W R E S T L E K I N G D O M 2 PRO WRESTLING SEKAI TAISEN FAQ / GUIDE PS2 JP VERSION By Jerrold Ng [email protected] VERSION 1.0 __________________________________________________________________________ | _______________________________________________('TOC)_| |_TABLE OF CONTENTS_/ A. INTRODUCTION Search : 'Intr B. BASIC CONTROLS Search : 'ConB C. ADVANCED CONTROLS Search : 'ConA D. MAIN MENU AND OPTIONS Search : 'Menu E. EDIT MODE Search : 'Edit F. EXHIBITION Search : 'Exhi G. CAMPAIGN MODE Search : 'Camp H. TITLE MODE Search : 'Titl I. ACKNOWLEDGEMENT Search : 'Ackn To quickly jump to certain sections of this FAQ, type the above search string (don't forget the ') into your browser's Search feature. In most browsers it's CTRL+F. To return to the top search for Toc with the '. VERSION HISTORY Version 1.0 (31st May 2007) - First Incarnation of this Guide is submitted to GameFAQs.com Generic disclaimer ahead... -=Disclaimer=- This FAQ is for private and personal use only. It can only be reproduced or placed on a web site as long as it is completely unaltered, with this disclaimer notice appearing in full, and with permission granted by the author. The web site carrying this FAQ should make sure that it is the latest version, which can be obtained through http://www.gamefaqs.com/. This FAQ is not to be used for profitable or promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in any way. With all that in mind, feel free to distribute this FAQ among the gaming community :) __________________________________________________________________________ | ________________________________________________('Intr)_) |_A. INTRODUCTION_/ Wrestle Kingdom 2 Pro Wrestling Sekai Taisen provides a decent if uninspiring sequel to last year's Wrestle Kingdom. Now a PS2 exclusive, WK2 does a good job of improving pretty much every facet of the original. Everything the original WK does, WK2 does a little bit better. It's got better, more intuitive controls. Some nice touches include move chaining, more fun wrestler mini-games, a better (in my opinion) finisher system. The horrendous counter frenzy that plagued the previous incarnation is cleared up here; it's now very difficult to counter without expending some of your stored spirit with the new Guaranteed Counter system. Though the obvious downside to this is that you can plant your opponent with the biggest moves in your arsenal very early in the match (the opponent will do the same), so it becomes quite disruptive to the flow of a proper wrestling match. The Edit Mode is also a major improvement in that it doesn't require you to play the tedious Drama mode to make your wrestler stronger and unlock moves. Now a little shop system is in place, allowing you to use points to buy moves and costume parts, and best of all, once you buy something it stays unlocked for all your future edits. Points can be accrued by playing a match in any of the game's modes; the better your match, the more points you earn (which is also a decent gauge to how good your match was). The new campaign mode, with its unique card system, is a fairly entertaining addition to the game. More details on the mode in its own section, but basically you have "cards" containing wrestlers and pit them against an opponent in a series of three matches. In the meantime you can use "effect cards" which do all sorts of things like stat boosting or even change the rules of the match altogether. This mode is also the key to unlock most of the bonus material and secret wrestlers, so you WILL want to play this mode. Other modes include exhibition which remains identical to the previous title except for a wrestler import mode which allows you to import wrestlers from another memory card / profile. This effectively allows you to create as many edits as you want (depending on how many memory cards you own, of course). Then there's title mode, which allows you to win titles after participating in a tournament; nothing fancy or unique here. Despite overall improvements to almost every mode, the underlying problem of the game still persists and that's the game engine. The matches are still very arcadish and not realistic at all, and end very quickly. The limited move arsenal means matches get boring very quickly, and the COM is quite weak, even at the highest difficulty. Do not expect to be able to play long 30 minute five-star matches; you'd be lucky to last fifteen and not exhaust your wrestler's entire move list. Multiplayer modes though are fairly entertaining, especially if you go for the campaign multiplayer battles. Final Score - 7/10 Now that my quick little review is over, let's get to the FAQ. __________________________________________________________________________ | ______________________________________________('ConB)_) |_B. BASIC CONTROLS_/ Let's start off with some basic control details. -= Menu ===================================================================- Dir Pad Moves Cursor L-Analog Moves Cursor R-Analog Rotate Edit Model (In Edit Mode) [] Button Additional Commands (Certain Menus only) >< Button Decline, Go Back One Menu () Button Accept, Forward One Menu /\ Button Additional Commands (Certain Menus only) Start Accept, Forward One Menu Select Nothing R1 Button Additional Commands (Certain Menus only) R2 Button Additional Commands (Certain Menus only) L1 Button Fast Scrolling (Certain Menus only) L2 Button Fast Scrolling (Certain Menus only) -= During Match ===========================================================- Dir Pad Moves Your Wrestler L-Analog Up/Down to Taunt, Left/Right to give commands to tag partner R-Analog Starts Wrestling Mini-games [] Button Strikes >< Button Grapples () Button Lift/Turn Around Grounded Opponent, Tag to Partner, Etc. /\ Button Run, Whips Opponent when Grappled Start Go To Match Menu Select Nothing R1 Button Guaranteed Counter (Uses 1 Spirit Ball), 2.9 Kickout R2 Button Target other Opponent (In Tag/Three Way/Four Way Matches) R3 Button Nothing L1 Button Pins Fallen Opponent / Releases Pins / Grapples L2 Button Target other Opponent (In Tag/Three Way/Four Way Matches) L3 Button Nothing __________________________________________________________________________ | ___________________________________________('ConA)_) |_C. ADVANCED CONTROLS_/ -= Striking ===============================================================- Tap [] - Light Strike 1 Tap Dir+[] - Light Strike 2 Hold [] - Strong Strike 1 Hold Dir+[] - Strong Strike 2 Tap [] Repeatedly - Strike Combo The [] button is used to perform strikes. Basically, tap the [] button to perform a Light Strike, and hold down the [] button to perform a Strong Strike. You'll want to get use to this Tapping and Holding business, because it is a big part of the control scheme. You'll want to note that light attacks come out faster and are harder to counter, hence they should be used most through the match, hard attacks are easier to counter but does more damage. Holding the Dir Pad or L-Analog will produce another variation of strikes. This is also something to note; in many cases tapping/holding a button alone will produce one set of attacks, while tapping/holding a button while holding the Dir Pad (normally in any direction, unless otherwise specified) may produce another set of attacks. Most wrestlers you control will have some variation of combos. To perform a combo, tap [] or Dir+[] to perform a light strike, then continually press [] to chain a series of light strikes together. Unlike