.-. .-..-. .-..---.
: :.-.: :: :.-.: :: .--'
: :: :: :: :: :: :: `;
: `' `' ;: `' `' ;: :
`.,`.,' `.,`.,' :_;
.--. .-. .-. .---.
: .--' : :.-. : : `--. :
`. `. ,-.,-.,-. .--. .--. : `'.' .-' : .--. .-..-..-.,-.,-. ,','
_`, :: ,. ,. :' .; ; ' ..': . `.' .; :' .; :: `; `; :: ,. : .'.'_
`.__.':_;:_;:_;`.__,_;`.__.':_;:_;`.__.'`.__.'`.__.__.':_;:_; :____;
WWF SMACKDOWN! 2: KNOW YOUR ROLE FAQ
For play on Sony PlayStation
Presented by BoredGamer
Version: 1.811
Last Updated: 8/27/03
Phase: Technically Complete
THE FOLLOWING SITES HAVE BEEN GIVEN HOSTING PRIVILEDGES:
GameFAQs (www.gamefaqs.com)
PlayStation Cheat.net (www.psxcodez.com)
NeoSeeker (www.neoseeker.com)
IGN (www.ign.com)
If you are e-mailing me about feedback, questions, or anything having
to do with any FAQ, please send it to BoredGamerAdvanc@cs.com. If any
e-mail is sent to BoredGamerAdvanc@cs.com that does not concern a FAQ,
it will be deleted/ignored, as I primarily use this address for FAQ-
related stuff.
Another new note: DO NOT put my name in your address book. I'm not
doing this to be mean, and I extend my full apology to those of you who
know how to take care of your computer who have had my name in their
books. The person you can blame is whoever it is that just will not
get rid of their klez problems (as well as other e-mail viruses). I'm
sick and tired of opening my e-mail and seeing more than a dozen
messages from MAILER DAEMON saying that e-mail I set was not accepted,
especially when it was to somebody I've never sent mail to in my life;
or when I get mail from newsletters I've never signed up for. If you
are reading this and know you're responsible, PLEASE GET SOMETHING TO
TAKE CARE OF YOUR VIRUSES. I don't mean to come off as sounding mean,
but it's seriously irritating the bejesus out of me.
Please stop sending me files. I will not download them unless they are
someone I know, and by this I mean someone I know -personally- like
family or best friends. I have suspected that some files that have
been sent to me are viruses (with good justification after being
persecuted) and did not download them. This also means not to send me
FAQs or any other material to critique.
INFO INVOLVING PUTTING MY NAME IN ADDRESS BOOKS:
It has come to my attention recently that some of you out there have
been putting my name in your address books. This is all fine and dandy
by me. However, one, maybe more, amonst you have contracted the Klez
virus (or something similar). I know this because I'm constantly
getting e-mails sent back to me by MAILER-DAEMON and the like that
certain e-mails that I didn't personally send are not going through
because they have viruses in them. This is usually how viruses like
Klez operate; they get into your address book, find a name, and begin
sending e-mails using that name. I will say this loud and clear...
CLEAN YOUR SYSTEMS!!! Download FixKlez or AVG Virus Scanner Free
Edition. They're free, much emphasis on FREE, which means costs you
nothing but time and hard drive space. You can probably find them on
Download.com, if not do a Google search for them.
This FAQ is technically complete. If there is anything I missed,
please let me know. The only updates that do pop up will most likely
be in the form of corrections.
_______________________________________________________________________
UPDATE HISTORY
8/15/2001- v.001 I have given birth to this FAQ (sorry if the idea gave
you any bad mental images). Set up the basic design of the guide. I
also added Section 14: Legal Bit and started Section 15. Started and
completed the introduction.
8/16/2001- v0.09- Completed the full wrestler list with finishers (as
the name appears in the game). Also started and completed Section 3.
Completed Section 7 on "Create a Taunt Mode." I also just added
Section 1C since I figured I would need a little section on how to play
the game. Also completed Section 10.
8/16/2001- v0.11- Did more updating today and updated the version info
to suit. Section 5 completed. So was Section 11, probably the easiest
and shortest section since there really isn't much to Belt Records in
this game other than to examine. I also completed Section 8 on
creating stables. I even gave a list of existing stables in the game.
8/17/2001- v0.6- Completed Section 10. Got started on Section 6. It
looks like this'll be the longest section with all the details and
such. Well, I'm shutting down for the night. That fabulous Breath of
Fire 4 disc is calling my name.
