____ _ _ _ ____ | __ )| (_)_ __ __| | _ \ __ _ _ __ __ _ __ _ ___ _ __ | _ \| | | '_ \ / _` | |_) / _` | '__/ _` |/ _` |/ _ \| '_ \ | |_) | | | | | | (_| | __/ (_| | | | (_| | (_| | (_) | | | | |____/|_|_|_| |_|\__,_|_| \__,_|_| _\__,_|\__, |\___/|_|_|_| | _ \ _ __ ___ __| |_ _ ___| |_(_) |___/_ __ |__ / | |_) | '__/ _ \ / _` | | | |/ __| __| |/ _ \| '_ \ / / | __/| | | (_) | (_| | |_| | (__| |_| | (_) | | | |/ /_ |_| |_| \___/ \__,_|\__,_|\___|\__|_|\___/|_| |_/____| Gameplay Guide for WWE Smackdown VS. Raw 2006 for PS2 Editor: [email protected] ===================================================================== *****-----=====///// VERSION UPDATES \\\\\=====-----***** ===================================================================== Scroll to the very bottom of this document to view every update that was made since version 1.0 Symbols ------- (X) = The X Button (0) = The Circle Button ([]) = The Square Button (/\) = The Triangle Button ^ = The Up Directional Pad Button < = The Left Directional Pad Button > = The Right Directional Pad Button v = The Down Directional Pad Button + = A "plus" symbol meaning the button to the left and to the right of this symbol must be pressed at the same time / = Meaning "or" ===================================================================== *****-----=====///// TABLE OF CONTENTS \\\\\=====-----***** ===================================================================== 1. Strikes 2. Grapple Moves 3. Grapple Attacks 4. Grapple from Behind 5. On the Mat 6. Corner Moves 7. Rope Attacks 8. Diving Attacks 9. Dash Attacks 10. Tag Team Moves 11. Special Moves 12. Signature Moves 13. Getting In & Out 14. Counters 15. Ring Posts 16. Taunts 17. Irish Whips 18. Playing Possum 19. Quick Climb 20. On the Edge 21. Barricades 22. Announcers' Tables 23. Finding and Using Weapons 24. Argue with Ref 25. Leg Grab from Outside 26. Submission Meters 27. Super Dirty Moves 28. Stolen Finishers 29. Interference 30. Double KO 31. Stamina 32. Damage Meter 33. Extra Damage 34. Pre-Match Mini Games 35. PSP Connectivity 36. Match Tactics ===================================================================== *****-----=====///// 1. Strikes \\\\\=====-----***** ===================================================================== A "strike" is any move performed while the competitors are both on their feet and walking or standing still without the need for a grapple. These include basic punches and kicks, and more advanced techniques like clotheslines or flipping kicks. Each Superstar has six different Strikes and one combination attack. Perform the different Strikes by pressing in any direction on the directional pad and pressing (X). A combination attack is a series of three linked Strikes that can only be used in sequence. These are usually two minor Strikes and a major strike at the end, which is often unique. These attacks tend to be more difficult to block, but when used repeatedly, opponents are more likely to discover the pattern and counter with ease. Strike 1 - V + (X) Strike 2 - < + V + (X) / > + V + (X) Strike 3 - < + (X) Strike 4 - < + ^ + (X) / > + ^ + (X) Strike 5 - ^ + (X) Strike 6 - > + (X) Combination Attack - (X), (X), (X) ===================================================================== *****-----=====///// 2. Grapple Moves \\\\\=====-----***** ===================================================================== Grapples are generally more powerful than strikes, but require grabbing the opponent prior to executing a move. Press ([]) after a grapple to let go of the grapple (also works with pin or submission hold). Each Superstar has access to five different front-grapple categories, which translates into 25 Grapple moves. To execute a grapple move, approach the opponent and press (0). If successful, the Superstars enter a ready state. The button held on the directional pad as (0) is pressed determines which grapple category is available. For instance, pressing v + (0) prepares for a submission move, or (0) alone selects either Clean or Dirty moves depending on the Superstar's style (selected prior to the match). Once the Superstars are in the ready state, choose a move by pressing any direction on the directional pad and (0) at the same time. For example, to use Submission Move 4, a Superstar must first grapple the opponent by pressing v + (0). The Superstar then has a few seconds to enter the command for Submission Move 4 which is ^ + (0) NOTE: Not every move in the Submission moves category is a true Submission hold. They won't all result in a tap out. However, those that aren't true submission holds (voluntarily released) aren't subject to rope breaks and are generally good ways to damage an opponent's limbs or head. The three unnamed grapple categories vary from Superstar to Superstar based on his or her personal style. There are seven different categories. Power, Speed, Technical, Brawler, Martial Arts, Luchadore, and Old School. Most Superstars use three of the seven. No style is superior to any other. It has less to do with power and more to do with visual styling. Think of it as a failsafe system designed to keep cruiserweights acting like cruiserweights and ultra heavyweights from accidentally performing acrobatic Hurricanranas. It doesn't mean that a cruiserweight can suddenly lift a heavweight just because someone has blessed him with Power moves. The following are performed after initiating a type of grapple... Grapple 1 - (0) Grapple 2 - v + (0) Grapple 3 - < + (0) Grapple 4 - ^ + (0) Grapple 5 - > + (0) ===================================================================== *****-----=====///// 3. Grapple Attacks \\\\\=====-----***** ===================================================================== Grapple attacks are another option once two Superstars are locked together. A Grapple attack is a strike performed while holding onto the opponent's head or body. These are just as powerful as normal strikes, but allow the Superstar to be unpredictable during a grapple and avoid counterattacks. They can be used consecutively, or a Grapple move can be performed after the first or second grapple attack. After a grapple attack, the Superstar is able to grab the hair