WK1 however, a combo does not end with a hard strike. -= Grapples ===============================================================- >< - Light Grapple 1 Up+>< - Light Grapple 2 Down+>< - Light Grapple 3 Left+>< - Light Grapple 4 Right+>< - Light Grapple 5 Hold >< - Capture Opponent After you Capture the Opponent: - >< - Strong Grapple 1 Up+>< - Strong Grapple 2 Down+>< - Strong Grapple 3 Left+>< - Strong Grapple 4 Right+>< - Strong Grapple 5 [] - Grapple Strike 1 Up+[] - Grapple Strike 2 Down+[] - Grapple Strike 3 Left+[] - Grapple Strike 4 Right+[] - Grapple Strike 5 /\ - Irish Whip (press Dir to whip in that direction) () - Switch to Back Grapple Position L1 - Release Capture Note that your edits get shafted compared to in-game wrestlers because their Light Grapple 2&3 are the same, and also 4&5 is the same, meaning they only get 3 different light grapples. Same with grapple strikes. A number of in-game wrestlers have more than 3 light grapples. If you're familiar with WK1 controls, note that light grapples no longer need capturing. The one-hand capture previously used is done away with, which is an improvement to the flow of the match, in my opinion. As before, grappling from the back will produce another set of grapples, pressing () switches to front grapple position. Take note that some light grapples can be chained to a ground move by pressing >< again e.g. a snapmare linking to a head grapple. Chained moves cannot be countered. -= Spirit Balls ===========================================================- WK2 uses a new system which I loosely term "Spirit Ball" system. Basically, as you dish out damage to your opponent (or use the "Hulk Up" mini-game) you raise a spirit gauge (right at your wrestler's HUD indicator). Once the bar is full you get one spirit ball; you can store a maximum of ten balls. These "Spirit Balls" have various uses: - Spirit Countering - Use one ball to counter your opponents attack with 100% success rate. Press R1 to activate. Finisher State - Use five balls to enter your Wrestler's Finisher State, which allows you to hit your finisher moves. Press []+>< to activate. Burst Mode - Use two balls to enter a frenzy state. In this state your moves become uncounterable (even with using Spirit Countering), you become immune to strikes and grapples will do no damage. Press /\+() to activate. 2.9 Kickouts - Depletes your entire balls collection, but gives you one last chance to kickout from an otherwise guaranteed pin. Press R1 when the game prompts you to activate. More details of each of these in their respective sections. -= Countering / Spirit Countering =========================================- To counter an attack, press [] if your opponent attacked with strikes (if the particular strike can be countered he'll flash green), and >< if your opponent attacked with a grapple (he'll flash red). Manual countering is fairly difficult in this game in that you have a very short window to do so; and button mashing will make your countering attempt fail automatically. There's an easier way to counter, but it's not something you can do all the time. If you instead press R1 (you can even mash the button) you can automatically counter just about anything the opponent throws at you. However, this counter (which I term "Spirit Counter" for lack of a better term) uses up one Spirit Ball, so you need to be conservative. When you activate this counter the screen briefly flashes green. -= Ground Attacks =========================================================- >< - Ground Strike Run, >< - Running Ground Strike Near Head, [] - Head Ground Grapple Near Sides, [] - Side Ground Grapple Near Feet, [] - Feet Ground Grapple Hold [] - Drags Opponent with Dir Pad. While dragging press [] to ground strike, >< to ground grapple, () to turn opponent around, L1 to release Tap () - Raise opponent to On One Knee Position Tap (), () - Raise opponent to Standing Position Hold () - Turns opponent around L1 - Pins opponent. Press again to release pin. There's surprisingly not very many ground grapples available. Depending on whether you're near his head, sides or feet, and whether he's face up or down, you'll get different grapples when you tap ><. That's basically just six ground grapples there, which isn't nearly enough (for me, at least). -= Running and Whipping ===================================================- Press /\ to Run, then: - Tap /\ - Stops running Tap [] - Running Strike 1 Tap Dir+[] - Running Strike 2 Tap - Running Grapple The running grapple will vary depending on whether your opponent is facing you or if his back is turned. Certain wrestlers (not many) can rebound off the ropes to attack. To do this, run at the ropes, then hold the direction opposite to where you're running and press [] just as you near the ropes. To whip an opponent to the ropes or corner, first capture the guy (hold ><) then press /\ and a direction. If you don't press a direction your wrestler will just whip the opponent in the direction the opponent is facing. Depending on which direction you throw your opponent to, he'll either be tangled into a corner or rebound off the ropes. If you wrestler's back is near the ropes and you whip your opponent in the outside direction, you'll toss your opponent clear out of the ring. When you whip an opponent to the ropes, he'll rebound back at you. Now you can proceed to punish him with running counters. Tap [] - Running Counter Strike 1 Tap Dir+[] - Running Counter Strike 2 Tap >< - Light Running Counter Grapple Hold >< - Strong Running Counter Grapple For a real wrestling experience, don't do anything as he's running at you and you'll automatically duck under or hop over him. Then you can nail him on his second rebound. -= Cornered Opponent ======================================================- When you whip and opponent to the corner (or strike him a few times and he falls into the corner) he'll be tangled there for a short while. From here there are a few things you can do to him: - Tap [] - Corner Strike 1 Tap Dir+[] - Corner Strike 2 Run, Tap [] - Running Corner Strike Tap >< - Light Corner Grapple Hold >< - Strong Corner Grapple If you strike him enough while he's facing you, he may slump down onto the bottom rope. Let not the punishment cease; while he's down there you can give him a lower corner grapple (just one, by tapping ><) or give him a lower corner strike (tap []) or a running lower corner strike (run at him and press []). -= Aerial Assault =========================================================- You can climb the corner turnbuckle by holding down /\ and pressing in the direction of the corner. Different wrestlers will climb at different speeds. When you're up there you can enjoy the view or: - Opponent is Standing, Tap [] - Diving Attack to Standing 1 Opponent is Standing, Tap Dir+[] - Diving Attack to Standing 2 Opponent is Down, Tap [] - Diving Attack to Downed 1 Opponent is Down, Tap Dir+[] - Diving Attack to Downed 2 Certain diving attacks on a grounded opponent can land with a pin if your opponent is positioned correctly and facing up (e.g. Diving Moonsaults, Body Splashes and so on). By the way, to really rub it in, you can also taunt (tap the L-Analog up or down) while on the top rope. Certain agile wrestlers have what I call Corner Climbing Attacks. To do these, simply press the Dir Pad towards the corner but instead of /\, use []. There's only one attack here, and may target either standing or grounded