Cyber wrestling looks intimidating from the outside — a wall of starred-up regulars trading holds and trash talk — but every one of them started exactly where you are now. This guide gets you from "curious" to "first match" in about fifteen minutes, and then hands you the rules and styles the rest of the scene already plays by.
1. What is cyber wrestling?
Cyber wrestling is a match played out in text between two (or more) adults. You each play a fighter, and you take turns writing what your fighter does — the lock-up, the slam, the submission attempt, the trash talk — while your opponent writes how their fighter responds. It's improvisational fiction with a scoreboard mentality: part wrestling match, part collaboration, part competition.
The only difference from a real match is that you and your opponent aren't face to face — you're a keyboard apart. Nobody is there to see the hold land, so everything has to be written. That asks three things of you: imagination (you're building the ring, the crowd and the pain out of words), some knowledge of holds and moves, and constant attention to where the match actually is right now — your position, their last move, how hurt you're supposed to be. The rules in section 8 exist to keep those three things working for both players, and the only way to get good at them is practice. Every opponent and every match is a chance to learn something, including the ones you lose.
On Male Cyber Fighters you can play two ways (or mix them):
- Freeform — you and your opponent simply write the match. Nothing is rolled; the story is the whole game. You agree between yourselves who wins and how.
- HP dice matches — the site's slash-command engine adds dice rolls, health and stamina bars, and real move effects, so a match can genuinely surprise both of you. (See section 7.)
Matches range from clean athletic contests to flirty, adult-themed bouts. This is an adults-only (18+) space, so adult themes are welcome — but nothing is ever assumed. What happens in a match is what both fighters agreed to beforehand, and limits are sacred. If you're not sure whether someone wants something, ask. "Out of character" questions are always allowed, and always a good move.
2. Before you start (5-minute setup)
- Register. All you need is a username, an email address and a password. The site is free — there are no paid tiers and nothing to buy.
- Build your fighter's profile. Edit your profile to add a display name, a bio and a picture. Think of the bio as your fighter's entrance card: height, weight, look, attitude, what you're after. You don't need a novel — two or three lines is plenty.
- Tag yourself. Registering (or Edit Profile) offers four groups of Fighter Tags: your wrestling style, gear and fetishes, whether you play heel, jobber or face, and what you're into out of the ring. Pick what fits — each group has a limit, and you can change them whenever you like. They show as chips on your profile and are the fastest way for someone to find you: in the User Roster you can search for "heel", "singlet" or "vers", or filter by one tag exactly.
- Set your physique. Your height and weight aren't just flavor: the site derives your combat stats from them. Every fighter has an ATK (punch power — taller and heavier hits harder) and a DEF (toughness — mass that's hard to move). Big bruisers hit like trucks; lightweights are nimble and harder to wear down in other ways. If you skip the physique you'll fight as a default 5'11", 185 lb fighter (ATK 16.52 / DEF 46.53).
- Learn a few holds. You don't need to be a wrestling expert, but the more
moves you can name the more you can say. Type
/get-move randomto be shown one, or/get-movefor the whole SlamDB list. - Read the Site Rules. Short version: respect comes first, banter is welcome, bullying is not, and there's zero tolerance for harassment or hate. You'll find the full rules, the Terms of Service and the Privacy Policy inside the site.
3. Finding an opponent
You can't wrestle alone, and the site gives you four ways to find a partner:
- The Arena — the main public chat, shared live with the United Gay Cyber Wrestling Discord server. Hang out, watch a match, join the banter, then ask. "Anyone up for a match?" is a completely normal thing to type, and it works.
- The User Roster — every member's profile in one list, with what each fighter is into under their name. Search it for a name or a tag ("heel", "oil", "vers"), or use the Tag menu to filter by one tag exactly. See someone whose style matches yours? Open a DM and introduce yourself.
- The Forums — discussion boards where people post challenges, look for specific match types, and arrange cards. Great if you already know what you want.
- Custom Rooms — make your own public or private (invite-only) room and take a match somewhere quieter. Matches can happen in the Arena, in rooms, or in DMs — wherever you're chatting, though a room is kinder to everyone who's just there to talk.