of the opponent and move them around the arena. This enables the user to perform Special Grapples when near certain items. For example, in a Bar Brawl match, grabbing the opponent's hair followed by pressing circle when your back is facing a certain item will allow interaction with that item. ===================================================================== *****-----=====///// 4. Grapple from Behind \\\\\=====-----***** ===================================================================== A quick way to perform a back grapple would be to press (R1) while in a front grapple. Some grapple moves are performed from this position. Each Superstar has 10 rear grapples. The moves are performed immediately instead of requiring a ready state. Thus, they're generally harder to reverse, but there are fewer options. Note the "GY" at the start of some commands (Standing for Groggy). These moves require special circumstances. The opponent must be stunned by an attack and still wobbly. Not simply a little wobbly after being picked up from the canvas, or from running out of stamina. The best way to prepare opponents is with a quick punch that doesn't knock them over, or by grabbing their leg from outside of the ring. The grabbing trick doesn't work with every Superstar, though. Another great way is to use a non-GY rear grapple that doesn't knock over the opponents (i.e. Undertaker's Elbow to Back of Head). While opponents are stunned from the hit, they're vulnerable to a "GY" move. It's a solid one-two punch. Rear Grapple 1 - (0) Rear Grapple 2 - v + (0) Rear Grapple 3 - < + (0) Rear Grapple 4 - ^ + (0) Rear Grapple 5 - v + (0) Rear Grapple 1 - (GY) - (0) Rear Grapple 2 - (GY) - v + (0) Rear Grapple 3 - (GY) - < + (0) Rear Grapple 4 - (GY) - ^ + (0) Rear Grapple 5 - (GY) - v + (0) ===================================================================== *****-----=====///// 5. On the Mat \\\\\=====-----***** ===================================================================== The fight doesn't stop when the opponent hits the mat. In fact, some Superstars are even more deadly in this situation. Prone opponents can be struck, grappled, or wrapped up in Submission holds. They can also be picked up from the mat, or sat up for a head or back attack. Strike attacks are easy to perform. Stand near the opponent and press (X) and any direction on the directional pad to change the attack. Damage is inflicted to whichever part of the opponent's body is truck. So a move that's listed as causing 4 points of damage to each area actually causes 4 points of damage to the area that's hit. Grapple moves are performed on either the upper (U) or lower (L) body. Stand near the head to use a "U" move or near the feet to employ an "L" move. Grapples tend to be more powerful than strike attacks, but shouldn't be used exclusively. Mix it up a bit by striking the opponent once or twice and performing a grapple, and sometimes initiating a grapple immediately. It should help to keeep opponents off balance and unable to counter. Tapping (0) twice places the opponent in a "Sitdown" position. This opens the opponent's back to an attack for a short amount of time. Pressing (0) two more times from this position forces opponents to rise with their back to your Superstar, so a rear grapple can be performed immediately. Stand next to the opponent and press v + (0) to go for a pin when at least one portion of his/her body is severely damaged and shaded red on the Damage Meter. Raise - (U) - (0) Sitdown - (U) - (0), (0) Pin Fall - (U) - v + (0) Upper Body Grapple 1 - <+(0) Upper Body Grapple 2 - ^+(0) Upper Body Grapple 3 - >+(0) Raise - (L) - (0) Sitdown - (L) - (0), (0) Sleeper - (L) - v + (0) Lower Body Grapple 1 - < + (0) Lower Body Grapple 2 - ^ + (0) Lower Body Grapple 3 - > + (0) Note: Hold (L1) + (0) to drag the opponent around ===================================================================== *****-----=====///// 6. Corner Moves \\\\\=====-----***** ===================================================================== The four corners of a ring allow for high-flying antics and devastating power moves. A Superstar can either leap from the top turnbuckle and attack an opponent inside or outside of the ring, or whip the opponent into the corner and perform a move on the leaning opponent. To toss the opponent into the turnbuckles, grapple the opponent with (0) then press and hold ^ + >,v + >, ^ + <, or v + < on the directional pad and then press (/\) to perform an Irish Whip. When opponents hit the turnbuckles, they turn to face the middle of the ring, unless whipped into the corner at extremely close range. Strike attacks are performed while running at the opponent. Those listed as "GY" are used when the opponent is standing against the corner. "U" attacks take place when the opponent is sitting on the mat leaning against the turnbuckles. The player must be running, or the normal standing Strike attacks are used. Front Grapples are those applied to an opponent that's facing the ring. "GY" moves are used against standing opponents and "U" moves occur when the opponent is sitting. Unlike Strike attacks, the player should be standing still when performing these attacks rather than running toward the opponent. Rear Grapples take place when the opponent is facing the ring post and leaning on the turnbuckles. The opponent always stands when placed in this pose, so all of the moves are referred to as "GY" moves. Don't run at opponents. Just stand behind them to execute the attacks. Note: EASY TURNAROUND - There's a much easier way to spin around opponents so they're facing the turnbuckle than trying to whip the opponent at close range. Run across the ring while the opponent is facing forward and leaning in the corner. Grapple the opponent with (0) while running and without pressing on the directional pad. The opponent is grappled, spun around, and slammed back into the turnbuckle face first. Note: EXPOSE TURNBUCKLE - To remove the padding from the top turnbuckle in one of the ring's corners, walk towards that corner and tap ([]) Strike Attacks -------------- Turnbuckle Strike 1 - (GY) - (X) Turnbuckle Strike 2 - (GY) - ^/</v/> + (X) Sitting Turnbuckle