opponents. -= Exit / Enter Ring ======================================================- To leave the ring, while near the ropes hold /\ and the direction towards the rope. If you let go of /\ while he's still climbing out, he will end up standing on the apron (see the next section). If you hold down /\ all the way, he'll end up outside. To re-enter the ring press towards the rope and /\. You'll also slide back in if you run directly at the ring. You can also do a running exit; simply run at the ropes holding /\. You can use your own body as a weapon by chucking yourself outside of the ring onto your opponent. There are three variations. When you are near the ropes, press towards the outside and press [] to launch yourself out. The second is when you are running towards the rope, press and hold Dir Pad to the outside and [] to do a running launch to the outside. However, some wrestlers use baseball slides in this slot, which doesn't get them out of the ring, but injures the guy outside just the same. The third variation, for the more agile wrestlers, is done by running to the OPPOSITE ropes, rebound, then press towards the outside and []. -= Aprons and Ramps =======================================================- When standing on the apron, you get a few attacks too. If your opponent is in the ring, press towards the ring and [] to do a slingshot attack into the ring. The move will vary if he is standing or down. You can also grapple him if he's near enough; press towards him and >< to perform an Apron to Inside Grapple. Finally if he's near you on the outside, you can do an Apron Dive Attack by pressing towards him and []. And if he's nowhere near you, you can still annoy him by taunting (tap L-Analog in any direction). If the shoe is on the other foot and the opponent is on the apron, you can use strikes to slap him off the apron (use []). Or use Apron Grapples by pressing towards him a ><. Certain arenas will have entrance ramps, and even hiding there isn't safe. First, when both you and your opponent are on the ramp, try whipping your opponent to the drop-off either left or right of the ramp edge. Do it at the correct spot and you'll do a Ramp to Floor Grapple, where you'll scoop slam, power bomb or choke slam the poor guy to the floor below. Yes, it's as painful as it sounds. You can also do ramp dives if your opponent is down on the floor on either side and you're on the ramp; simply press towards him and []. The move will differ depending on if he's standing or down. -= Crowd Rush and Finishers ===============================================- When you've build up to five power balls, you can enter Finisher Mode by pressing []+><. In this mode: - []+>< - Finisher (wrestlers can have up to three in different positions) /\+[] - Steal Opponent's Finisher (must know his finisher position) ><+() - Super Finisher (each wrestler has one of these) There's no limit as to how many times you can sling out your finishers, as long as you're still in Finisher Mode you can dish out your finishers over and over until your opponent turns to mincemeat. To perform a super finisher however, the crowd needs to be in "Crowd Rush" mode. This is indicated by the Crowd Indicator at the bottom center of the screen. In Crowd Rush mode the indicator is Red with some Japanese lettering. -= Kicking Out and 2.9 Kickouts ===========================================- When your wrestler gets pinned, mash all four buttons and the pad to kick out. How easily you kick out depends on how much stamina your wrestler has remaining. If you get pinned with your stamina mostly depleted, you're pretty much screwed (some Japanese letterings will appear to remind you that you're screwed, in case you don't notice). There's hope yet, though. If you have at least one Spirit Ball available, a little R1 indicator also appears; you can try for a 2.9 Kickout. Basically, this depletes all the spirit balls you have stored. A bar and a pointer will then appear. You'll notice a zone marked on the bar; you must press R1 again when the pointer is in that zone to do a 2.9 Kickout. Depending on how many spirit balls you have burned, the zone becomes larger. If you only have one, for example, the zone is absolutely tiny and almost impossible to hit. If you have a full ten balls, the zone covers almost half the whole bar, so you're pretty likely to kick out. -= Wrestling Mini Game ====================================================- To initiate a wrestling minigame, hold the Right Analog in one of the four positions: - R-Analog Down - "Hulk Up" - Not necessarily a game per say, but you basically invite your opponent to hit you. Getting hit still does damage, but it also fills up your spirit gauge. R-Analog Left - "Staring Battle" - You start an intimidating stare down on your opponent; when the [] button indicator appears press it as fast as possible to land a strike. Whoever lands two of these in a row wins and gets a free strong strike on the opponent. R-Analog Right - "Test of Strength" - Just tap all the buttons to win this and get a free strike on your opponent. R-Analog Up - "Chain Wrestling" - This one is more luck that anything. Basically both of you will press a button; like paper-rock-scissors, [] beats ><, >< beats (), and () beats []. Whoever who gets three wins will get a free strike on his opponent. -= Tag Team ===============================================================- During a tag team match, to tag out to your partner, run over to him and press Dir towards him and (). When you're the active wrestler, you can call in your partner using certain commands. L-Analog Left - Calls him to attack the non-legal opponent L-Analog Right - Calls him in to attack the legal opponent You can't keep doing it all the time though. When you're getting pinned your partner sometimes will automatically come out kick you out of the pin. When you are pinning an opponent, sometimes your partner will come out and distract the non-legal opponent from assisting his partner. __________________________________________________________________________ | _______________________________________('Menu)_) |_D. MAIN MENU AND OPTIONS_/ The main menu has been revamped to look like a wrestling magazine. Nice, but a little more confusing. The menus, from left to right, are as follows. Options -> Sets your game options. See below Trophy -> Lets you check various unlocked goodies like wrestler bios, videos etc as well as your profile's overall statistics Edit Mode -> Allows you to create and manage edits, see Chapter E Tutorial -> Lets you view some text-only tutorials Exhibition -> Play an exhibition match. See Chapter F Campaign -> Plays Campaign Mode. See Chapter G Title -> Plays Title Mode. See Chapter H -= Options Menu ===========================================================- The Options Menu has four sets of options. Upper Right - Main Game Options Lower Right - Audio Options Upper Left - Control Setup Lower Left - Save / Load Main Game Options are as follows: - Difficulty - Easy / Medium / Hard Blood - On / Off Button Help - On / Off HUD Display - On / Off Dramatic Camera - On / Off Finisher Replay - On / Off Target Indicator - On / Off Vibration - On / Off Ring Camera - Type A / Type B Most options are self-explanatory. Dramatic camera lets the camera change when you are doing certain moves. Finisher replays lets you switch on or off the triple replay that's shown when you hit a finisher. Target indicator shows you who you are