack and a DDT. This maneuver sees an opponent get pushed
upwards in air during a flapjack attempted then just as the opponent falls to the mat the
wrestlers partner will put opponent in a front facelock and as all three fall down to the
mat the DDT will ensure the opponent is forced to dive forward onto his own head.
MNM used this move efficiently in matches calling it The Snapshot often finishing
matches with it.

Sidewalk slam, headlock takedown


This move involves one wrestler setting up an opponent for a sidewalk slam will the
opponent is held in the air his head is exposed at this point another wrestler will be able
to perform many moves that only involve the attack of that exposed head (i.e. reverse
DDT variations, headlock takedowns, and neckbreakers) these moves force the opponent
down harder to the mat when the first wrestler drops him/her.

Elevated jawbreaker
With an opponent kept up in an elevated position by one wrestler, another wrestler has
chance to drop the opponent into any type of jawbreaker from a raised height. Most
notably this sees the opponent's legs being held on the shoulders of one wrestler while
another wrestler catches hold of the head of this opponent. At this point the wrestler will
lock a hold onto the head of the opponent and drop them into the jawbreaker.

Elevated splash

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This is where one wrestler (usually a larger wrestler) backs up to the corner turnbuckles
and allows another wrestler to climb the turnbuckle then up onto his/her shoulders, this
wrestler then jumps off to perform any type of diving splash (i.e. Shooting star press) on
a supine opponent. Sometimes this move sees the first wrestler climb up on the
turnbuckle himself getting even higher before the second wrestler gets up there and
jumps off him.

High and Low


A "high and low" double team maneuver is a type of takedown that sees two wrestlers hit
a combination of attacks on a standing opponent; one aimed to hit high, while the other is
aimed low. The high attack usually comes from in front of the opponent, while the low
attack comes from behind, sending the opponent back-first into the mat with greater
force.

Lariat, running chop block combination


The attacking wrestlers stand on opposite sides of an opponent (front and back). The
wrestler facing the front then executes a running lariat while the wrestler from behind
executes a running chop block knocking the opponent backwards.

Superkick, spinning leg sweep combination


Both wrestlers stand facing a standing opponent. One wrestler executes a spinning leg
sweep to the back of the opponent's legs, and the other executes a superkick towards the
opponent simultaneously, knocking the opponent backwards.

Total Elimination
This high and low move sees both wrestlers stand facing a standing opponent before
Saturn executes a spinning leg sweep to the back of the opponent's legs, and Kronus
executes a spinning heel-kick towards the opponent simultaneously, knocking the
opponent backwards.

Leapfrog body guillotine


Also called a Leapfrog Stun Gun, this move sees an opponent rest with his upper body on
the ropes and his feet on one of the attacking wrestler's shoulders while the other wrestler
charges at his partner, leapfroging over him/her and STRaddling the opponent's lower
back.

Leg drop, splash combination


This type of combination sees two wrestlers simultaneously execute any type of splash
and leg drop on one prone opponent lying on the mat. However, the double team move is
not limited to grounded variations of splashes and leg drops many wrestlers utilize aerial
versions, or versions where one of the two attacks come from an elevated position.

Poetry in Motion
This move sees one wrestler either place his opponent or Irish whip his opponent into the
turnbuckle. The same wrestler then gets down on all fours and their partner runs from the
opposite side of the ring/opposite turnbuckle, leap off his partner's back, and perform an

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aided splash/calf kick/heel kick/leg lariat/dropkick or in some rare instances, a leg drop
on the opponent. A one man version sees the use of a chair (or chairs), instead of the
partner, and perform the attack. If the move is done with a chair in hand, it is usually a
dropkick version, with the attacker driving the chair into his opponent.

Prone low blow


This is a double team move in which one wrestler will set up an opponent so that his
partner can perform a low blow.

Diving headbutt low blow


While one wrestler slams an opponent and spreads their legs apart the other wrestler
would climb the turnbuckle and perform a diving headbutt into the opponent's groin.

Diving leg drop low blow


While one wrestler slams an opponent and spreads their legs apart the other wrestler
would climb the turnbuckle and perform a diving leg drop into the opponent's groin or
face or chest.

Reverse STO, enzuigiri combination


In this combination one wrestler prepares to deliver a reverse STO to an opponent and
then while holding them in position their partner delivers an enzuigiri kick to the back of
the head of the opponent who is then dropped for the reverse STO driving them down to
the mat face-first with the added momentum of the kick.