When you ask someone, be direct but low-pressure: "Want to do a match? I'm new — freeform or dice, either works for me." If they say no, say "no problem" and move on. Nobody owes anyone a match, and taking a "no" well is part of the culture.
4. Agreeing the match (the most important two minutes)
Every good match starts with a quick negotiation before the bell. It takes two minutes and saves everyone a bad time. Cover these six things:
- Style — freeform, HP dice match, or a mix (dice for the outcome, free writing for the flavor). Then pick a ruleset to play inside it: pro, sub, NHB, kickboxing, catfight, erotic — the whole menu is in section 6. "Pro rules" means something completely different from "extreme", so say which.
- Setting & gear — ring, mats, backyard, oil pit? Trunks, singlets, jeans? Doesn't need to be fancy; "pro ring, trunks" is a complete answer.
- Tone & limits — how rough, how flirty, how adult? Say what you want and what's off the table. This is an adult site, so nothing needs spelling out in public — but between the two of you, everything does. Limits agreed before the match are final.
- Stakes (optional) — something extra on the line for the loser. Only if you both want it; "friendly, no stakes" is the default and always fine.
- The finish — in a freeform match, agree who wins and roughly how (pin, submission, KO — see the end of section 6). You can also play it out and decide on the fly. In a dice match, the bars decide — no negotiation needed.
- House rules — the small print of the match itself: how many actions in
a turn, whether you signal your turn with
yt, whether it's one fall or best of three, and whether either of you is time-limited ("I've got 40 minutes, keep it short").
Say it out loud in the chat — "pro rules, trunks, medium roughness, no low blows, best of two, yt at the end of every turn" takes twenty seconds to type and ends every argument before it starts. If you're playing in front of an audience, that message also tells the crowd what they're watching.
💡 New-player tip: it's completely fine — respected, even — to say "I'm new, go easy on me and tell me if I do something wrong." Veterans would rather coach a rookie for one match than watch one flounder for ten.
5. Writing the match
This is the actual craft. The scene has been writing its conventions down since the days of chat rooms and IRC, and they boil down to a handful of habits — each of which is really just the same idea in different clothes: you are writing a match with someone, not at them.
Know what counts as a move
A move (some people call it a turn) is one exchange: a bit of movement — a step in, a circle, a dodge, a roll, a run to the ropes — plus one or two actions. An action is either an attack (a punch, a kick, a pro wrestling move, a submission hold) or a block (an escape, a reversal). Two actions is already a big turn. Six isn't a turn, it's you playing the whole match by yourself.
Those are exactly the verbs the dice engine gives you, by the way —
/move attack, /move submission, /move pin and
/move teasing are attack, /move escape is defense, and
/move recover is the bit where you're too hurt to do either.
Write attempts, not outcomes
You control your fighter — nobody else. Write what you do, and leave the result open for your opponent to answer.
✘ Marco: I gorilla-press you over my head and slam you to the mat, knocking you out cold.
✔ Marco: I hook your head and try to hoist you up for a vertical suplex, muscles straining as I lift.
The first version decides the match for both of you ("godmodding"). The second gives Ty a choice: take the suplex, block it, or counter. That back-and-forth — attempt, response, attempt — is the whole game.
Two riders on that rule. Don't make moves for your opponent even when they're small — "you trip on the bottom rope and fall" ruins the match for them and makes it one-sided. And if you land something you think they can't answer — a choke they can't reach, a submission already locked in — expect to explain why in the next line. Potentially harmful finishes especially deserve that reasoning; they're fine, unearned ones are not.
Be realistic — check your body first
Before every move, run the three checks: your physical condition, your position relative to your opponent, and your flexibility. You can't throw a clothesline while you're still flat on the mat from their takedown. You can't lock in a submission while you're the one being submitted. You can't wriggle out of a hold clean when you've been opened up and are still seeing stars. If your last line put you somewhere bad, you have to spend a turn getting out of it — that's not a punishment, it's what makes your offense mean something later.
The flip side is accepting defeat. No one is ten feet tall and bulletproof, in real life or in here, so if a move lands on you and there's no realistic answer to it, take it. Learning to lose a sequence gracefully is the single fastest way to get asked back. And if you can't follow what your opponent just wrote, ask: "OOC: how did you end up behind me?" costs nothing and beats guessing.