targeting during tag or 3-way / 4-way matches. Ring camera adjusts how the overall camera is positioned. For Type A, the rope is facing you (original WK style); for Type B, the corner is facing you (new, and is default for WK2). Audio Options are as follows: - Sound - Stereo / Mono Background Music Volume - 1/2/3/4/5/6/7/8/9/10 (decrease to make softer) Sound Effects Volume - 1/2/3/4/5/6/7/8/9/10 (decrease to make softer) Crowd Volume - 1/2/3/4/5/6/7/8/9/10 (decrease to make softer) Control Setup is pretty simple. Type A uses the direction pad for movement and the L-Analog for Taunts/Tag Commands. Type B swaps these two. For this FAQ, I'll be sticking to Type A controls. Save / Load is simple enough, Top option is Save, bottom option is Load. REMEMBER this! While we're here though, we'll need to talk a little of profiles. -= Profiles ===============================================================- Each memory card file stores two profiles. When you save or load, you'll first be asked to select a memory card, then select a profile A or B to save / load. Each profile stores a separate game progress, campaign mode, title match and edit set. In theory this lets two different persons play WK2 with their own progression, edits and unlocked stuff. In theory. What you should do is to use this separate profile thing to store more edits! Each profile can create a measly 5 edits + 3 campaign edits (these edit slots are weaker but can be also be used during campaign mode; they need to be unlocked first however). Once you've unlocked everything you wish to unlock (playing through campaign mode to 100% should do it) you can clone that profile by saving it in the other slot. Then you can make more edits in this new profile with everything already unlocked. You can still access edits from any other profiles or saves in exhibition mode, see that section for more details. __________________________________________________________________________ | ___________________________________________________('Edit)_) |_E. EDIT MODE_/ WK2's edit mode has been revamped to make it much easier to use. While not nearly as detailed as Yuke's own Smackdown vs. Raw engine, it is a competent engine on its own. At the main menu you'll see a list of your edit slots on the right. If you have not played campaign mode at all, you'll see three slots showing ?????. These slots need to be unlocked first. Press /\ to see your edit's finishers and special abilities. Press () to enter that edit's main menu where all the editing is done, >< to exit Edit Mode, and [] to open another menu. This menu looks something like this: - Edit Copy Appearance Copy Delete Copy from Profile Copy to Profile Take note that the copy options are "copy to" meaning you first must highlight the edit you want to copy FROM, then the slot you want to copy his data TO. It's a little confusing because the copy option inside the editing menu is opposite of this, but more on that later. The Edit Copy option copies your entire edit, while Appearance copy only copies his appearance and costumes (both wrestling and entrance gear). The Copy from Profile option allows you to copy an edit from another profile to the slot you highlighted, while the Copy to Profile option copies that slot out to another profile. Take note that if you're copying to the special campaign slots (last three) the photo and stat points are not copied over. Time to make yourself a new wrestler. Select a slot and press ><. The menu looks like this: - Profile Parameters Move List Appearance Wrestling Costume Entrance Costume Entrance Shop Save and Exit Each will be tackled in a separate section below. -= Profile ================================================================- The profile menu looks something like this: - Full Name (Up to 16 Chars) Ring Name (Up to 8 Chars) Description (Up to 16 Chars) Weight Class (Heavy / Junior) Alignment (Face / Neutral / Heel) A.I. Offensive A.I. Spirit Photograph Self-explanatory, mostly. I'm not sure about how the two A.I. option works though. Each has twelve options; I'd be grateful if there's anyone who can translate those. The default option seems to work fine however. The Photograph option takes a snapshot of your wrestler. Obviously, you'd want to complete your wrestler's appearance and costume first before you come here (I normally do this last). In this one, the first option changes your wrestler's facial expression or make him attack/taunt. The second adjusts lighting angles and the third adjusts the background image. Adjust your wrestler model with the R-Analog (adjusts zoom and rotation; hold R2 while using your R-Analog to adjust position). Keep this in mind as you will also be using this when in the appearance and costume menus. Press /\ to take your edit's mug shot, then press Start to accept. Once you're done with this menu (or any other menu here, for that matter), press Start to accept changes to go out. If you press >< instead you are NOT accepting changes, so don't use it. -= Parameters =============================================================- Parameters menu allows you to enter your edit's stats. If you're using the first 5 edit slots, you get 200 points to distribute among your various stats (that's enough to max everything, but where's the fun in that?). The next three slots unlocked in Campaign mode are more Jobber type material though. The slots get 100, 130 and 150 slots respectively; so these slots should be reserved for the all the weaker wrestlers you want to create. The first section has three columns, from left to right they are Stats, Offense and Defense. They're pretty much the same as the original WK: - Stats Offense Defense Stamina Striking Striking Recovery Suplex Suplex Charisma Strong Strong Power Submission Submission Speed Flying Flying Technique Rough Rough Mat Wrestling Mat Wrestling In the Stat column, Stamina affects how much damage you can take, Recovery is how quickly you recover from and attack, Charisma affects how fast you can whip a crowd to frenzy, Power affects the damage of your moves, Speed affects your walking speed, Technique affects how well you use Technique (Mat) moves. The Offensive and Defensive column sets how much damage you can inflict and how well you defend against the seven different category of moves available in the game. The option below the Stats part is Special Ability. Each wrestler can have a special ability which varies quite a bit. At the start you can only pick one of three available abilities, but you can eventually buy more at the shop. Again, I'd appreciate if anyone can help translate the abilities and what they all do. -= Move List ==============================================================- You're going to spend quite a bit of time here. This is where you will set everything from your wrestler's moves to his taunts, stance etc. Bear in mind that each menu may have multiple tabs that can be accessed with by pressing left right on the dir pad; L1 and R1 moves to the next sub menu, not tab. What I usually do is start at the first option and keep using right direction pad to scroll right; that way I don't accidentally miss a tab. A quick explanation of the moves screen. On the upper right window you can see a display of the move. On the upper right it shows : - Move Category Move Stats [Pin] [Submission] [KO] [Choke] [Illegal] [Combo] Each of the six buttons will light up if the move had that attribute e.g. if the move ends with a pin, the Pin