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Many characters can even string together these pop-up moves for a wild sequence of classic pro wrestling attacks.īecause no in-game combo list exists ( something has to get you interested in that Prima strategy guide, right?), there’s a lot of experimentation involved here.
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Once off the ground, you can follow up with a series of well-timed strikes or even grab them out of the air for a devastating move that will send them crashing to the ground. Most wrestlers have a few moves in their arsenal that, if used in the right way, can pop your opponent into the air. Yes, “juggle,” as in Tekken-style air juggles. You can also juggle opponents with strikes. Again, it’s all about keeping the match moving, and knowing the right combinations of moves to string together is the key to success.
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The most basic might be something like two light punches followed quickly by the grapple button, which will make your wrestler launch right into a takedown. With fast-paced combat in mind, WWE All-Stars encourages chaining these attacks together with one another, as well as with the game’s grapples. You’ll have melee attacks at your disposal, ranging from quick strikes to slower, more powerful heavy attacks.
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There’s also a strong grapple, which your wrestler will reach for at a reduced speed, but the payoff is a more destructive assortment of moves. You can even move the analog stick to change your wrestler’s position and perform a whole new set of moves from that new lock-up situation. Here you’ve got light grapples on one button, and can perform a series of moves with the simple tap of any other. Raw series, which has arguably become an overly convoluted mess. The on-screen action is preposterous - we all know pro wrestling is “fake,” but it’s at least grounded in the laws of physics - but that’s half the fun of WWE All-Stars.įrom a gameplay standpoint, All-Stars is immediately more approachable than THQ’s SmackDown vs.
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Perfect’s WWE All-Star Perfect-Plex for the first time - he spins backwards numerous times through the air before slamming the poor superstar on the receiving end into the mat. I was quite literally giggling with delight as I performed Mr. Superstars effortlessly toss one another across the ring like rag dolls, sometimes from one end to the other. And it’s some of the craziest, most over-the-top action you’ve ever seen in a wrestling game. It doesn’t give you more than a few seconds to breathe, whether you’re opening up a can of whoop-ass or you’re on the business end of a Tombstone Piledriver. WWE All-Stars is all about action, from bell to bell. (This also isn’t DiVita’s first time working with the WWE he worked on 1995’s now-classic WWF WrestleMania: The Arcade Game.) We’re talking about a team of individuals who specialize in accessible, fast-paced, quarter-munching game experiences. The NBA Jam bit certainly makes some sense - Sal DiVita, along with many former Midway folks who now work for THQ San Diego, were instrumental in bringing NBA Jam to the market in the ’90s. I’m about to say something that, depending on the era in which you grew up playing videogames and the kind of gamer you are, may have you foaming at the mouth: WWE All-Stars is a bit like a mash-up between NBA Jam and AKI’s incredible Nintendo 64 wrestling titles. WWE All-Stars (Xbox 360, PlayStation 3, Wii, PSP) With WWE All-Stars, THQ has managed to successfully translate that childhood rush into a videogame. Savage would return the favor, and then I’d tumble them around in the air, textbook wrestling moves amped up to a thousand by my overactive child mind. Drop Hulk Hogan on his rubbery toes in just the right place and he’d spring forward, smashing face-first into an unsuspecting “Macho Man” Randy Savage. As someone who grew up in the ’80s, I have fond memories of these rubber WWF toys that I’d ricochet all over my house.