Strike - (U) - (X) Front Grapple ------------- Front Turnbuckle Grapple 1 - (GY) - (0) Front Turnbuckle Grapple 1 - (GY) - v + (0) Front Turnbuckle Grapple 1 - (GY) - < + (0) Front Turnbuckle Grapple 1 - (GY) - ^ + (0) Front Turnbuckle Grapple 1 - (GY) - > + (0) Raise the Opponent Up - (U) - (0) Sitting Turnbuckle Grapple - (U) - ^/</v/> + (0) Rear Grapple ------------ Rear Turnbuckle Grapple 1 - (GY) - (0) Rear Turnbuckle Grapple 2 - (GY) - v + (0) Rear Turnbuckle Grapple 3 - (GY) - < + (0) Rear Turnbuckle Grapple 4 - (GY) - ^ + (0) Rear Turnbuckle Grapple 5 - (GY) - > + (0) ===================================================================== *****-----=====///// 7. Rope Attacks \\\\\=====-----***** ===================================================================== The ropes that surround the ring do much more than keep Superstars from falling out. In fact, they rarely keep the fight in the ring and often become a part of the fight itself. There are several ways to use the ropes in a fight. Sometimes a Superstar leans against the ropes after being hit with a punch or kick. The Superstar is then temporarily vulnerable to a Rope attack. Quickly grapple the opponent by pressing ^/</v/> + (0). Each Superstar has one such attack. The opportunity to use the attack is rare, so be ready to react when brawling near the ropes. Rebound attacks allow a Superstar to spring off of the ropes and deliver a powerful running attack from close range. It's a great way to punish opponents when they're being too aggressive. Run toward the ropes by pressing ^/</v/> + (/\) and quickly press (X) while bouncing off of them. The Superstar attacks while coming off of the ropes, so the victim must be near. There are three moves listed for each Superstar. The first is the default attack used when the opponent is standing. The second is used only when the opponent is on the ground near the spot where the rebound attack is performed. The third is performed when the opponent is outside of the ring and the Superstar is standing against the ropes. It's an excellent way to punish a taunting opponent. There's no need to touch the directional pad in this situation. The Diving out of Ring Attack is a running rope move that's used to attack an opponent outside of the ring. It varies greatly from Superstar to Superstar. Some use the Baseball Slide, which is much like a short dropkick, while others risk it all and fly over the ropes. These moves take practice, but are extremely valuable for Clean Superstars since they're real crowd pleasers and a great way to thwart a taunting opponent. To use the move, run toward the ropes and press ([]) followed by (X) at the edge of the ring. ===================================================================== *****-----=====///// 8. Diving Attacks \\\\\=====-----***** ===================================================================== Diving attacks are performed from the top turnbuckle. Climb the turnbuckles by standing in a corner and holding the directional pad toward the corner while pressing (/\). Every Superstar has five options from the top turnbuckle. The <+(X) and > + (X) options are meant to be used against standing opponents only. The ^+(X) option is for opponents that are on the mat, but a distance from the turnbuckle. v+(X) is a close range attack that only works when the opponent is on the mat and directly below the attacker. The (X) option usually works in any situation, but it's primarily meant to be used when the opponent is on the mat or rising. It is also possible to run onto the ring apron and perform high risk maneuvers when outside of the ring. Just run directly towards a side of the ring and tap ([]) when close enough to the edge. ===================================================================== *****-----=====///// 9. Dash Attacks \\\\\=====-----***** ===================================================================== Dash attacks are performed while running at an opponent, except for counterattacks, which are performed when the opponent is running at your Superstar. They're usually a good way to catch opponents off guard, but they burn stamina faster than normal grapples and strikes. Use them to keep the opponent off balance. Just don't overuse them. Running strikes are quick attacks that typically knock opponents to the ground. These are the best way to catch an opponent sleeping on the job. Running grapples are a little trickier to use because of the timing involved. Thus it's better to save them for taunting opponents, or when the opponent is rising from the mat or climbing back into the ring. Rear Grapples are especially tricky. There aren't many opportunities to use them in most matches. Some Superstars have moves that expose the opponent's back (i.e. Hulk Hogan's Power Up 1 & 2), which are a perfect way to set up these attacks. Moves marked as "GY" only work when the opponent is stunned and wobbly from an attack. Running ground attacks are used against opponents that are flat on the mat. It's a fancier way to attack a downed foe than a normal strike attack and tends to cause a bit more damage. This tactic is most useful in matches that feature multiple Superstars in the ring at the same time. It allows the player to quickly dash across the ring and take advantage of opponents that have been knocked down by other Superstars. Counterattacks are used when the player is running either on his or her own or due to an Irish Whip. The timing is tricky. Initiate the grapple while the opponent is halfway across the ring. For instance, if Batista whips Ric Flair into the ropes from the center of the ring, he must initiate the counterattack while Flair is bouncing off of the ropes. Improper timing typicaly results in a grapple rather than the intended move. Running Strikes --------------- Running Strike 1 - (X) Running Strike 2 - ^/</v/> + (X) Running Grapple --------------- Running Grapple 1 - v + (0) Running Grapple 2 - ^ + (0) Rear Techniques --------------- Rear Technique 1 - (0) Rear Technique 2 - (GY) - (0) Running Ground Attack --------------------- Running Ground Attack 1 - ([]), (X) Running Ground Attack 2 - ([]), ^/</v/> + (X) Counterattack ------------- Counterattack 1 - (0) Counterattack 2 - ^/v + (0) Counterattack 3 - </> + (0) Note: Try pressing ([]) or (L3) during a dash. Each are different ===================================================================== *****-----=====///// 10. Tag Team Moves \\\\\=====-----***** ===================================================================== Tag Team moves allow two Superstars to gang up on a single opponent. Standing tag team moves can be used in any match with multiple Superstars in the ring at the same time. To initiate a standing tag team move, grapple an opponent that's already being grappled by another Superstar. The move that's used is based upon the initial grapple by the first Superstar. For example, if Orlando Jordon uses a (0) Dirty grapple, the (0) Tag Team move is used when JBL joins the attack. Corner Tag Team moves are only used in normal 4- or 6-man Tag Team matches. To initiate the attack, whip the opponent into your corner of the ring. Grapple with the opponent leaning against the turnbuckles and a tag is automatically made. The direction pressed while grappling the opponent determines which move is used. This is the best way to tag in and out in a Tag Team match unless the Superstar is desperate to tag out quickly. ===================================================================== *****-----=====///// 11. Special Moves \\\\\=====-----***** ===================================================================== Every Superstar has two finishers that can be used when the momentum meter is full and flashing, or when there's a stored finisher icon. Finishers are the best way to force a pin since it takes longer for the opponent to recover and the damage cuased is usually greater than a normal move. Some finishers even pin the opponent automatically, or they're Submission holds and may for the opponent to tap. Opponents must typically be stunned, or in a grapple for a finisher to work, but the situation for each finisher varies greatly. Chair finishers work just like normal finishers except the attacker must be holding a steel chair. These moves should only be used in matches where the DQ rule is turned off, or when the referee is distracted or knocked out. Set up the opponent with a quick jab to the gut, >/< + (X), and tap (L1) to perform the chair finisher. Note: STORE FINISHERS - Superstars have a limited amount of time to pull off their finisher while the momentum meter is full. The momentum is lost if the move isn't perfrormed quickly enough (within 20 seconds). A player can store an unused finisher by pressing (L1) + (L2) before the momentum fades. The only disadvantage is that stored finishers cause considerably less damage than a normal finisher. However, stored finishers also allow the player to steal the opponent's finisher, or to perform a Super Dirty Move, or a Possum Pin. ===================================================================== *****-----=====///// 12. Signature Moves \\\\\=====-----***** ===================================================================== Every Superstar has three Signature moves. These are the bread and butter moves - the ones WWE fans expect to see each time that Superstar steps into the ring. They're the moves that really get the crowd riled up and quickly build momentum. Otherwise, they're no more powerful than any other move. Use Signature moves frequently to build momentum quickly and punish opponents with repeated finishers. These moves aren't the only way to build momentum, but they're an easy way to turn the tables. ===================================================================== *****-----=====///// 13. Getting In & Out \\\\\=====-----***** ===================================================================== Knowing how to climb in and out of the ring is imperative. Superstars get thrown out of the ring often and typically have 10 seconds to get back in before being counted out. A player may even want to chase opponents out of the ring to prevent them from resting or taunting. The most basic way to get in or out is to stand next to the ropes and press ([]) while pressing toward the ropes on the directional pad. Some Superstars get in and out faster than others. When needing to exit the ring quickly (i.e. getting chased with a weapon or to prevent a taunt) run toward the ropes and press ([]) at the edge of the ring. The Superstar slides out quickly. Getting in quickly is a little easier. Just run toward the ring's edge and the Superstar automatically slides back in. ===================================================================== *****-----=====///// 14. Counters \\\\\=====-----***** ===================================================================== Every attack can be countered by pressing either (L2), (R2), or (L2) + (R2). (L2) is used to counter Strikes of any type. (R2) counters Grapples and grapple moves of any kind. (L2) + (R2) can reverse any finisher. The trick is initiating the counter at the proper moment. This is a skill that develops with practice. It's essential to winning matches, especially on harder difficulty settings. Turn on the Reversal Help Indicator, found under the In-Game Options, at first. This system displays a message under the Superstar's name whenever there's an opportunity to counter an attack. It's a good way to learn the system, but don't completely rely upon it. Sometimes intuition is more important than the visual indicator. ===================================================================== *****-----=====///// 15. Ring Posts \\\\\=====-----***** ===================================================================== The ring post makes an effective weapon in any match. It's also an easy way to bloody an opponent during a First Blood Match. Whip opponents into the ring post while outside of the ring. The easiest way to do so is to whip opponents into the corner of the barricade, then into the ring post. There are two options once the opponent is leaning on the post. Pressing (0) or (0) + >/< smashes the opponent's head into the post and pushes the victim back into the ring. Pressing (0) + ^/v smashes the opponent's face, who then falls to the ground. ===================================================================== *****-----=====///// 