button lights up, etc. The Choke type are submissions that are considered illegal, illegal moves are cheap shots like low blows etc. Both of these moves will get you chastised by the referee. Combo moves (I only see these in the light grapple move set) allows you to seamlessly link to a ground submission; for instance, the basic snapmare can be linked to whatever is your edit's grounded heads up grapple. Linked moves cannot be countered out of and admittedly look darn nice when you whip them out. The bottom window is the move set. A quick note here: - when you set your moves, you sometimes can select another set of moves by pressing R1/R2 when the moves selection comes up. For example, when setting hard grapples, press R1/R2 to switch to light grapples set, meaning you can set light grapples on a hard grapple move slot (why anyone would want to do that is beyond me though). Now comes the moves themselves, which comes in ten submenus:- 1) Stance/Taunts First Tab (Stance and Animations): - Stance Ring In Animation Ring Out Animation Apron In Animation Corner Climb Animation Quick Rise Animation Dodge Running Animation Second Tab (Taunts): - Taunt 1 (L-Analog Up) Taunt 2 (L-Analog Down) Finisher State Taunt Top Rope Taunt Apron Taunt Winning Pose 2) Light Attacks First Tab (Strikes): - Light Strike 1 (Tap []) Light Strike 2 (Tap Dir+[]) Strike Combo 2 (Tap [] Rep.) Strike Combo 3 (Tap [] Rep.) Strike Combo 4 (Tap [] Rep.) Strong Strike 1 (Hold []) Strong Strike 2 (Hold Dir+[]) Running Strike 1 (Run, []) Running Strike 2 (Run, Dir+[]) Staring Battle (R-Analog Left) Second Tab (Light Grapples, Front): - Light Front Grapple 1 (Tap ><) Light Front Grapple 2 (Tap Up/Down+><) Light Front Grapple 3 (Tap Left/Right+><) Running Front Grapple (Run, ><) Third Tab (Light Grapples, Back): - Light Back Grapple 1 (Tap ><) Light Back Grapple 2 (Tap Up/Down+><) Light Back Grapple 3 (Tap Left/Right+><) Running Back Grapple (Run, ><) 3) Strong Attacks First Tab (Front Strong Attacks): - Strong Front Grapple 1 (Capture, ><) Strong Front Grapple 2 (Capture, Up+><) Strong Front Grapple 3 (Capture, Down+><) Strong Front Grapple 4 (Capture, Left+><) Strong Front Grapple 5 (Capture, Right+><) Grapple Front Strike 1 (Capture, []) Grapple Front Strike 2 (Capture, Up/Down+[]) Grapple Front Strike 3 (Capture, Left/Right+[]) Second Tab (Back Strong Attacks): - Strong Back Grapple 1 (Capture, ><) Strong Back Grapple 2 (Capture, Up+><) Strong Back Grapple 3 (Capture, Down+><) Strong Back Grapple 4 (Capture, Left+><) Strong Back Grapple 5 (Capture, Right+><) Grapple Back Strike 1 (Capture, []) Grapple Back Strike 2 (Capture, Up/Down+[]) Grapple Back Strike 3 (Capture, Left/Right+[]) 4) On One Knee / Ground Seated Attacks First Tab (Opponent On One Knee Position): - Standing Attack ([]) Running Attack (Run, []) Second Tab (Opponent Down Seated Position): - Standing Attack ([]) Running Attack (Run, []) 5) Grounded Attacks First Tab (Opponent Grounded, Face Up): - Stomp ([]) Running Stomp (Run, []) Head Grapple (Near Opponent's Head, ><) Side Grapple (Near Opponent's Side, ><) Feet Grapple (Near Opponent's Feet, ><) Second Tab (Opponent Grounded, Face Down): - Stomp ([]) Running Stomp (Run, []) Head Grapple (Near Opponent's Head, ><) Side Grapple (Near Opponent's Side, ><) Feet Grapple (Near Opponent's Feet, ><) 6) Diving Attacks First Tab (Top Rope Attacks): - Standing Aerial Attack 1 (Opponent Standing, Climb []) Standing Aerial Attack 2 (Opponent Standing, Climb Dir+[]) Ground Aerial Attack 1 (Opponent Down, Climb []) Ground Aerial Attack 2 (Opponent Down, Climb Dir+[]) Corner Climb Attack (Near Corner, Dir to Corner +[]) Second Tab (Running Dive): - Running Dive to Outside (Run At Ropes, [] when opponent is outside) Rebound Run to Outside (Rebound from Opposite Ropes, []) Rebound Dive (Run At Ropes, press Opposite Dir+[]) Third Tab (Other Dives): - Standing Dive to Outside (Near Ropes, Dir to Outside +[]) Apron Dive to Outside (On Apron, Dir to Outside +[]) Apron Dive Inside 1(On Apron, Dir to Outside +[], Opponent Standing) Apron Dive Inside 2 (On Apron, Dir to Outside +[], Opponent Down) 7) Running Counters First Tab (Counter Strikes): - Counter Strike 1 (Opponent Running at You, Tap []) Counter Strike 2 (Opponent Running at You, Tap Dir+[]) Second Tab (Counter Grapples): - Counter Grapple Light (Opponent Running at You, Tap ><) Counter Grapple Strong (Opponent Running at You, Hold ><) 8) Opponent In Corner First Tab (Run to Corner): - Running Corner Strike (Opponent in Corner, Run []) Running Corner Down Strike (Opponent Down in Corner, Run []) Second Tab (Corner Front Grapple): - Light Corner Front Grapple (Op. in corner facing you, Tap ><) Strong Corner Front Grapple (Op. in corner facing you, Hold ><) Down Corner Grapple (Op. down in corner, ><) Third Tab (Corner Back Grapple) Light Corner Back Grapple (Op. in corner facing back, Tap ><) Strong Corner Back Grapple (Op. in corner facing back, Hold ><) 9) Miscellaneous First Tab (Double Teams): - Front Double Team (Both you and partner facing opponent, ><) Back Double Team (Both you and partner facing opponent's back, ><) Sandwich Double Team (Opponent between you and partner, ><) Running Double Team (Opponent running at you and partner, ><) Corner Double Team (Op. in corner facing you and partner, ><) Back Corner Double Team (Op. in corner back turned, ><) Second Tab (Apron/Tied Up/Outside): - Apron-to-Outside (Opponent on Apron, ><) Apron Grapple (You are on Apron, ><) Tied To Ropes (Opponent Tied to Ropes, ><) Barricade Grapple (Opponent leaning on outside barricade, ><) Third Tab (Miscellaneous Other) Kick Capture Counter Grapple ([] when opponent kicks you, ><) Test of Strength Winning Strike (Win Test of Strength R-Analog Right) Grapple Counter Type (When opponent tries to capture you, ><) Fourth Tab (Ramp):- Ramp Throw (When at Ramp whip opponent to sides) 10) Finishers First Tab (Finishers): - Finisher 1 Finisher 2 Finisher 3 Second Tab (Super Finisher): - Super Finisher When you select a finisher, you can pick from the following finisher positions: - Running (Run, []+><) Opponent on One Knee (Opponent on one knee, Run, []+><) Running to Grounded (Opponent Grounded, Run, []+><) Running Front Grapple (Run, []+><) Running Back Grapple (Run, []+><) Front Grapple ([]+>< or Capture, []+><) Back Grapple ([]+>< or Capture, []+><) Running Counter (Opponent Running at You, []+><) Front Corner Grapple (Opponent Corner Facing Front, []+><) Back Corner Grapple (Opponent Corner Facing Back, []+><) Ground Up Head Grapple (Op. Down, Face Up, Near Head []+><) Ground Up Side Grapple (Op. Down, Face Up, Near Side []+><) Ground Up Feet Grapple (Op. Down, Face Up, Near Feet []+><) Ground Down Head Grapple (Op. Down Face Down, Near Head []+><) Ground Down Side Grapple (Op. Down Face Down, Near Side []+><) Ground Down Feet Grapple ((Op. Down Face Down, Near Feet []+><) Diving Attack (Climb, []+><) You can only set one of Running/Running Front Grapple/Running Back Grapple finisher types since they all have the same command. If you have one of either back or front grapple, when you press []+>< your edit will automatically position himself to the right front/back position. Moves in yellow here are finisher only, meaning these moves can only be used as finishers. Yuke��s made some asinine mistakes here... I mean, since when is a superplex a finisher-only move? Also, if you press /\ here you can rename your finishers to whatever you like, which is a nice