Sell
"Selling" is wrestling slang for reacting to what's done to you. When Marco hits a big move, Ty sells it — the stagger, the gasp, the wince. You don't have to give every move equal weight (dodge sometimes, block sometimes, that's realistic), but if you never take any damage and shrug off everything, you're "no-selling" — and word gets around. Great sellers get great matches.
Give the match rhythm
Play it like a tennis match, not a serving drill: they hit one, you answer one. Don't overwhelm an opponent with a long chain of little moves, and don't land on them before they've had the chance to react to the last one. A turn that ends with them dazed, trapped and outnumbered isn't clever, it's a dead match.
Signal the end of your turn
End every turn with yt — "your turn" — so your opponent knows the floor is
theirs. It's the oldest etiquette in the game for a reason: a match where nobody knows whose
go it is just sits there. (In a dice match you don't need it; the engine ends your turn for you
and prints ▶️ Ty, your turn — but write it anyway if you're mixing dice and freeform
in a DM.)
First person or third person — pick one
How you narrate is entirely your taste; both are acceptable all over this scene. Just know the difference:
- First person — the match through your own eyes, using "I", "me", "you". "I duck the grab and drive a knee into your gut." Immediate, personal, easy to read in a fast back-and-forth.
- Third person — the match as an announcer or a fan in row three would see it, with your fighter as "he", "they", "we", or by name. "Marco ducks the grab and drives a knee into Ty's gut; the crowd at ringside howls." More cinematic, and easier to keep straight when three or four people are writing one match.
Whichever you choose, stay consistent inside a match — switching mid-move is what makes readers lose track of who grabbed whom. And if your opponent writes in the other person, nobody is going to object: plenty of great matches are one first-person player against one third-person player.
Paint the picture
The crowd only gets what you type, so give them the rest: exclamations for pain, glee and trash talk; a line about how hurt or tired you are; your position on the mat or the apron; your fighter's thoughts. The old guides told you to use italics to foreshadow a twist, and here an asterisked aside does the same job — *his left knee is already throbbing. He'll remember that later.* — because chat shows plain text, so what you type is exactly what lands. Little hints like that are how two players steer a match toward a finish worth reading instead of wandering.
Use line breaks for drama
There's no prize for typing fast. A quick barrage hits harder spread over several lines — and your opponent then has to answer in kind, with the pain written through the reply.
Marco: I straddle your chest, holding your head down by the hair as I deliver closed-fist blows to your face.
Marco: Once!
Marco: Twice!
Marco: Three times. yt
Ty: Oomph!
Ty: Owwww!
Ty: Stopp—! Please!
Ty: You've dazed me and closed my right eye with that barrage of cheap shots. "You stinking— coughs — you'll pay for that when I get up." I struggle to rock you off my body, but I'm too weak to move you. yt
That's a whole match report in nine lines: the damage, the position, the state of the crowd, and the seed of the comeback. Match the speed of your typing to the speed of the action — short punchy lines for a flurry, one long paragraph for a submission being squeezed in.
Match their pace
Some people write one-line moves; some write paragraphs of drama. Both are fine. Read what your opponent is sending and roughly match it — length, detail and tone. A match is a conversation, not a monologue.
Need move ideas? Type /get-move random in any chat box to pull a move from
the SlamDB wrestling-move database (with no name it lists them all), or /help
for every command. And trash talk is half the fun — keep it in-character, playful, and about
the fighter, never the person at the keyboard. If it stops being fun for someone, it
stops.
6. Match styles
Cyber wrestling inherited its vocabulary — and its rulesets — from decades of fight roleplay. None of these are enforced by software; a style is a promise between two players, so agree one before the bell and the match takes care of half its own refereeing. Here's the common menu.
Clean and technical
- Pro wrestling — the standard ruleset. There's a referee (a mod, one of you, a friend in the room, or nobody — decide who counts). Punches and kicks to the body and low blows are illegal, and the only way to win is a three-count pin.
- Sub wrestling — the technical one: same restrictions, but pins don't win. The only way to win is a submission, conceded by "tap", "I give" or "I submit".
- Accepted sub — a sub match with a safety valve: a submission only ends the match if the referee accepts it. Deny it and the hold must be released, and the match carries on. Handy when you don't trust the count, or when one of you is new enough to worry about being tapped out unfairly.