16. Taunts \\\\\=====-----***** ===================================================================== Superstars have access to four taunts. Press the right analog stick in different directions to initiate a different taunt. Superstars are unable to stop a taunt once it has begun, so taunt carefully or get thwacked. Taunts vary in length. Get to know them right away. Short taunts can be used commonly. Longer taunts should be saved for special situations. Taunts exist for special situations. Taunts exist primarily as a way for Superstars to build momentum, but they're also great for just rubbing it in. Performing a taunt, uninterupted, depleats the opponent's momentum meter. Stealing an opponent's signature taunt is the ultimate "in your face" move. To steal the signature taunt, store a finisher and hold (L1) while tapping on the right analog stick. Keep in mind that the stored finisher is consumed with the taunt so it's a fun and costly move. ===================================================================== *****-----=====///// 17. Irish Whips \\\\\=====-----***** ===================================================================== Irish Whips are used to throw opponents into the ropes, turnbuckles, or even out of the ring. They're most commonly used in a Royal Rumble where opponents must be thrown over the top rope to be eliminated. To perform an Irish Whip outside of a grapple, face opponents and press (/\) + (0). Opponents are whipped in the direction they are facing unless the directional pad is pressed and held in a desired direction. Strong Irish Whips are used to whip the opponent over the ropes without standing near them. Press and hold (/\) + (0) to perform the Strong Irish Whip. Even if opponents don't flip over the ropes, they will run across the ring two times as opposed to the normal one time. Strong Irish Whip opponents into the turnbuckles to knock them over. Fakes are unusual. To perform one, press (/\) + (0), and then ([]). The normal fake can be used to temporarily daze the opponent. The opponent can also be pulled back and struck at close range, which temporarily stuns the victim. To do so, tap (/\) + (0) and then tap (X). Irish Whips can also be performed from a Grapple. Just eliminate the (0) press from the command. Irish Whips from a Grapple are no different from those performed outside of a Grapple. They're a good way to mix it up and keep the opponent guessing and off balance. ===================================================================== *****-----=====///// 18. Playing Possum \\\\\=====-----***** ===================================================================== The Possum Pin is a brand-new way to trick an opponent. Store a finisher before getting knocked to the mat. As the opponent approaches, hold (0) and press (L2) or (R2), depending on the predicted attack, to counter an anticipated Strike or Grapple from opponents. If the counter is successful, the player grabs opponents and wraps them up for a quick 3 count. Possum Pins are a great way to steal a victory. The opponent can escape the pin, but it isn't easy. The Superstar can also Play Possum after they have been knocked down. Hold (0) to stay on the ground. ===================================================================== *****-----=====///// 19. Quick Climb \\\\\=====-----***** ===================================================================== Get to the top rope from outside of the ring in no time at all. Stand in the corner next to the ring post so that it's above, below, to the right, or to the left of the Superstar. Press and hold the directional pad toward the ring post and tap (/\). The Superstar climbs to the top with amazing speed. This is an excellent move for anyone with a top-rope finisher that requires the opponent to be standing and stunned. Grab the opponent from the outside to stun them, then quickly climb the ring post from outside of the ring. It takes far too long to slide into the ring, then climb the turnbuckle. ===================================================================== *****-----=====///// 20. On the Edge \\\\\=====-----***** ===================================================================== Superstars sometimes come to rest with their heads sticking over the edge of the apron when being thrown back into the ring. This presents an opportunity for a devastating hit. Approach the Superstar's head and press (0) or ^/</v/> + (0) (both are the same) to perform an apron attack. The only reliable way to get an opponent's head to stick over the edge is to use a Strong Irish Whip. ===================================================================== *****-----=====///// 21. Barricades \\\\\=====-----***** ===================================================================== A barricade surrounds the ring to seperate the Superstars and fans (for their safety, of course). The barricade also offers an excellent opportunity for a nasty attack. Strong Irish Whip opponents into the barricades along the sides of the ring, then grab them with (0). Opponents are picked up and dropped, head and chest first, onto the barricade's steel top. The barricade also has four corners just like the ring. Strong Irish Whip the opponent into these corners to use turnbuckle moves outside of the ring. >/< + (0) performs one move, while ^/v + (0) performs another. The player is also able to run onto the barricade and perform several of the moves possible when on the top turnbuckle of the ring. Barricade Attacks ----------------- Barricade Attack - (Along Side) - (0) Barricade Attack - (Along Side) - ^/</v/> + (0) Raise Opponent - (In Corner) - (0) Barricade Corner Attack 1 - (In Corner) - >/< + (0) Barricade Corner Attack 2 - (In Corner) - ^/v + (0) ===================================================================== *****-----=====///// 22. Announcers' Tables \\\\\=====-----***** ===================================================================== Announcers' tables are found next to the ring in some arenas. These can be destroyed just like ordinary tables in Table or TLC Matches. Whip the opponent onto the table, then use any DDT or slam with a short range of motion