touch. Fill all that up and you're done with the moves menu. Phew... -= Appearance =============================================================- There are four menus here. The icons make it rather obvious, but from left to right they are Premade Bodies, Shape, Skin, Face. Once again, to scroll menus, press L1 or R1. To change tabs inside each menu press left or right. Premade allows you to pick from ten different pre-shaped bodies. For some reason they oversized almost them all; all except the smallest versions look massive when you put them against the in-game wrestlers. There are two sub-menus in the Shape menu, for Body and for Face. If you want to make some real life wrestlers, expect to spend a long time in this menu. The Body menu consist of the following (scrolling to the right using R1): - Overall Size / Height Forehead Overall Head Neck Chest Stomach Hips Upper Arm Lower Arm Hands Thigh Calf Feet The face menu is even more extensive and consist of the following: - Overall Face Eyebrows Eyes Nose Nostril Cheek Upper Cheek Lower Jaw Mouth (Size) Upper Lip Lower Lip Mouth (Shape) Chin Throat In each of the above menus you have sliders to adjust the body part to your required size and shape. The first item on each of these menus revert back to default, in case you seriously mess up. Don't forget you need to press START to keep your changes. The Skin menu is simpler and has two options for skin type and tattoos. The tab to the right changes the skin and tattoo color. The Face menu has more options: - Default Face Type (this resets your detailed face menu settings!) Eyebrows Eye Color Eyelash Wrinkles / Scars Wrinkles under Eyes Facial Hair Face Paint (First Layer) Face Paint (Second Layer) The tab to the right, again, sets color for certain items above that can be recolored. All right, you're done with appearances. -= Ring / Entrance Costumes ===============================================- These two menus are identical to each other (basically the ring costume is what you will wear when wrestling, the entrance costume is what you wear coming into the ring) so I'm not going to have separate menus for them. Like the appearance menu, the costume menu has a row of submenus at the top, which are (from left to right) Costume Set Hair Mask Upper Body Wear Lower Body Wear Shoes Miscellaneous Special Items The costume set lets you place a pre-made costume on your character. This will, of course, reset any prior costumes you put on your wrestler. The menus themselves are easy to figure out. Most clothing items have options to put on various designs, each of which can be set different colors in the right tab. The SP items are special though; you can only put for of these. Also, each cost "points" to put on, and you have 100 points to spend. Unlike other clothing items these can be placed and properly positioned in various parts of your body. Additional costumes and SP items can be purchased at the item shop. To copy your ring costume over quickly to your entrance costume, highlight the entrance costume and press /\. Likewise, to copy your entrance costume to your ring costume, highlight the ring costume and press /\. -= Entrance Edit ==========================================================- The entrance edit menu allows you to customize your edit's entrance style. The menu items are as follows: - Preview Full Entrance Entrance Music Entrance Time Delay Stage Animation Ramp Walk Animation Ring In Animation Name Announce Pose Announced Name They're all self explanatory. A nice touch is that everything is previewed, unlike the last WK. -= Item Shop ==============================================================- The last item on your edit menu allows you to spend the points you earned during your matches on various items. There's three categories; Costumes, Moves and Abilities. Each are separated into their own sub-categories. You will notice a lot of locked items; these gradually become unlocked as you play campaign mode. Also, when you win in title mode, the title belt you win becomes unlocked in the SP items shop for you to buy. The Ability items, once purchased, can be set in the Parameters menu. All right, after going through all the above, you've finished your edit! Don't forget to save before you exit (last option on the menu). __________________________________________________________________________ | __________________________________________________('Exhi)_) |_F. EXHIBITION_/ If you want to get straight to the action, this is the mode to be in. The types of matches haven't changed very much from WK1: - Single Match Tag Match Three Way Match Handicap Match Four Way Match Five on Five Team Battle Gauntlet Edit Import -= Match Types ============================================================- A quick explanation of what these matches are: - SINGLE MATCH is your basic One-on-One Match. TAG MATCH is your basic Two-on-Two Match. HANDICAP MATCH will be a One vs. Tag Match, meaning one guy will have a tag partner, and one won't. Both opponents will not be in the ring at the same time, unless you're crazy enough to set it to Tornado rules. TRIPLE THREAT MATCH is a three way match between three wrestlers, all causing havoc in the ring at the same time. First guy to make a pin wins, unless Elimination option is turned on (see below), in which case you'll have to pin both of your opponents to win. FOUR WAY MATCH is with like the Triple Threat Match, but with even more havoc of having four guys getting it on at the same time. You can make this a traditional battle royale (you must be the last guy in the ring, rather than the first guy to score a pin, to win the match) by turning on the Elimination option. FIVE-ON-FIVE TEAM BATTLE allows you to create teams of five members to fight each other. You will fight each other in single matches, and the loser is eliminated. The team that loses all it's members first is the loser of team battle. GAUNTLET is a thirty minute time limit match where you have to keep defeating an endless stream of opponents with no rest for your own. -= Match Options - Single Match ===========================================- Upon selecting your match type, you will next be sent to the Match Options menu. By default you'll be highlighting the Rules Set option, which can be changed to various rules set: - Normal / Hardcore / Shoot Rules / MMA Rules By default the rules set is always set to normal. Hardcore matches are pretty much an anything goes match (which is probably why most of the rules are grayed out). A Shoot Rule match can only be won by KO or submission. You also get 10 points that get deducted when you flaunt the strict shoot rules match, such as climbing turnbuckles, using cheap moves (that normally gets warned by the ref) or escaping from a submission using the ropes. The one who loses all these points will also lose the match. MMA rules is similar to Shoot Rules sans the 10 point thing, but the match is divided into rounds. Match settings are as follows: - Entrance (On / Off) Ring Select (NJPW / AJPW / Devilock / Plain) Arena Select (there are 8 altogether to choose from) Rules Set No. of Falls (1 / 3) Time Limit (60 / 30 / 20 / 15 / 10 / 5 / Infinite mins) Win By Pinfalls (On / Off) Win By Submission (On / Off) KO (On / Off) Ref DQ (On / Off) Rope Break (On / Off) Ring Out Count (20 / 10 / None) If you choose hardcore rules, the last three options are grayed out. If you choose shoot rules, everything from No. of Falls to Ring Out