Rocket Launcher
One wrestler ascends the top turnbuckle. Their partner then stands below them and
reaches up, taking hold of them. The wrestler on the top rope then performs a flying body
splash, with their partner throwing them, thus increasing their range and height. edit]

Assisted senton
One of the wrestlers ascends the top turnbuckle. Their partner then stands below them
and reaches up, taking hold of them. The wrestler on the top rope then performs a Senton
bomb, with their partner throwing them, thus increasing their range and height.

Russian legsweep, clothesline combination


One wrestler begins a Russian legsweep as another wrestler hits the opponent with a
clothesline, forcing the opponent hard back down to the mat.

Sidewalk slam, top-rope legdrop combination


One wrestler would perform a Sidewalk slam, and then their partner would perform a
top-rope legdrop on the prone, supine opponent. A slight variation of this sees the
wrestler stay grounded instead of ascending to the top turnbuckle, performing a jumping
legdrop on the opponent rather than a top rope one.

Sky lift slam

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This move first sees the two attacking wrestlers standing either side of an opponent and
hook their arms under the legs and arms of their side to elevated the opponent. From this
position, the wrestlers then force the opponent upwards, throwing them up while
releasing the hold to allow the opponent to fall and slam into the mat back-first. This
move can also be done by one wrestler using the corner as the tag team partner.
The five-wrestler team known as Spirit Squad used a variation dubbed the High Spirits in
which each of the attacking wrestlers stood over a fallen opponent and grabbed hold of a
limb/extremity. From here, the wrestlers would all lift at once; throwing the opponent
into the air before releasing the hold of the limbs to allow gravity to pull the opponent,
back first, down to the mat.

Slingshot catapult, attack combination


The first wrestler performs a slingshot catapult on the opponent sending them towards
their partner while their partner performs an attack on the prone opponent, knocking them
back down with greater force.
The partner now chooses an attack.

Slingshot catapult, clothesline combination


The first wrestler performs a slingshot catapult on the opponent sending them towards
their partner while their partner sticks their arm out and does a clothesline, knocking the
opponent down.
Other variations use variants of the clothesline like the more impactful Lariat, or the
partner goes to the top rope and performs a clothesline off the top rope

Slingshot catapult, missile dropkick combination


The first wrestler performs a slingshot catapult on his or her opponent, sending them
flying towards the opposite turnbuckle. His or her partner then jumps off that turnbuckle
and delivers a missile dropkick to the opponent in midair.

Slingshot catapult, top rope bulldog combination


The first wrestler performs a slingshot catapult in an attempt to throw the opponent away
from the corner turnbuckle away from where the second wrestler is situated. As the
opponent is lifted off the ground up into the apex of the throw, the second wrestler dives
off the turnbuckle and performs a diving bulldog on that same opponent forcing his/her
head down into the mat.

Spanish fly
This variation of the moonsault side slam is performed while all three wrestlers are on the
top turnbuckle. The wrestlers stand either side, slightly behind, and facing the front of a
standing opponent, the wrestlers then reach under the near arms of the opponent, across
the chest and under the opponent far arm, while placing their other hands on the back of
the opponent to hold them in place. The wrestlers then perform a moonsault while
holding the opponent, driving the opponent into the ground back-first in a side slam
position.

Stack-superplex

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A variation of the superplex (a vertical suplex off the top turnbuckle) in which the
wrestler delivering the suplex sits upon the shoulders of another wrestler rather than
standing on the ring ropes/turnbuckles where the opponent is situated. At the apex of the
suplex, the lower wrestler allows himself to fall backwards, increasing the power and
momentum of the other wrestler's maneuver.
A multi person variation, commonly known as the Tower of Doom, first sees an attacking
wrestler climb the turnbuckles as if to perform a superplex on an opponent situated on the
top turnbuckle, or in some case two wrestlers attempt a double superplex on the single
opponent. However, at this point one or more wrestlers stand under the elevated wrestlers
and hold them as if to perform a powerbomb; slamming them to the mat as they pull the
other wrestler off the top.

STO, German suplex combination


This move requires one person standing behind the opponent, while one stands in front.
The wrestler in front will deliver an STO, and the wrestler behind the opponent will
perform a German Suplex on the same opponent.

STO, Russian legsweep combination


This move requires one person standing behind the opponent, while one stands in front.
The wrestler in front will deliver an STO, and the wrestler behind the opponent will
perform a Russian legsweep on the same opponent.

Superkick-Plex
This combination move sees one wrestler hit a superkick to the chin of an opponent who
is being held in a belly-to-back position by the second wrestler. The second wrestler uses
the thrust of the superkick to aid in executing a bridging German suplex for a pinfall
attempt. This move is not to be confused with a superplex, which is a suplex from the top
turnbuckle.