to put the opponent through the table. You can even perform a high risk maneuver onto an opponent who happens to be laying down on a table. ===================================================================== *****-----=====/////23. Finding and Using Weapons\\\\\=====-----***** ===================================================================== There are many weapons around the ring. Most are hidden, but a few are not. A weapon can be found hidden under the ring apron on each side of the ring. Stand in the middle of the side and press ([]) to search. In normal matches, hammers are found on the left side, ring bells to the right side, and steel chairs at the top or bottom of the ring. Hardcore matches feature steel chairs along the bottom, ring bells to the right, and barbed-wire 2x4s to the left and along the top. One weapon from each side can be present at a time. So there can be two chairs, a ring bell, and a hammer in the ring simultaneously, but never three chairs, two hammers, or two ring bells. The steel steps on either side of the ring can also be used as weapons. Stand next to them near the ring post and press ([]) to pick them up. The (0) attack with the steel steps is the ultimate weapon attack. It damages the entire body so it can quickly decimate the opponent. The only problem - the steel steps are heavy and slow, so they're easily countered. Weapons have a short lifespan. Then can be used four times before breaking. Some (0) attacks count as two uses, so they shorten the weapon's life considerably. Weapons are easily replaced when destroyed. Steel steps can't be destroyed, but the attacker drops them after three hits. They can be picked back up immediately, if desired. General Weapon -------------- Pick Up / Drop Weapon - (0) Enter / Exit Ring with Weapon - (/\) Running Attack - (/\) + (X) Ground Attack - (X) Chair Attacks ------------- Overhead Attack - (X) Body Blow - >/< + (X) Homerun Swing - ^/v + (X) Homerun Swing - ^/</v/> + (0) Chair Finisher - (L1) Ring Bell --------- Lunge Attack - ^/</v/> + (X) Head Shot - ^/</v/> + (0) Sledgehammer ------------ Head Shot - (X) Body Blow - >/< + (X) Leg Shot - ^/v + (X) Choke - ^/</v/> + (0) Barbwire 2x4 ------------ Head Strike - (X) Body Blow - >/< + (X) Homerun Swing - ^/v + (X) Choke - ^/</v/> + (0) Steel Steps ----------- High Strike - ^/</v/> + (X) Double Strike - ^/</v/> + (0) ===================================================================== *****-----=====///// 24. Argue with Ref \\\\\=====-----***** ===================================================================== Superstars can argue with a ref after a 2 count. Tap (L1) once after rising from the mat. Complaining to the ref is a good way to build momentum as a Dirty Superstar. Be careful, though. A Superstar is open to attack while complaining. ===================================================================== *****-----=====///// 25. Leg Grab from Outside \\\\\=====-----***** ===================================================================== When opponents are in the ring and the player is outside, the player can grab those opponents. Heavyweights pull the feet out from under Divas and cruiserweights. Cruiserweights and Divas poke heavyweights in the eye. Heavyweights tend to choke each other with the rope. If opponents' backs are to the ropes during this grab, they spin around and threaden the player. This allows the player to grab the opponent's leg a second time, quickly climb the turnbuckle from the outside, or dive into the ring and attack the opponent's back. It's also a great way to set up a finisher that requires attacking a stunned opponent from behind. ===================================================================== *****-----=====///// 26. Submission Meters \\\\\=====-----***** ===================================================================== There are three different Submission hold meters that are used during matches. These are known as Sub A, Sub B, and the third is used for basic Sleeper Holds. The Sub A meter is a tug-of-war style meter. The left side is "submit" and the right is "escape". Both players tap buttons furiously until the hold is broken, or until the arrow reaches the left or right side. The arrow's starting position is determined by the condition of the body part being attacked. A healthy body part starts the arrow close to the right (escape) end. A severly damaged body part results in the arrow starting near the left (submit) end. On some occasions, a rope icon also appears on the meter, which allows the victim to break the hold by reaching the ropes. Sub A meters give the advantage to whichever player can tap the fastest. The Sub B meter features a moving ball that slides back and forth from left to right. In the center of the bar is a large blue box. The victim must stop the ball inside of the blue box to escape the hold. Some holds also feature two smaller red boxes on either end. The victim can reverse the hold by stopping the ball within one of those red boxes, but this is difficult to do. The speed of the ball and the size of the ble box are determined by the attacker's Submission skill and the state of the attacked body part. This style of Submission hold tends to be the most effective when fighting the CPU. The Sleeper meter is different. It's a vertical scale with a ball that drops from the top to the bottom. A blue box sits near the meter's base. The victim must stop the ball within the box to break the hold. The victim gets three opportunities to break the hold and it gets easier each time. The size of the blue box is determined by the damage the opponent has suffered to that point. An opponent must be severely beaten before a Sleeper is effective. On the third attempt, a second red box appears just below the blue box. Stop the ball in the red box to reverse the hold. This is to tempt players into waiting until the third try to break the hold rather than breaking it immediately. ===================================================================== *****-----=====///// 27. Super Dirty Moves \\\\\=====-----***** ===================================================================== Super Dirty Moves are performed by any