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Wrestling Revolution 2D: Tag Teams, Match Stipulations and Training

Explore Wrestling Revolution 2D's documented controls, tag team formats, match stipulations and health-cost training.

Wrestling Revolution 2D — official game profile — official store artwork
In this record

Training: learning movement and building a wrestler's attributes

Wrestling Revolution 2D includes an interactive Training process for learning to play, with the cursor keys handling keyboard movement. A wrestler's attributes fluctuate throughout their career and can be honed in the gym. Toughness determines how fazed a wrestler is by blows and how likely they are to submit or suffer an injury.

A gym session costs 25% of your wrestler's health and targets a particular attribute through a specific training course. Once you commit, a time limit governs the session, during which you can reach as many as three levels of progress. Those levels determine how many points the statistic gains, and an improvement is not guaranteed. You can take part in the training yourself or let the CPU carry it out automatically. The documented progression therefore combines a fixed health sacrifice with a variable statistical return, rather than awarding a guaranteed increase simply for entering the gym.

Wrestling Revolution 2D — official gameplay screenshot 1
Wrestling Revolution 2D — official gameplay screenshot 1

Low strikes, high strikes, running attacks and grapples

The keyboard attack command distinguishes low and high strikes through directional input. Press A on its own to aim low, or combine A with a direction to aim high. That makes the direction input part of selecting the strike, rather than assigning each height a separate attack key. For these basic attacks, the concrete distinction is whether you use A alone or add a direction alongside it.

Running attacks use another combination: Z is the run key, and using it with Attack produces a powerful attack. The keyboard layout therefore gives A two distinct combinations to remember—directional input for a high strike, and Run for a powerful attack. Grappling has its own command on S, separate from the attack key. Together, these inputs cover low strikes, high strikes, powerful running attacks and grapples without assigning a separate key to every action.

Wrestling Revolution 2D — official gameplay screenshot 2
Wrestling Revolution 2D — official gameplay screenshot 2

Picking up objects, attempting pins and switching characters

Object handling uses X on the keyboard, with the same key assigned to picking up and dropping items. Throwing a weapon is a separate action on S, so dropping an object and throwing a weapon are not interchangeable commands. For weapon handling, the distinction to remember is X for pickup or release and S for a throw; the pickup key does not cover every action involving an object.

Space brings together three different functions: taunting, attempting a pin and performing referee duties. A pin attempt therefore shares its keyboard command with actions beyond trying to secure a fall, rather than having a dedicated pin key. Tab handles a different kind of change, transferring control to another character where switching is possible. That qualification matters: character switching is a conditional option, not an unrestricted command to take over anyone.

Wrestling Revolution 2D — official gameplay screenshot 3
Wrestling Revolution 2D — official gameplay screenshot 3

Tag teams, timed entrances and the conditions that decide a match

Match formats determine who fights together and when wrestlers join the action. Individuals has every wrestler competing for themselves, while Teams divides the field into two sides whose members fight simultaneously. Tag Teams instead allows only one wrestler from each team to fight at a time, requiring tags to bring partners into action. Intervals starts with two wrestlers, then introduces the others at timed intervals. Separate stipulations define how falls are earned: Pins requires a three-count over an opponent, while Submissions awards a fall for making an opponent submit through a hold.

The match aim determines how those falls settle the result. First Fall Wins ends the contest with the first score; Best Of Three requires two falls. Ironman rewards the highest fall total within the time limit, whereas Last Fall Wins rewards whoever scores last before the final bell, rather than whoever scores most. Elimination makes survival the deciding condition. Stipulations can also remove wrestlers: Blood eliminates anyone whose face is bleeding heavily, and Count-Out settings govern departures from the ring. Those settings range from a ten-count to immediate elimination, or victory when the departure is a cage escape.

Provenance

Sources & further reading.

  1. Wrestling Revolution 2D — official game profileRetrieved Nov 5, 2026
  2. Wrestling Revolution 2D — official game profile — publisher-supplied gameplay manualRetrieved Nov 5, 2026
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