Suplex, 450° splash combination


While standing next to and with his back to a downed opponent, one of the attacking
wrestlers performs a vertical suplex lift on their own partner where at the apex of the
suplex the first wrestler releases the suplex and the second uses the altitude and rotation
to perform a 450° splash onto the downed opponent.

Suplex, flying attack combination


One wrestler would apply a stalling vertical suplex and elevate the opponent while the
other wrestler executed a flying attack like a flying crossbody block or a missile dropkick
from the top rope, driving the opponent to the ground from an elevated height.

Wheelbarrow hold, top rope legdrop combination


This move sees one wrestler wrap a forward facing opponent's legs around his/her waist
and apply a gutwrench hold to lift the opponent up off the ground. At this point another
wrestler, who is situated on the top turnbuckle would then jump down to hit the opponent
with a top-rope leg drop to the back of his exposed head, forcefully driving the
opponent's face and body back down to the mat.

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Wishbone
This move, which is named after the tradition of pulling on a wishbone, sees two
wrestlers each take hold of an opponent's leg (who is lying face up on the mat) and yank
them in opposite directions STRetching out the groin area.

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Quick and dirty wrestling rules for WOD

Sequence of play.

Entering the ring


• Both wrestlers or teams enter the arena. Showmanship (Manipulation + Expression,
Showmanship/Acting, Diff: 4) rolls are made to gauge audience reaction. Players and story tellers
should play this out with one automatic success given to the player if role-played well. The
winner of this roll receives 2 extra willpower points for the remainder of the match. This
temporary willpower boost can exceed the normal maximum.

The Match
7. Initiative (Alertness + wits, diff: 4) is rolled. The side with the most successes goes first. In the
case of a tag team match, the wrestler(s) in the ring roll. Managers and others outside the ring may
also roll if planning to take any actions this round.
8. Illegal attacks which interrupt initiative may take place at this point.
9. Winner of initiative declares action and rolls for success. Other side may attempt to dodge, block
or evade as normal if applicable, and not currently in a hold.
10. If in a hold, may now attempt to break. (Both wrestlers roll Str. vs. Difficulty of other wrestlers
Str. Wrestler with most successes wins. If tie, then wrestler with highest Str. wins. If still a tie then
hold is not broken) If still in a hold then all actions are lost until next round.
11. Next player declares action and acts. Other side may attempt to dodge, block or evade as normal if
applicable, and not currently in a hold
12. Return to 1, repeat until “pinfall”, “submission”, “draw”, “disqualification” or “no contest”
conditions are met.

All moves can be classified among the following.

Wrestling attacks
Examples are:
• Chops
• Press
• Clothesline
• Drops
• Knee strikes
• Kicks
• Headbutts
• Uppercuts

Trait Used: Dex + Brawl Difficulty: 5 (Kicks 6)


Or Wrestling Attack
Accuracy: Normal Damage: Str. (Kicks Str +1)

Aerial techniques
Examples are:
• Somersault legdrop
• Diving knee drop
• Diving headbutt
• Splash
• Frog splash

Trait Used: Dex + Athletics Difficulty: 6 (Kicks 7)


Or Aerial techniques
Accuracy: Normal Damage: Str. (Kicks Str +1)
Combination transition moves add +1 to difficulty

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Wrestling holds
Examples are:
• Sleeper holds *
• Stretches
• Locks
• Clutches
• Pinholds

Trait Used: Str + Brawl Difficulty: 5


Or Wrestling Holds
Accuracy: Normal Damage: Str.
* When damage reaches “incapacitated” from a sleeper hold the opponent is considered to be unconscious.
Sleeper holds do not affect the undead or wraiths.

To break the hold both wrestlers roll Str. vs. Str., difficulty target being the other wrestler’s Str. Wrestler
with the most successes win. In case of tie the wrestler with the highest Str. Wins.

Wrestling throws
Examples are:
• Piledriver
• Suplex
• Sweeps
• Frankenstiener

Trait Used: Dex + Brawl Difficulty: 5


Or Wrestling Throws
Accuracy: Normal Damage: Str, possible transition
Combination transition moves add +1 to difficulty

Tag-team maneuvers
Examples are:
• Aided dropkick
• Aided piledriver
• Double superkick
• Elevated splash
• Double fireman's carry

Trait Used: Dex + Brawl Difficulty: 6


Or Wrestling Holds/Throws
Accuracy: Normal Damage: Str
Both wrestlers working together on a move must both roll successes, otherwise the move fails.

Weapon attacks
Examples include
• Chair shot
• El Kabong
• Foreign object
• Asian mist

Trait Used: Dex + Melee Difficulty: 5


Accuracy: Normal Damage: Str

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