Count is grayed out except Time Limit. For Shoot Rules almost everything is grayed out as well, but the Time Limit option is replaced by a few additional options: - No. of Rounds (2 / 5 / 10 / 12) Time Per Round ( 3 / 5 / 10 mins) Win Type (Three Knockdowns / Free) -= Match Options - Tag Match ==============================================- Like singles match, you'll have multiple rules set; there's even more types of rules here: - Normal / Hardcore / Elimination / Tornado / Shoot Rules The match settings themselves are the same as per the normal singles match, with the addition of two more settings at the bottom: - Elimination Rules (On / Off) Partner Time in Ring (60 / 30 / 20 / 15 / 10 / 5 / Tornado) If you switch on elimination rules, then you must pin both opponents to win the match. Yep, this can turn into a handicap match in a hurry... If you set Partner Time in Ring to Tornado, the tag will be a Texas Tornado style battle in that all four wrestlers will be in the ring at the same time and you can pin either opponent to win (or pin them both, if you also switched on elimination). A pretty fun match, but causes quite a bit of slowdown on your poor PS2. Elimination and Tornado rules set basically sets the match settings for you, which seem pretty pointless to me... shoot rules is basically the same as the singles version, where you can only win by submissions and KOs. No 10 point thingie though. -= Match Options - Others =================================================- Match rules are pretty much the same for the other options. For the three-way and four-way matches, they have all the same match settings as Tag, except for the Partner Time in Ring option. As for the rules set you have Normal / Hardcore / Elimination The all rules set is identical to tag match except for the absence of Shoot Rules. The five on five and gauntlet are basically a series of singles matches, so the rules set are the same except there's no MMA rules option. -= Importing Wrestlers ====================================================- The last option in the exhibition menu allows you to import up to five wrestlers from your other profiles or saves. This allows you to pretty have as much edits as you have memory cards (each card can store one save file, each with two profiles, which in turn can have up to 8 edits for a total of 16 edits). It's pretty simple; select the menu and you'll be asked to load the profile of your choice. Then just select your five edits you want to import. These edits will appear as "guests" on the character select screen (same section as where your profile edits are stored). Note that these edits are not saved needs to be loaded up each time you boot the game. Importing these edits are fast and easy, so you can play with pretty much any of your edits without too much hassle. -= In-game Pause Menu =====================================================- During any of your matches, pause the game with Start to bring up the in-game options. Restart Match Game Options Help - Controls Quit Match Sound Options Help - HUD Display Movelist Control Options Match Rules Quite straightforward. The Option menus are identical to the one in the main Option menu, so refer to that section if you need help. __________________________________________________________________________ | ______________________________________________('Camp)_) |_G. CAMPAIGN MODE _/ Campaign mode is a fun new addition to the WK series. Essentially a group battle with some card collecting thrown in, the mode allows for some rather interesting matches. This mode is also an essential play as completing it unlocks pretty much everything from secret wrestlers to locked shop items. When you start off, you will choose from three "decks" representing New Japan, All Japan and Free rosters. You will earn 8 wrestler cards from the respective brand to start off your campaign conquest. -= Campaign Mode Basics ===================================================- Once you've selected your deck, you will begin campaign mode proper. The main menu has two options, Play Campaign and Reset Deck. Reset Deck deletes all the cards you've collected and goes back to your initial deck, which is probably not something you want. Select Play Campaign and you'll be brought to the map screen, with the options: - Battle Edit Team Save and Exit Before you can start any battles, you need to first create a team. Choose Edit Team and you will be brought to another menu: - Begin Battle (will be grayed out since you have chosen an opponent yet) Team Deck Edit Team Name Delete Team A quick explanation here. Each team you form consists of a deck of eight slots which you can place wrestler cards or effect cards. You will pit your team against an opposing team in a series of three matches. The type of match is determined by the opponent you choose, and depending on these, you will need the corresponding number of wrestler cards. For example, if your matches are two tag matches and one singles match, you will need at least five wrestler cards in your team deck before you can do battle. Since you're just starting out, you won't have any effect cards, so go ahead and fill your deck with eight wrestler cards. -= Battling in Campaign Mode ==============================================- Choose to Battle and you'll be able to select a venue, and then an opponent. Each venue will have different opponents, who are ranked in difficulty by the number of stars under their name (the more stars the tougher). The last option allows you to switch to a second map (USA?) for two more venues and more opponents. Once you've picked an opponent (you'll be brought to the same deck edit menu to select or shuffle your team), you then need to assign your wrestlers to the three matches your opponent has picked for you. Scroll your cards left or right and press the corresponding button to select the participant. Here, notice that each of your cards have a paper, scissors and rocks hand symbol. When you and your opponent select their wrestlers, whichever wrestler card wins the paper-scissors-rock game will start the match with 5 spirit balls. If you draw both will start with no spirit balls. For tag matches the paper-scissors-rock game with be carried out by the first wrestler selected and the winner gets both his wrestlers to start with 5 spirit balls each. Once you've selected your wrestlers, the matches will start. Next you'll notice that your opponent will play effect cards at the start of each match (assuming he has enough). Effect cards do a variety of things in the match; they can be simple things like raising stats, to full on rule changes like banning strikes and speeding up three counts. You won't have any effect cards yet, so you'll just have to slug it out normally. The weak opponents usually have crummy effect cards though. Once you've played and hopefully win all three matches, you will earn all eight of your opponent's cards, including his effect cards! Now that you have some of your own, in your next battle you can rearrange your team to include some effect cards (having eight wrestler cards is pretty pointless as you'll use six of them at most). After selecting your next opponent and when selecting your team the upper right corner info box will let you know how many wrestlers you need minimum to do battle. And so it goes on and on. As you progress you will earn better wrestler and effect cards, providing much more options to form teams (you can