Superstar using "Dirty" tactics. They are performed from a Grapple or from the front when the opponent is stunned by pressing (L1) + (L2). The player must have a stored finisher and a full and flashing Momentum Meter at the time. ===================================================================== *****-----=====///// 28. Stolen Finishers \\\\\=====-----***** ===================================================================== There's no better way to humiliate opponents than to hit them with their trademark finishers. Stealing a finisher is fairly easy, but requires three things. First, the player must have a stored finisher and a full and flashing Momentum Meter. Second, the player must know the requirements for the victim's finisher and meet those conditions. Third, the player must be using the "Clean" style. Under normal circumstances, a prompt appears on screen when Superstar is in the proper position for a finisher, but not when attempting to steal the opponent's finisher. This information is included in the guide and summarized accompanying foldout. Press (L1) + (L2) to steal the finisher once everyone is in the proper position. The stored finisher and Mementum Meter are consumed so stealing a finisher is costly. However, it can also be rewarding if the opponent's move is more powerful than the player's normal finisher or in a Submission match when the opponent's finisher is a lethal Submission hold. ===================================================================== *****-----=====///// 29. Interference \\\\\=====-----***** ===================================================================== Superstars that are part of a stable, can call for interference during a match. Press R3 to summon a random member of a Superstar's stable to the ring. The summoned member charges down the ramp and slides into the ring and attempts to deliver a few punches and slams. After a few moments, the stable member exits the ring never to return. Interference can only be called once per match and only if the interference option has been turned on in the rules. Note: INTERFACE THWARTED - The best way to handle interference is a quick exit. There's no coming back once intruders leave the ring under their own power. Slip out of the ring immediately and lure out the interloper. ===================================================================== *****-----=====///// 30. Double KO \\\\\=====-----***** ===================================================================== It's rare, but there are times when both Superstars are so tired and beat up that they both collapse onto the mat. In such situations the ref begins a 10 count. The match is over if neither player stands up before the ref reaches 10. During this time a double meter appears. Stop the arrow in the green stamina box near the top of the meter. Each successful stop increases the player's stamina significantly. Recover full stamina to stand up and continue the battle. Trying to force this situation? It's actually easy to do, but rare without being forced. The victim should be falling over from a lack of stamina while the player is in the red or orange (low enough that using a finisher completely drains the Superstar of stamina). Use a finisher, during this moment and the opponent is knocked down as usual but the player also collapses. ===================================================================== *****-----=====///// 31. Stamina \\\\\=====-----***** ===================================================================== Stamina plays a large role in every match. As Superstars run and perform moves, they drain their own stamina (the green bar below the Superstar's name). When stamina runs low, the Superstar is slower and has a tough time evading the opponent. A Superstar collapses momentarily when stamina runs out completely. This leaves the player wide open to attack and unable to move for a few seconds. Keep your Superstar's stamina high thoughout each match by resting periodically. Hold (Select) to rapidly regain stamina at the cost of momentum, or stay inactive for a few moments to slowly regain stamina with no cost. It may even be necessary to slip out of the ring for a moment just to get some separation from the opponent and a chace to recover. ===================================================================== *****-----=====///// 32. Damage Meter \\\\\=====-----***** ===================================================================== There's a damage meter next to each Superstar's name, which displays the damage caused to the Superstar's head, body, arms, and legs. All body parts begin the match as white (undamaged). The sections slowly turn from white, to yellow (light damage), to orange (heavy damage), to red (severe damage) as the Superstar is attacked. Most Superstars can't be pinned until at least one section of their body has taken severe damage. Submission holds are also more effective when used on red sections of the body. Another side effect of a severely damaged body part is that the Superstar often stops to grasp the injured area. This can delay attacks and gives the opponent time to recover. Red sections can be healed slightly by holding (Select), but no area can be repaired beyond the orange status. Also, one hit to the injured section immediately returns it to the red status. Always repair injured areas at the first opportunity to prevent an easy pin or submission. ===================================================================== *****-----=====///// 33. Extra Damage \\\\\=====-----***** ===================================================================== Grapple moves from the front or rear are more effective when the opponent is in a stunned or groggy state. Thus, low damage moves that temporarily disorient the target without knocking it over (i.e. Eye Rake, Eye Poke, Elbow to Back of Head) can increase the damage more powerful moves cause. ===================================================================== *****-----=====///// 34. Pre-Match Mini Games \\\\\=====-----***** ===================================================================== Superstars have the opportunity to engage in one of three different mini-games before