Striking
- Boxing — the official rules of the ring: punches only, no kicks, holds or throws, with the standard clinch as the only "grab" allowed. Rounds and a count apply.
- Kickboxing — punching and kicking only. No elbows or knees, no holds or throws, and attacks must be frontal: face to face, no shots at the back.
- Fistfight — any style of punch, and nothing else. Written realistically these are short, brutal and bloody, and they end on damage rather than finesse.
No holds barred
- NHB (no holds barred) — either bolted onto a pro or sub match to make body punches, kicks and low blows legal, or its own style where anything goes. Win by pin, submission or KO. Less technical, more a raw expression of fury: the goal is to hurt and dominate — never to hospitalize or kill.
- Anything goes — the fight version: cursing, spitting, genuine anger, dirty tactics. Still not full NHB; usually there are a few rules or conditions left in (weapons banned, no eye-gouging, mat stays clean), so check which.
- Extreme / street / brawl — what most people around here mean when they say NHB: outside the ring, on the tables, using whatever's lying around.
- Death match — the extreme end of NHB, where anything available is fair game for the win. Only ever between two people who said an explicit, unpressured yes to it in the negotiation, and it stays fantasy: threats of real harm, or content the Site Rules already ban, don't become legal because they're inside a match.
Catfight and apartment styles
- Catfight — defined by the tactics most disciplines forbid: hair pulling, scratching, clawing, biting. Often finished by pin fall, submission, or some form of domination victory.
- Rules' catfight — the same, with a list of attacks limited or banned, rather than the usual anything-goes version.
- Apartment wrestling — the lighter, saner cousin: a living room instead of a ring, no steel, no weapons, plenty of skin (bikinis and speedos are the tradition).
Erotic and sexfight
- Erotic (a modifier, not a style) — almost any style above can be played with a sexual element: groping, rubbing and grinding used either as a distraction or as the actual goal. Saying "erotic pro rules" or "erotic catfight" tells your opponent which ingredients are in the pot.
- Foxy boxing and tit boxing — named examples of that modifier: boxing with a sexual element worked into it, the second built around breasts as the weapon (swings, thrusts and grinds) rather than fists.
- Sexfight — your primary sex organs against theirs. There may be some light wrestling to win a position, but the wrestling isn't the point; you're playing for a sexual submission, usually an orgasm, and the style underneath is normally cat or apartment wrestling.
- The rule of the real — an old convention some sexfight players agree to: what happens in the match happens for real too, in both directions, and whether a climax counts as a fall is decided before the bell. It is entirely opt-in, it only applies between two adults who have both said yes to it, and it is never a reason to pressure anyone into a match they didn't sign up for.
None of this is a default. This is an adults-only site, but erotic content is something you agree to, never something you inherit from joining — and "I don't do those matches" is a complete answer in the negotiation.
Formats and oddballs
- Multi-round — best of three, or first to three. Each round ends on a submission, pin or KO, and then you reset to your corners. Pro or sub rules are the usual wrapper; the format is what turns a nine-minute scrap into a real fight with a story arc.
- Image / GIF match — the low-effort, high-grin variant: no technique, no long prose, just a short line and an image or GIF each turn, each trying to top the other. Flirty ones are usually about finishing the opponent first. Good for a laugh between two people who've already done a serious match together.
How a match ends
- Pin — an opponent's shoulders are locked to the mat under your control for
three seconds. With a referee they check the count with the judges, and if everyone concurs
it's over and the cover wins. In a dice match, that's
/move pin: a fresh fighter kicks out, a worn-down one doesn't. - Submission — a hold they can't or won't answer, conceded out loud: "tap", "I give", "I submit". In an accepted-sub match the referee has to agree; a denied submission means the hold comes off and you keep going.
- Knockout — forcing the lights out, by asphyxiation or breath control or the accumulated damage of punches, kicks, pro moves and squeezed-in holds. Mostly an NHB thing; in a dice match it's simply HP hitting zero (watch for the 🏆 line).
A fourth ending exists whether you plan for it or not: the no-contest. Someone has to go, someone breaks a limit, someone stops selling — you say "NC, thanks anyway", type GG, and book the rematch.
