Combo Attacks
Every Legend and Superstar can perform a variety of combo attacks. Brawlers and Big Men typically start combos with strikes, while Grapplers begin with grabs. Acrobats have diverse combo starting methods.
Start a combo by successfully landing a strike with (button) or (button), or a grab with (button) or (button). Continue pressing attack buttons to maintain the combo.
Quick and Strong Strikes and Grapples
Quick strikes and grapples are fast and hard to counter, but deal less damage. Strong strikes and grapples are slower but inflict more damage.
Charged Strike (Brawlers and Big Men only)
To perform a bone-crushing strike, hold the left analog stick away from the opponent and hold (button) to charge. Be cautious, as you are vulnerable to counterattacks while charging.
Charged Grab (Grapplers and Big Men only)
To perform a devastating slam, hold the left analog stick away from the opponent and hold (button) to charge a grab. A Charged Grab has long range and high damage, but leaves you vulnerable during charge and has a long recovery if you miss.
Running Attacks
Dash across the ring by holding R2 while moving with the left analog stick. While running, you can unleash powerful quick and strong strikes and grapples by pressing the attack buttons (button), (button), (button), (button).
If your opponent is outside the ring, you can attack them from inside with an aerial attack. Run toward them and press any attack button when near the ropes.
Big Men cannot leap over the ropes to attack opponents outside the ring.
As an Acrobat, you can perform a Rope Spring attack off the ropes against an opponent inside the ring. Run toward the ropes and press an attack button.
Running drains your Superstar's Energy Meter. Be careful not to exhaust yourself, or you'll become an easy target.
Finishers and Signature Moves
Every successful attack, block, and counter fills your Superstar's Energy Meter. Once you have enough energy, you can spend it to execute one of your Superstar's Signature Moves by pressing (button) + (button) or (button) + (button).
Some Superstars have up to four different Signature Moves, with some being position-based. Try pressing (button) + (button) or (button) + (button) while pulling back on the left analog stick, standing on the turnbuckle, performing a running attack, or attacking an opponent slumped in the corner, among other methods.
Fill the Finisher Meter completely by performing Signature Moves and other big attacks. Then, unleash your Superstar's finisher by pressing and holding L1 + R1 simultaneously when in the correct position.
Perform a variety of attacks to charge your Energy and Finisher Meters more quickly.
Taunting
Taunt an opponent by pressing the directional buttons in any direction. A successful taunt helps fill your Finisher Meter.
Taunting leaves you vulnerable. If a taunt is interrupted before completion, you gain no benefits.
Pinning an Opponent
When your opponent's Health Meter is low, knock them to the mat and press L2 to go for the pin. Once the pin begins, a Pin Meter appears, and the referee starts a three-count. If the referee counts three before your opponent kicks out, the match is over.
If you are the Superstar being pinned, rapidly press the attack buttons ((button), (button), (button), (button)), move the left analog stick or right analog stick back and forth, or rotate to attempt to fill the Pin Meter and kick out before the three-count.
A Superstar performing a pin can make it more difficult for their opponent by rapidly pressing the attack buttons ((button), (button), (button), (button)), moving the left analog stick or right analog stick back and forth, or rotating to increase the size of the Pin Meter, making it harder for the opponent to fill.
While pinning an opponent, if you wish to abandon the pin attempt, press L2 and R2 at the same time to release the pin.
Knockout!
If you hit your opponent with your Finisher when their Health Meter is completely empty, you'll knock them out cold and be declared the winner. A successful knockout rewards you with a special victory animation.
Menu Controls
Use the left analog stick or directional buttons to navigate in-game menus.
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Press (button) to confirm your selection.
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Press (button) to go back to the previous screen.
Game Modes
Matches in WWE All Stars are wild, fast-paced competitions with over-the-top moves and relaxed rules.
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Falls count anywhere. You can pin your opponent inside or outside the ring.
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You can't be counted out for fighting outside the ring.
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All Tag Team matches are contested using Tornado Tag rules.
WWE All Stars features many of the WWE's most famous match types, all playable in Exhibition Mode against friends or the CPU.
Standard
A classic matchup with no special stipulations. Victory goes to the first Superstar to pin or submit an opponent.
Triple Threat
A three-Superstar free-for-all where victory goes to the first competitor to secure a pinfall or submission. Allegiances can change quickly; an opponent might help you break out of a pin one moment, only to pin you themselves the next.
Fatal 4-Way
Anything goes in this four-Superstar free-for-all. The first competitor to score a pinfall is declared the winner. Wear down your opponents over time, then go for a knockout with a devastating finisher!
Handicap