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Matchwriting V1.0 - Novice Writer PDF Print E-mail
Written by AJ Black   
Friday, 27 March 2009 16:38
Hey y'all. I wrote this for novice writers in Shootfire Pro, and was wondering if anyone here would like to add to this and make it a better version for 2.0 -in any case like to hear, here go! I wrote this in tribute to Disney's Goofy how to videos. Hopefully it helps...


Matchwriting SPW Style V1.0


Hello there, here's my quick guide to the art of matchwriting; with your help and innovation you can write entertaining matches and really tell a story. As always you can feel free to modify whatever you need to do to put across the fight in the best light possible. Have fun!


First, some info on the announcers and the basic match writing instructions:


Jack: Calm, gets the story across, calls the action often in run on sentences, uses a lot of !!! based on Joey Styles circa '93 Straight man to Jim's humor, but he possesses a very dry sense of humor himself.

Jim: Funny and witty, roots for the heels but is not a heel himself. Calls moves if he has to, gets Jack into joke setups with him. Displays his knowledge about the wrestler's history and backstory if need be to advance angle and storyline progression. He often sets himself up for his own jokes and keeps adding punchlines to keep it going.


All action happens in [ ] in present tense.


Crowd pops are written like this: [HUGE HEEL POP!!!!] etc...


Referee and pinfall counts are written like this: 1!!!!!!!!!!! with adequate spacing, usually a screen, until the next count unless it's a four count in the ropes or a ten count, then spacing is much shorter.



Now come the five phases of the match- feel free to limit this, this is way too comprehensive to be used in every single match, use this as a guide only depending on how long you want to run. This is meant to be as thorough as possible. For each phase, it's broken down into psychology, action, and moves. Have fun!!



Start of the match- Phase I

Psychology: Setting the tone, try to get over the story basically, so a reader who's never seen either character before knows exactly why they're fighting, and what the stakes are. It gives them a reason to be invested in the outcome.

Action: Unless one has a direct strat to attack immediately, both start off traditionally, pacing and test each other out. Usually it's a test of strength, collar and elbow or trash talking but it's always a feeling out process not only for themselves, but to show off to the fans as well and bring them in.

Moves: Basic; collar and elbow, chop battles, punching, no-selling, counters-



Phase II

Psychology: This is usually what leads into one wrestler taking momentum, from a counter from phase one. From this point on depending on how evenly matched they are, one wrestler will dominate for a bit and then trade off so the other wrestler is able to showcase their abilities. Each should be in control long enough to have the desired effect on the crowd. This is the first time a wrestler's gameplan goes into effect such as targeting a body part, but action should still be back and forth enough so neither is totally dominant.

Action: Unless one man is booked to be dominant, or one is working injured, action should pick up in speed and bring out some surprises. Often a wrestler will not pull out a shocking reversal as drama has not been built up enough to warrant the shock reaction yet. Fans are still deciding whether they like this pairing or not. It should be enough to draw interest and display the talent each character possesses, as each will try to establish their own pace, and control the match speed. One will win out and set the tone for the rest of the match.

Moves: Quick reversals of basic moves, minor body part attacks, no-selling, quick pin/kickouts, counters to big moves, rolling out of the ring to break up momentum, any move from phase 1.



Phase III

Psychology: Now that the audience is interested, it's time to show what the talent really can do. One is dominant at this point, for the time being, and they should be able to weaken opponent enough to perform their best, not their signature, maneuvers. This is now the time to really bring the crowd into it, taunts are a huge part as their opponent should be hurt enough to be forced to recover their stamina while the taunt is being performed. The wrestler should be looking to put the opponent and the audience in their pocket and make them feel exactly what they want. Finishers can be used or teased for the first time as a wrestler should begin thinking about ending the fight once they have enough confidence.

Action: Big maneuvers, new maneuvers if you can think of them, exciting combinations, submission holds, cruiserweight series, anything that a talented athlete can do that your average everyday human being cannot. This is when the audience realizes that they are witnessing superhuman competitors and this is why they paid their money to attend. The drama level should be increasing in whatever direction the writer is intending. Pinfalls go to two instead of one, and reversals should be huge. Managers or Referees may get involved to heighten intensity.

Moves: Advanced maneuvers, moves specific to wrestler's fighting styles, major body part attacks, new or modified moves based on writer's discretion, despicable cheating, provoking the referee, manager interference, major reversals, near falls, finishing maneuver attempts, severe taunting, chop/punch battles, outside brawling, weapons, high spots.



Phase IV:

Psychology: This should be the first time the audience is convinced a match may end. Crowds like to believe they are smart and can dictate the pace of a good fight so this is where wrestlers give them what they want, but hold off just long enough to keep the surprised and therefore, entertained. As the drama is extremely high- pacing should set in to take the tone down. This is vital because the match has to be a roller coaster of sorts and by convincing the fans that one man will win, once they've been fired up enough they can be convinced the fight is over. Announcers can take the fight down by stopping !!! as even they should believe one man will win, it's also a great time to review the storyline to give the readers time to understand what they think the next part of the feud will be based on the believed upcoming finish. Basically everyone should be convinced this part of the storyline is over or nearly over.

Action: Signature maneuvers are employed as one o both Superstars should be dominant enough to look ready to put this match away. Huge devastating moves, holds, counters and reversals should be enough to put a fan out of his chair. Submission maneuvers making one man really work to stay alive can be used and drawn out as long as needed for desired reaction. Finishing maneuvers and kickouts at the last possible second are great. Painful looking spots and bumps evoking audience sympathy or cheers are great. Managers should convey even they feel the fight is nearly over through taunts/gloating and the crowd should begin their last ditch attempt to get their face hero back into it.

Moves: Signature maneuvers, high spots, false finishes, rope breaks, weak counters/reversals, stamina recovery, ten counts, desperation maneuvers, manager interference, extended taunting, knocked out referees, gratuitous dominance.



Phase V:

Psychology: Now that the crowd has emotionally invested in the outcome, it's time to bring it home. At this point no matter what the finish, it should be accepted but make a statement and effective punctuation to the fight being witnessed. The storyline in the match should come full circle. Everything in phase 1 can be revisited. The match will conclude and send the fans home knowing that they were there when this part of the story was told, and they can tell their friends and neighbors all about their experience.

Action: Any maneuver that has been successful earlier in the match is now fair game for being countered if tried again. If a manager must be taken out of the equation now is the time to do it. A wrestler should be setting up for an inevitable finish because they know if they mess up they're the one who will be staring at the lights. This means clearing all the bases, finishing off that body part and completing their strategy. Even though I say leave the finishes alone, you the writer will have basically dictated to me what you expect to happen and if the exchange is different, a level of shock must be inserted to be satisfactory. Now is when outside guest interference shows up, weapons are brought in for the DQ, outside brawling gives cause for CO, or a wrestler nails a finishing maneuver so devastating the pin is academic.

Moves: Finishing Maneuvers, Weapons, Holy Sh!t bumps, High Spot Misses, Manager distraction/interference, Special Taunts, Shocking Reversals and Counters, surprise guest interference or new referees, drawn out finishes & pinfalls.


Now with your help hopefully you've learned enough to get you started on your way. Remember, this is all up to you and should not be taken word for word. This is your version of this part of the overall story to tell, and everything that follows will be stronger because of you. Please enjoy yourself and above all else, send me what you have by the weekend regardless of how finished you are, effort itself is what I'm most concerned about. Take care and thank you for making your federation strong.


AJ