7. Playing an HP dice match
Dice matches put a real engine under the match: every fighter starts with 100 HP and 100 stamina, moves are resolved with rolls against your ATK and DEF, and the scoreboard panel tracks it all — it appears above the chat while a match is waiting for an opponent, then opens in its own draggable window that updates with every move.
Type the commands into any chat box — the Arena, a room, or a DM. One match runs per chat at a time:
/create-game— start a match in this chat (you're fighter 1)/join-game— your opponent joins/move attack— strike; rolls damage against their DEF, costs a little stamina/move submission— lock in a hold: solid damage, but the struggle costs you HP too, and it traps them/move escape— break out of a hold; a clean break earns you a free counter/move teasing— no damage, but it flusters them and builds the ♥ attraction bar/move pin— go for the cover; a strong opponent usually kicks out, a worn-down one stays under/move recover— roll to restore HP and stamina (you'll be told when you need it — below 5 you can't do anything else)/game-state— show the scoreboard at any time/end-game//end-all-games— end the match (or every match) by hand/get-move [name|random]— look up moves in the SlamDB database/help— list every command; typing/autocompletes
Here's how a couple of turns look in the chat:
Marco: /move attack
⚔️ Marco attacks in "ring-7" — rolled 5 (ATK 16.52 vs DEF 50.15) → 8 damage! · ▶️ Ty, your turn
Ty: I stagger back into the ropes, shaking out my arm… then bounce off
and charge, trying to flatten you with a clothesline! /move attack
⚔️ Ty attacks in "ring-7" — rolled 4 (ATK 17.88 vs DEF 46.53) → 6 damage! · ▶️ Marco, your turn
The rolls land where they land — that's the fun. The dice decide who wins; you
decide how it looks. Write the flavor around the result: that 8-damage hit might be a wild
haymaker or a stiff kick to the gut, your call. A match ends when a fighter's HP hits zero
(watch for the 🏆 line — or the rare double-KO 🤝), and you can always close one early on a
story beat with /end-game.
The engine takes care of turn-taking and the finish, so the freeform manners still matter inside the numbers: sell the 8 damage, don't write your opponent's reaction for them, and don't no-sell a hold just because you rolled well. Many players run a dice match with a style wrapped around it — submission holds only count if the writing earns them, or low blows stay illegal because you agreed pro rules.
8. The eight rules of cyber fighting
This is the code the whole scene runs on — older than this site, and worth knowing because veterans will expect it. Nothing here is enforced by a bot: it's enforced by whether people want to wrestle you again. (Where these rules and the Site Rules disagree, the Site Rules win — those are the ones that can get you banned.)
- Be realistic. No one is ten feet tall and bulletproof, and you have limits and weaknesses. Accept defeat when it comes your way — no sore losing, no refusing the count. Nobody likes wrestling someone who believes they're a superman.
- Check your condition, position and flexibility. Before every move, ask whether your body could actually do it from where you are right now, and whether your opponent's last move left room for it. Give them a fair chance to react or escape; don't make moves for them; ask if you didn't understand their last line; and if you land something brutal or potentially harmful, be ready to explain why it can't be countered.
- One or two actions per turn. Don't overwhelm your opponent with a long sequence of short moves. Tennis, not a batting cage — serve, defend, alternate, and let them have a turn.
- End your turn with
yt. "Your turn." Your opponent is waiting for it, and without it the match stalls in the chat log forever. Dice matches print the turn signal for you. - Paint the picture. Exclamations, pain, glee, trash talk; your current health and your fighter's thoughts; where you are in the ring; an italic or asterisked aside to hint at the twist you're setting up. Give the audience something to watch and steer the match toward a finish worth having.
- Take your time. Type the move out carefully — multiple lines if the moment deserves them. A flurry spread over four short beats is more suspenseful than one long paragraph, and it obliges your opponent to answer with real pain.
- Keep private things private. If you need to tell your opponent something they shouldn't hear in front of the crowd — "I've got company over, can we finish in two minutes?", or "that last move doesn't make sense, here's why" — send it as a DM instead of typing it in the room. Same as the old IM-and-whisper etiquette: sort it out quietly, then come back and keep going.
- Have fun. The most important rule, and the one that outranks all the others. If a match stops being fun for either of you, stop it — tap, say GG, and leave the grudge in the ring.