most one-on-one matches: Stare Down, Test of Strength, or Lock Up. Those that don't wish to participate can choose not to and can shut off the mini-games in the options. Stare Down is a reflex test. The two Superstars stroll to the center of the ring and taunt each other for a random amount of time. At some point an (X) icon appears in the center of the screen. The first player to press (X) after the icon appears, wins the mini-game and decks the opponent. Don't jump the gun. Pressing too soon automatically gives the opponent the victory. Test of Strength is much like the Stare Down mini-game except that it's the best two out of three. A random button icon appears on the screen. The first person to hit the proper button wins that press. Whoever wins twice gets the victory and knocks down the opponent. Don't attempt to anticipate the icon and press too early, or the opponent automatically wins that press. Lock Up is all about timing. A bouncing bar appears under each Superstar's name. The player must stop the bar as close to the center of the screen as possible. The player that stops the bar the closest to the center wins and knocks over the opponent. ===================================================================== *****-----=====///// 35. PSP Connectivity \\\\\=====-----***** ===================================================================== You can copy a Created Superstar and Season Mode progress from the PSP to the PS2 and vice versa. However, you will not be able to copy over a Season when using a Created Superstar as your character. You can "sync" up your unlockables on both platforms. So, if you unlock someone on the PSP, you can unlock it on the PS2. PSP also has an exclusive unlockable: Legend Jake "The Snake" Roberts. If you unlock him on the PSP, you can bring him over to the PS2. ===================================================================== *****-----=====///// 36. Match Tactics \\\\\=====-----***** ===================================================================== A Superstar's tactics in the ring are extremely important. They help to either excite the crowd, or make them furious. Clean Superstars attempt to excite and win over the crowd. Dirty Superstars use every dirty trick and infuriate the crowd as they attempt to steal a victory. Both styles allow a Superstar to build momentum throughout a match. Superstars can then use their trademark finisher when momentum is in his/her favor. Every Superstar has a default style, but can be played in either fashion. The following are the actions that affect momentum for both sides. Learn them well and use them often. CLEAN ----- Positive Boost - Perform signature Grapple moves. Positive Boost - Perform any diving attacks (Including Cage and Hell in a Cell) Positive Boost - Perform dives from inside the ring to the outside Positive Boost - Counter a weapon attack Positive Boost - Taunt the opponent Positive Boost - Break out of a submission move with a Rope Break Positive Boost - Kick out of a pin after a 2 count Positive Boost - Perform moves on and destroy the announcers' table Positive Boost - Perform a submission counter while in Sub B Positive Boost - Refuse to tap out even when affected limb is in red Negative Boost - Perform dirty moves Negative Boost - Weapon attacks Negative Boost - Remove turnbuckle covers Negative Boost - Perform an Irish Whip to an exposed turnbuckle Negative Boost - Perform any grapple moves on the exposed turnbuckle Negative Boost - Break your superstars pin after a 2 count Negative Boost - Ignore a referee's rope break and hold a submission Negative Boost - Complain to the referee about a 2 count Negative Boost - Attack the referee Negative Boost - Attack your opponent's partner / manager DIRTY ----- Positive Boost - Perform Dirty moves Positive Boost - Weapon attacks Positive Boost - Remove turnbuckle covers Positive Boost - Perform an Irish Whip to an exposed turnbuckle Positive Boost - Perform a grapple move onto an exposed turnbuckle Positive Boost - Break your Superstars pin after a 2 count Positive Boost - Taunt from outside of the ring when an opponent is inside the ring. Positive Boost - Attack opponent while he or she is taunting Positive Boost - Ignore referee's rope break and hold a submission Positive Boost - Complain to the referee about a 2 count Positive Boost - Attack the referee Positive Boost - Attack your opponent's partner / manager Positive Boost - Throw an opponent off the top of the Hell in a Cell Positive Boost - Attack illegal opponent at his Tag Team's corner Positive Boost - Call for interference Positive Boost - Perform moves on and destroy the announcers' table Negative Boost - Perform any diving attacks Negative Boost - Perform rope-type and plancha-type moves ===================================================================== *****-----=====///// The End \\\\\=====-----***** ===================================================================== If you can think of something important to edit or add onto this guide, contact me through an E-Mail or through AOL's Instant Messenger with the following... E-MAIL: [email protected] AIM: blindparagon ===================================================================== *****-----=====///// VERSION UPDATES \\\\\=====-----***** ===================================================================== Version 1.1 ----------- 2. Grapple Moves: Press ([]) after a grapple to let go of the grapple. 3. Grapple Attacks: After a grapple attack, the Superstar is able to grab the hair of the opponent and move them around the arena. This enables the user to perform Special Grapples when near certain items. For example, in a Bar Brawl match, grabbing the opponent's hair followed by pressing circle when your back is facing a certain item will allow interaction with that item. 4. Grapple from Behind: A quick way to perform a back grapple would be to press (R1) while in a front grapple. 5. On the Mat: Note: Hold (L1) + (0) to drag the opponent around 9. Dash Attacks: Note: Try pressing ([]) or (L3) during a dash. Each are different 18. Playing Possum: The Superstar can also Play Possum after they have been knocked down. Hold (0) to stay on the ground.