Post by keith0913832 on Mar 21, 2016 0:38:42 GMT 8
INTRODUCTION
Welcome to get another revo article! The previous 3 RPs so far have been rather smooth darling I must say. They are generally easy to activate as their requirements can be satisfied by the player himself. The next 3 RPs however, requires both you and your opponent to activate the effects. Therefore, my focal point for the next few articles would be on how the cards of that certain Target work, followed by which superstars are suitable with using them assuming your opponents are cooperative. Enough with the chatter, let's get Today's topic of RP:Neck rolling!
LIST OF NECK CARDS
Since we are taking a slightly different approach, I guess putting this first would be easier for your reference.
NECK CARDS
In general, more than half are Holds, of which is a mixture of Core, Mean and Colossal. Depending on your direction, each style can be playable and easy to exploit. For starters, gaining Fort shouldn’t be an issue since you have Elbow Smash and Scissors Hold which are retrievable from Ringside. Also, if you happen to run the 1st reversal style and if you are Ric Flair with his storyline, you can rest assured your RP:Neck would be activated very quickly since 4 of the 6 hybrid reversals are Necks. That should help with starting the Fort.
If your objective is to gain enough Fort to hit your Means and Colossals, you can consider packing all these non-0F Cores as well. Cards like Sleeper and Running Lariats are examples of Cores which have very strong effects. Another way of fulfilling the requirements of RP:Neck quickly is through Short-Arm Clothesline or Lariat. Those 2 Cores allows you to search for another Core, which means you can continue finding maneuvers to hit until you satisfy the requirements of RP:Neck.
The Mean Necks aren’t very useful in my opinion. You can consider bridging your Fort through the Extreme Follow-ups such as Flying Clothesline and Flying Neck Breaker. Both cards can usually be played as long as the maneuver prior is not reversed. If you are going this route, then Transition Hold is a must pack since it grants protection to your next Follow-up maneuver. Vertical DDT Drop that is 11F12D but can go to 2F12D if the card condition is met. Easy way of bridging into your higher Fort cards. Bulldog Lariat is effective if you have a way of getting Cores into your and easily (Hint hint Snap Bulldog, Elbow Smash, Scissors Hold).
Here comes the best part of Neck Maneuvers. Their Colossals pack a lot of heavy damage. Once you have sufficient Fort, Colossals are the way to go for Neck Maneuvers. If you need recovery, there is STF and Clothesline. If you need deck disruption, you have 360-Degree Clothesline. If you need to get more Colossals in hand, Face Driver and Running Clothesline is there. Of all the cards, I feel that 360-Degree Clothesline tops everything. It’s effect is very strong late game as you can force all the hybrid reversals out, much like how Punch After Punch in Classic. Although they are not removed from the game, it is still very likely you will reduce your opponent’s chance of reversing from overturn.
After that review you should probably have a rough idea what superstars are suitable. But here are some of my top picks assuming you are going to run RP:Neck and/or Neck Maneuvers. I am also going to assume that your opponent is very cooperative with activating RP:Neck. Lastly, Daniel Bryan’s name won’t be appearing on this, and the next 2 RP cards review just ‘cause his ability makes it so easy to activate the cards. Not much tactic required to get the targets in. So I’ll skip him. But yes, he is the best Superstar to play RP:Neck, RP:Back and RP:Head.
1. Undertaker (Non-storyline)
Very successful and strong deck by Joshua, his tactic revolved around mostly Neck Maneuvers since his ability allows him to keep retrieving them from Ringside. The added bonus of running Neck for Undertaker is that his 3 of his Superstar Specific Maneuvers are Neck. Thus your opponent will be having a hard time deciding whether to reverse that Sleeper, or save it up for a Tombstone Piledriver. Been there, done that, but still lost in the end. Really strong tactic.
2. Dolph Ziggler
Dolph Ziggler’s name pops up whenever it has something to do with Cores. Likewise for Neck with many Cores, Dolph can take advantage of it. With I Am Perfection, he stands to gain whenever he plays a Core, whether it is successful or not. Also, his ability is sort of a semi-built in Hardcore Hell that grants some protection to his Cores. Moreover, 3 of his Superstar Specific Maneuvers are Necks too. #HEEL is another reason why Dolph Ziggler is so suitable for Neck. By granting protection to Critical Injury, you are able to take out his Hand or Backlash, plus his ability for next turn. Whats more, ALL you Critical Injuries no longer have Follow-up requirements. Which is really sick.
3. William Regal
By referring to the table above, you can see that the majority of the Necks are either Assault or Hold. With William Regal’s ability and RP:Neck, you can be sure that your opponent will have a bad time overturning. William Regal doesn’t have to worry about getting his initial Fort as well. With Backed By Kozlov & Jackson, you can find your Scissors Hold and another maneuver to connect into. Born Naughty is also another good card that will grant Momentum to your Assault or Hold. However, the strongest card for William Regal in my opinion is You Disgusting Rugamuffin. Its basically a build in People’s Champ ability for his Non-unique Assaults. Therefore the above mentioned Assault Colossals should have an easier time being successfully played.
4. Test / Batista (Storyline)
Since we are going big on Colossals, no other superstars can match the suitability of Test or Batista. Their ability just screams Colossals. Hard-hitting superstars like them only need to concentrate on getting their maneuvers into hand. And with Neck Colossals like Face Driver and Running Clothesline, you shouldn’t have to worry much about that. What’s more, both have Superstar Specific Maneuvers that are Neck too!
CONCLUSION
As usual, there are other superstars out there that can possibly abuse RP:Neck or Neck Maneuvers as a whole. Rey Mysterio (Non-storyline) can keep whacking Assault Colossals each turn when running Gone-Not Forgotten, Kevin Thorn’s unique ability allows him to stall, and hit some random Flying Clotheslines and Flying Neck Breakers for fun, King Booker's ability also allows him to keep picking up Maneuvers from Ringside to play. RP:Neck in general is quite unplayable unless you are Daniel Bryan, but Target Neck as a whole can be really painful with all the Colossals and their strong effects. With that we have come to the end of another article. Feel free to feedback or correct any of my mistakes and I’ll see you next week!
Till next time, thanks for reading and have a nice day!