9. Etiquette — the golden rules
Do:
- Agree the match before you start — style, limits, finish
- Write attempts, not outcomes; sell what's done to you; finish your turn with
yt - Keep to the ruleset you picked — if you agreed pro rules, no low blows; if you agreed a tap means a tap, take it
- Stay in character in the match, and stay kind out of character
- Say "one sec" or "I have to go" if you're pulled away — vanishing mid-match is the cardinal sin (and if you must vanish, DM the reason rather than leaving them hanging)
- Honor limits and tap out of anything that stops being fun: "OOC: let's wrap this up" is always allowed
- Say GG when it's over — win or lose
Don't:
- Godmod (write other people's outcomes) or no-sell everything
- Railroad a match into an early finish because you got bored of it
- Argue a disputed finish in front of the audience — settle it in DMs, then rematch it
- Take in-character trash talk personally — or make it personal
- Push past someone's limits, or renegotiate them mid-match
- Pressure anyone into a match, a rematch, or a stake they didn't ask for
If someone crosses a line, block them (their DMs stop), and use the Report button if it breaks the rules — admins run a zero-tolerance policy on harassment. Critique the character, never the person behind the screen. And keep long live matches out of the general Arena feed unless it's a designated match area — a custom room or your DMs is where a full match belongs.
10. After the bell
Say GG. Thank them for the match — even (especially) if you lost. Then:
- Debrief for sixty seconds. One honest note each — "that near-fall was brilliant", "please don't reset my submission next time" — is how a good opponent becomes a regular partner. Every match, especially the losses, is practice.
- Rematch. The best rivalries are built one match at a time, and the second match is nearly always better than the first.
- Write it up. Turn a great match into a story and publish it to the
Archives — stories go public once every fighter named in them approves.
- Build it from the log. Open the DM, press Story, then
Build from messages: pick a date range, tick only the lines you want, and add them
as dialogue (
**Name:** line) or as a plain log. You can give each fighter a character name so the story reads as fiction. - Nothing is lost while you write. The editor keeps a draft in your browser and warns you before closing with unsaved work. Preview shows the story exactly as readers will see it before you send it.
- Light formatting.
**bold**,*italic*,> quoted speech,## Chapterand---for a scene break. The toolbar buttons insert them for you. - Approval is a conversation, not a dead end. Your partner can approve or decline with a reason; a declined story stays on your profile with the reason and a Revise & resubmit button. Editing an approved story sends it back for approval, and either fighter can withdraw consent — a story that is taken back stops being public immediately.
- Share it. Every published story has a link (Copy link) that opens the story straight from the URL, and can be exported as text. The Archives search looks through titles, the story text and both names.
- Build it from the log. Open the DM, press Story, then
Build from messages: pick a date range, tick only the lines you want, and add them
as dialogue (
- Build your card. Friend requests and relationships on profiles track your allies, rivals and partners over time.
Your win/loss record is whatever you say it is — the community remembers the good opponents, not the winners. Be a good opponent.
11. Glossary
- Cyber wrestling
- A wrestling match played out in text between two or more adults, taking turns.
- Move / turn
- One exchange: a movement (step, dodge, roll, run) plus one or two actions. The unit everything else in this guide is measured in.
- Action
- One thing a fighter does — an attack (punch, kick, pro move, submission hold) or a defense (block, escape, reversal).
- yt
- "Your turn." Typed at the end of a move to hand the match over. Freeform's equivalent of the dice engine's ▶️ line.
- First person / third person
- The two narration habits: through your own eyes ("I grab your wrist") or as an outside observer ("Marco grabs Ty's wrist"). Both acceptable; picking one per match reads better.
- Freeform
- A match with no engine — both fighters just write, and the finish is agreed between them.
- Dice match / HP match
- A match run with the site's slash-command engine: rolls, HP and stamina bars, real move effects.
- HP / Stamina
- Health and energy bars, both start at 100. HP hits zero, you're
down. Stamina drains as you act and refills with
/move recover. - ATK / DEF
- Your combat stats, derived from your profile physique — height and weight. Bigger fighters hit harder; heavier fighters are harder to hurt.
- ♥ Attraction
- The third bar, built by teasing and submission holds. Harmless — it's flavor for the story.
