Post by keith0913832 on Mar 6, 2016 19:53:23 GMT 8
INTRODUCTION
Welcome to yet another Revo article! Continuing from last week, we will be looking at RP: Arm today. In general, Arm Maneuvers mainly revolve around Cores and Holds, which meant that their damage are quite low. Therefore, RP: Arm is there to give them a damage boost and hopefully make those puny Cores count! As usual, I will be including a list of superstars / tactics that would suit RP: Arm, and also give you the full list of all the cards that have the target Arm.
From the text, you can see that RP: Arm is generally easy to activate, requiring just 2 Arm in your ring. Therefore, Tribute To The Troops should do the trick for you since it gains the target that you name. With 2 RP: Arms in your and 2 Tribute To The Troops, each of your Arm Maneuver is already considered to be +4D. And as the number of Arms increase, your Arm Maneuvers will do more and more damage. The only drawback about focusing on Arm is that they can easily be reversed. Keep in mind that majority of the Maneuvers are Cores, and all Core reversals usually reverse base on type AND printed damage. Therefore, a 20D Arm Wrench will still be reversed by Slap since technically Arm Wrench is a printed 5D. Beyond that, majority of them are Holds, which generally have less superstar specific reversals as compared to Assaults and Throws. Here are my top 3 superstars that can take advantage of Arm Maneuvers.
*edited on the number of Arms required to activate RP:Arm
1. Rey Mysterio (Storyline)
If your tactic revolves around Cores, look no further as Rey Mysterio is the one to go to. Although his ability turns non 0F Cores into 0F, you can consider using the 1st reversal style and its reversals to get more Arm targets in (refer to previous article and you will see most Hold hybrids are Arms). A few turns into the game and you can probably hit a good 15D on your Core. And since you are focusing on Arm, you can choose to pack some Back Maneuvers since Lateral Flank Defense reverses this 2 targets. That should augment your choice of Maneuvers as well and you can also make use of the effects of Arm Breaker. A late game Momentum-ed Arm Maneuver from Too Much Damage For One To Manage would definitely seal your victory!
2. Kurt Angle
Since Arm Maneuvers mainly revolve around Holds, his ability wouldn’t be activated most of the time. However, Extreme Wrestling Skill more than makes up for that. First off, Extreme Wrestling Skill helps to satisfy the RP:Arm requirement since it has all the targets instead of running 2 Tribute To The Troops. Secondly, since his Maneuvers are going to deal lots of damage, there is a high chance of reversing on overturn, meaning you will most likely get to draw from your Pre-match effect as well. That said Kurt Angle doesn’t have the ability of Rey Mysterio to keep retrieving Maneuvers from his Ringside. Therefore, you can consider playing Stay At An Arm’s Length to get those Arm Maneuvers in hand. And as mentioned above, packing a few Back Maneuvers won’t hurt and it just so happens that 2 of Kurt Angle’s Maneuvers are target Back as well. And since Angle Lock sucks quite badly, you can consider replacing it with Modified Bow And Arrow which gives you a much better effect.
*edited on the number of Arms required to activate RP:Arm
3. Mark Henry
This idea originated from Roy, and it was very effective I would say. By running the 1st Reversal style and having enough Arm Core with blank text, his ability will most likely help you to get your initial Fort. From there, you will just sit there and bid your time while you wait for Hall Of Pain to appear. From there, your Arm Maneuvers will also become Backs, and since they are also considered Back Maneuvers, they will stand to gain from The World's Strongest Man. Therefore, your Arms will probably deal 20 over damage each. Nuff said!
4. Support cards
Since most Maneuvers are Cores, Hardcore Hell would naturally fit the bill. Once they can’t reverse cards from hand, you are more likely to get them through, AND still be lower Fort cause afterall, they are just Cores of 1D or 2D.
Since Arm decks will mainly focus on 1 target, you will most likely be able to pull off It All Led To This. Late game use would be perfect since by then, your Maneuvers would have been 20D+ and with the added 10D and momentum, you are more likely to deck out your opponent.
A good Maneuver would be to play it with Super Hold (only Colossal Arm in the game). Since Super Hold gains additional 3D for every Arm you have in your Ring, you can hit very high damage with it. First-hand experience, ate a 54D Momentum-ed Super Hold. Believe that!
LIST OF ARM
CONCLUSION
With that we have come to the end of the 2nd part of the 7 part series. RP:Arm is generally easy to use, and there are obviously superstars out there that can make use of it. Superstars like William Regal and Brock Lesnar will probably activate their ability 90% of the time, while John Cena and CM Punk wouldn’t have a problem with their Handsize from all the Holds. Dolph Ziggler’s ability also has some interaction with Cores which could be explored further. Lastly, Daniel Bryan’s Pre-match can help to negate the effects of Tribute To The Troops so your RP:Arm requirement can be satisfied early on in the game. With that, we have come to the end of yet another article. As usual, if there is anything that I have included wrongly or any queries that needs to be clarified, leave them in the comment section below and they will be addressed accordingly!
Till next time, thanks for reading and have a nice day!