form up to eight teams if you want, though normally I just form one and keep shuffling them as I go along). Of course, tougher and tougher opponents (with nastier effect cards) will start appearing. Your aim is to collect as much cards as possible. -= Unlockables ============================================================- The game keeps a percentage score of how many cards you have earned. When you reach around 30%, you will unlock a special card which is edit slot #6. As mentioned before this edit slot is special in that you can use an edit created in this slot in Campaign Mode. However, he's much weaker than your other edits (he's only got 100 stat points) so you're better off using in-game wrestlers instead. At around 50% you earn edit slot #7, who is a little bit better (130 stat points) and around 70% you earn the final edit slot #8 (with a decent 150 stat points). As you play along you will also start unlocking items in the item shop. Also, you will start meeting and winning secret character wrestler cards; once you've earned these cards the secret wrestlers will also be unlocked for use in other modes. Secret characters available are: - Masked Devilock (he's already unlocked in other modes) Akira Hokuto Blue Move Dummy Red Move Dummy Yellow Move Dummy 20th Anniversary Masahiro Chono Darkness Muta Young Shinsuke Nakamura (thinner) Young Antonio Inoki Original Great Muta (with hair) Young Keiji Mutoh (with hair) Classic Jushin Liger (red costume) Young Masahiro Chono (with white tights) When you reach 90% completion, you will be treated to a rather amusing ending credits scroll. At 100% completion everything in the shop will be unlocked except for title belt SP items (these are unlocked in Title Mode). -= Hints and Tips =========================================================- Effect cards won't generally give you a hassle, until you start encountering advanced ones. Cards to keep in mind include Stamina / Strength MAX cards, which turn even the humblest opponent into real monsters, and rule changing cards like quick 3-counts and so on. You'll want to pay special attention to move banning cards (they have a big red stop sign over them); there are three of these, which are Ban Strikes, Ban Grapples and Ban Submissions. The ref will warn you when you use moves in the banned category; if you see a ref shirt over your character's HUD, you're one warning away from getting DQ'd. Though once you've earned these cards yourself you can use them in rather interesting ways. Here are a couple of matches that gave me some difficulty: - "Blood Space" - First Match Handicap Hardcore Tornado Match - Player vs. Suwama & The Sheik Yep, a match where you have two hardcore guys freely running around with weapons. This match is pretty cheap in that you can't grapple (your grapple will just get broken) and the clunky targeting system will foil your strikes as well. What I did here was to use a strong fighter type guy who can KO with strikes (more specifically, I used Masakatsu Funaki; his shotei is lethal). Then I ran around the ring trying to separate the two, and then use hit-and-run strong strikes until I managed to KO one of them. Expect a long match, so you might want to use Stamina Max if you have it. Using the Ban Grapples card will also give you an edge since they will refrain from using grapples (and if they do they may get themselves DQ'd). "Golden Age" - Third Match Shoot Rules Match - Young Antonio Inoki Young Inoki is pretty much the most jacked up player in the game; in this match he's also going to use his exclusive Technique MAX card. With it he's a real monster; just two or three submissions from him can straight away damage your body part. And since this is shoot rules, you're stuck with beating him either by KO or submission, both of which he's good at defending against. KO's don't work; even at red stamina and multiple damaged limbs late in the match he still can get up at one or two counts. Submissions can eventually beat him, either by making him lose points via rope break or by making him tap. He can break out of submissions with stunning ease; even if you constantly work a body part, it'll take at least 15 minutes to damage it, and at least 20 minutes before the blue submission bar even appears! I would suggest using a wrestler with strong submission skills, Chono and Nagata come to mind (I eventually defeated him with Nagata myself). Stamina MAX card is a must or he'll kill you in minutes. Time plays a factor as well, since you only have 30 minutes to beat him; expect a very close shave (I beat him at 28 minutes). Golden Age only appears near the end of the game, so I guess you can treat him as the "last boss" of campaign mode. __________________________________________________________________________ | _________________________________________________('Titl)_) |_H. TITLE MODE _/ Title mode is a relatively simple mode which allows you to challenge for one of the four titles from New Japan and All Japan. You can't straight away challenge for the title however; each of these titles have their respective tournaments/leagues that you must first win. The titles you can challenge for and their respective tournaments are as follows: - IWGP Heavyweight Title - G1 Climax IWGP Junior Heavyweight Title - Best of Super Junior Triple Crown Heavyweight Title - Champion's Carnival AJPW World Junior Heavyweight Title - Super J Cup All in all you will fight a total of nine matches with the wrestler of your choice before you can challenge for the respective title. You will get to save before each match, but only one title challenge can be ongoing at any time. When you win the title, you unlock the belt as a costume item, so you can place them on any of your edits as you wish. Current champions all have a special title holder entrance, so you don't really need to put a title belt on an edit if he's already a champion. Speaking of which, if you have an edit who is a champion, you cannot rename him, but can change pretty much anything else. If you choose a current champion, you will instead go into Title Defense Mode, where you'll challenge a series of COM opponents one after the other, and only get to save after five opponents. Secret characters can also be unlocked in title mode by winning a title using a certain character. Winning a title with Jushin Liger unlocks the classic Red Costume Liger, for example. Though it's much faster to unlock secret characters by winning their cards in Champaign mode, if you ask me. By the way, you can see some rather bizarre pre-made edits as you play various modes. Yes, they're even weirder than the ones you find in the original WK's drama mode. __________________________________________________________________________ | ______________________________________________('Ack)_) |_I. ACKNOWLEDGEMENT_/ This FAQ is dedicated to all the old hands of the GameFAQs message board, you know who you are. Also to the guys of Fireproclub.com forums, which are pretty much the same folks, but thanks anyway :) Big thanks go out to Americanballoon, who posted the initial translations for the game. He's also put up a handy character guide, which you should check out. And all the other guys like Tigermuppercut and KRadiation who put in translations for various modes, menus and whatnot. 2007, Jerrold Ng __________________________________________________________________________ |__________________________________________________________________________)