Slobber Knocker Guide
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Slobber Knocker Guide
Updated 3 years ago by SunnySydeRamsay

WWF Smackdown! Just Bring It Slobber Knocker Guide

======== ==SETUP== ========

  1. Create a CAW.

  2. Follow the glitch listed here to give your CAW maximum ability points, and max all of your abilities to 4: https://gamefaqs.gamespot.com/ps2/469044-wwf-smackdown-just-bring-it/cheats. You may need to fiddle around with it a bit to get it to work. The end result should be all of your stats being at level 2 with a bunch of extra ability points to assign, to which you can upgrade your stats to 4s.

  3. Assign your CAW a moveset. These should consist of a balance of the most powerful, quickest moves in the game. The following moves have been used in runs with success:

  • Crossover Clothesline (Running Strike)
  • Bubba Cutter (Front Grapple)
  • Northern Lights Suplex (Finisher) (this should be a pin)
  • Dragon Suplex (Rear Grapple, Finisher)
  • Big Splash Pin (Upper Ground Grapple)
  • Pin With Bridge (Lower Ground Grapple)
  • The Gore (Front Grapple, Finisher)
  • Clothesline From Hell (Front Grapple, Finisher)
  1. If you're using an emulator, create a save state just before confirming your character in Slobber Knocker. This will make resets easier.

  2. The rules of the run do allow you to change the game difficulty to easy, so if you wish to do so, you can.

============ ==MATCH TIPS== ============

General Elimination Strategy

As soon as an opponent enters the ring, immediately run at them and hit them with a crossover clothesline. If you are successful in knocking them down, go for a normal pin (grab + down on D-Pad). If you are not successful, attempt one again, attempt a Bubba Cutter and a normal pin, attempt a Dragon Suplex, or use your finisher and perform a normal pin if your opponent is not KO'd. Continue one of these four until the opponent is defeated.

Reserve your finishers, but also use them strategically

Try to always have finishers in reserve for difficult opponents. I recommend always having exactly 4 finishers in reserve as much as possible, so that at the same time you're building your momentum meter, you're also have a quick backup KO/pin when needed.

Also, keep in mind there are two reasons we assigned the Northern Lights Suplex and/or the Dragon Suplex as our finishers during the setup: a) They can KO opponents almost as effectively as any other quick finishing move (though the Northern Lights Suplex is a little bit slower), and b) it doubles as a pinfall, so if the opponent isn't KO'd by the finish itself, there's a much higher likelihood of securing a quick pinfall victory and not needing to worry about manually initiating a pin attempt.

There is a tradeoff with assigning the Northern Lights Suplex as your front; The Gore is a much quicker move. Basically, depending on what you assign to your front facing finisher, you're either choosing a) more likely, quicker KOs, or b) slightly less likely, slightly slower KOs with an instant pin combo as a backup. You may want to try both to see which finish you prefer.

Regardless, I highly suggest using the Dragon Suplex back grapple as your second finisher. After testing using the Big Splash Pin as a second finish, it wasn't worth the possibility of having someone in a groggy state waiting to take a finish, but not getting a finisher off in time because you're wasting time trying to get in the right position.

If you need to pick an opponent up to use a finish, double tap grab to get to his back; the dragon suplex is quicker than the northern lights suplex.

Use normal pins when your opponent is grounded

I specifically recommend assigning the Big Splash Pin and the Pin With Bridge moves to your top and bottom grapple slots respectively, but I also recommend avoid using them when possible. These moves are assigned to deter from time losses associated with accidentally performing a ground grapple instead of a pin fall. Ground grapples are easier to reverse and easier to kick out of than pins, thus should be avoided, but if you happen to accidentally do a ground grapple instead of a pin, you'll at least have moves that lead into a pin assigned to your ground grapples.

Push your eliminated opponents towards the closest exit of the ring

This is a minor time save, but it is a time save that can accumulate over time.

Once you've KO'd or pinned your opponent, immediately start walking into them and pushing them in the direction of the nearest set of ropes so they exit quicker. This will help your next opponent come in a bit quicker and save you a slight amount of time.

Opponent stuck in the corner?

If this happens, they're most likely facing the corner with their back turned to you. There are two things you can do here:

  • Continue performing a crossover clothesline on them until they fall or otherwise exit the corner. If they fall, attempt a pin. If they don't, do your finish or attempt a Bubba Cutter or Dragon Suplex.
  • Do a Fake Irish Whip to Back Elbow (irish whip the opponent, then immediately start spamming your strike button), and follow up with another move (a finisher would be ideal at this point).

Keep doing math during your run

You have 10 minutes in Slobber Knocker mode to defeat as many opponents as you can. You can also think of this as a series of ten 1-minute segments. If you're targeting a certain score, you can count how many opponents you're defeating a minute and use that as a baseline to determine whether you'll meet your goal or if you should potentially reset.

For example, if I have a goal of getting a final score of 80, I should be defeating 8 opponents every minute (8 opponents * 10 minutes = 80 opponents). If I have a goal of 77, then I should shoot for 8 opponents every minute, but I can also afford 3 1-minute segments of defeating 7 opponents. (8 opponents * 7 minutes = 56 opponents defeated in 7 minutes; 7 opponents * 3 minutes = 21 opponents defeated in 3 minutes; 56 + 21 = 77 opponents defeated in 10 minutes).

If you're able to keep mathematical track of how many opponents you defeat per minute (or per 30 second period or 15 second period, etc.), you'll be able to tell much earlier and much more accurately whether or not you're on track to meeting your goal, close to being on track to meet your goal, or to reset.

Get good RNG!

Nothing else to say about that.

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