- IC / OOC
- "In character" vs "out of character." IC is your fighter talking; OOC (often marked like "OOC: brb") is you. OOC always outranks IC.
- Sell
- React to a move like it hurt. Selling is what makes offense matter.
- No-sell
- Shrugging off everything, taking no damage. The fast way to lose opponents.
- Godmodding
- Writing your opponent's actions or the match's outcome for them. The other fast way to lose opponents.
- Hold
- A pin or submission your opponent is trapped in until they
/move escape. - Pro wrestling
- The clean ruleset: a referee, no body punches, kicks or low blows, and the only way to win is a three-count pin.
- Sub wrestling
- The technical ruleset: same restrictions, but the only way to win is a submission — "tap", "I give" or "I submit".
- Accepted sub
- A sub match where the submission only counts if the referee accepts it. Denied? The hold comes off and the match continues.
- NHB
- No holds barred — legalized strikes on top of a pro or sub match, or a style of its own. Win by pin, submission or KO; the ceiling is domination, not hospitalization.
- Anything goes
- Dirty, angry, spitting-and-cursing fighting that still isn't full NHB — usually a few conditions survive.
- Extreme / street / brawl
- The common name for full NHB: outside the ring, no rules, whatever's within reach.
- Death match
- The extreme end of NHB. Explicit consent only, and it stays inside the fiction.
- Fistfight
- Punches only — any style, nothing else. Short, sharp and bloody.
- Clinch
- The boxing "grab": holding the exchange while the ref breaks you, and the only grappling allowed in a boxing match.
- Kickboxing
- Punches and kicks only — no elbows, knees, holds or throws, and no attacks on the back.
- Catfight
- A fight built on what other styles ban — hair, scratches, claws, bites — often ending in a pin, submission or domination finish.
- Apartment wrestling
- The lighter, saner version of a fight: living room instead of a ring, agreed rules, and usually not much clothing.
- Erotic
- A modifier you can bolt onto any style: groping, rubbing and grinding as distraction or as the objective.
- Sexfight
- Sex organs against sex organs, won by sexual submission. Wrestling is just how you get into position.
- Rule of the real
- An opt-in sexfight convention: what happens in the match happens for real, both ways, and whether a climax is a fall is agreed beforehand.
- Multi-round
- Best of three, or first to three. Each round ends on a pin, submission or KO.
- Image / GIF match
- A turn is one short line plus an image or GIF. All vibes, no technique.
- Pin / three-count
- Shoulders down and controlled for three, then the ref checks the judges and the bell goes.
- Submission / tap out
- Conceding a hold you can't answer — or, in real life, ending anything you're not enjoying.
- Knockout (KO)
- Forcing unconsciousness by asphyxiation, breath control or plain damage. Mostly NHB territory.
- No-contest (NC)
- A match ended without a winner — someone had to go, a limit was broken, or it simply stopped working.
- Trash talk / banter
- Playful in-character insults. The moment it's personal, repeated, or unwelcome, it's bullying — and that's a rules problem.
- Squash
- A one-sided match. Fine when both fighters want it; rude when they don't.
- Jobber / Heel / Face
- Classic wrestling roles: the fighter who (lovingly) loses, the villain, and the hero. Pick one, or don't.
- GG
- "Good game." Type it after every match. Really.
- Stakes
- An agreed extra consequence for the loser. Optional, and always by mutual agreement.
- The Arena
- The public chat, bridged live with the United Gay Cyber Wrestling (UGCW) Discord server.
- SlamDB
- The wrestling-move database behind
/get-move.
12. Your first match — the quick-start checklist
- Confirm you're 18+, then register and pass the age gate.
- Edit your profile: display name, short bio, picture, height and weight.
- Skim the Site Rules inside the app (Assistance can open them for you), and glance at the eight rules above.
- Open the Arena and say hi. Watch a match if one's running.
- Ask someone for a match and agree the six things: style, setting & gear, tone & limits, stakes, finish, house rules.
- Bell rings. One movement, one or two actions, sell what they did, talk
your trash, end the line with
yt. If you're going dice, type/help. - Say GG, exchange one honest note, and book the rematch.
That's it — you're a cyber wrestler now. See you in the ring. 🤼