8/17/2001- v1.4- Completed Section 6. Whew... That was rough. Also
completed Section 12 on in-game options. Just completed Section 4 to
complete the FAQ. And hey! It's even been spellchecked!
9/28/01- This one has been resurrected from the flames. I'll be adding
some new sections. Created the General Gameplay Tips section, which is
the new Section 11. Pretty much got most of the tips down, but there
could be more added in the future.
11/27/01- Added a question to the FAQ and added some stuff to the pre-
FAQ statement. Stop sending me attachments with your e-mails! I do
not accept/give FAQ critiques and I certainly do not accept viruses!
Knock it off!
11/12/02- FAQ-wide update (affects all of my published FAQs): pre-FAQ
statements changed. Legal Bit updated. Do note that versions for any
of my FAQs will not change unless new content has been added.
6/12/03- Added a little info on lowering the effect of opponent
finishers in the FAQ section.
8/27/03- New info in the Pre-FAQ section about Klez or a similar virus.
Someone with my name in their address book has contracted it. Get rid
of it pronto!
12/28/03- Changed e-mail. A new message is here to. KILL YOUR KLEZ,
whoever has it!
Reference credit goes to:
jimmy_eat_cake
Contents According to Joe
-------------------------
Section 1: Introduction
1A: Layin' the Smackdown!
1B: My Thoughts on This Game
1C: A Brief Breakdown of the Gameplay
Section 2: Wrestlers Featured
2A: Ready Characters
2B: Hidden Wrestlers
Section 3: Exhibition Mode
3A: Single
3B: Tag
3C: Anywhere Fall
3D: Hardcore
3E: Handicap
3F: King of the Ring
3G: Royal Rumble
3H: Survivor
3I: Special
3Ia: Casket
3Ib: Cage
3Ic: Hell in a Cell
3Id: I Quit
3Ie: Iron Man
3If: Ladder
3Ig: Special Referee
3Ih: Table
3Ii: Slobber Knocker
3Ij: TLC (Tables, Ladders, and Chairs)
Section 4: Season Mode
4A: What is Season Mode?
4B: Entering Created Superstars
4C: Matches- Fighting and Skipping
4D: Storylines and Cut Scenes
4E: Attack of the Killer Unkowns
Section 5: Create a PPV Mode
Section 6: Create a Superstar Mode
6A: Edit Appearance
6B: Edit Moves
Section 7: Create a Taunt Mode
Section 8: Create a Stable Mode
8A: Pre-set Stables (Ready and Hidden)
8B: Creating a Stable
Section 9: Create a Manager Mode
Section 10: Rankings Mode
10A: Contendorship
10B: Re-Entering
Section 11: General Gameplay Tips
11A: Basics
11B: CAW Tips
11C: Advanced Gameplay
Section 12: Belt Records Mode
Section 13: Options
Section 14: FAQ
Section 15: Legal Bit
Section 16: Thank You and Goodbye!
-------------------------
/ SECTION 1: INTRODUCTION \
-----------------------------
1A: LAYIN' THE SMACKDOWN!
I remember the first few home wrestling games that came out. The most
you could do in those days was play as one of maybe 5-12 wrestlers
doing basic one-on-one and maybe tag team matches. Options were
limited and that is understandable as technology wasn't as advanced
back then. I remember hearing about Sega CD's WWF Rage in the Cage
having cage matches and having 20 wrestlers. Just the part of over 20
wrestlers was enough to make us all soil our drawers. 20 wrestlers
around that time was pretty much unheard of. Even when I heard of WWF
Attitude having 40+ wrestlers, I was pretty well excited. When WWF
Smackdown! 2 was finally announced, I looked into some of the
information on it and actually got quite excited even though I really
didn't fully buy into the hype. I feel that the game did come through
on its hype about 85-90%. Finally, you got to nearly replicate matches
almost as they appear on TV. While the engine isn't as versatile as
something as oh, say... Fire Pro, it is a decent one. You can take
your opponent out in so many different ways and means. Who would've
actually sat down and played one of the NES wrestling games and thought
that they'd be putting their opponents through tables or jumping off
cells onto your opponents.
1B: MY THOUGHTS ON THIS GAME
I did review this game for GameFAQs (in fact, I was the first to review
it) and gave it a 10. While the game didn't have a good Season Mode
(which doesn't matter much to me since I rarely ever play Season Mode
on any wrestling game to begin with), it did follow up with a decent
wrestler creation mode and some really cool options and matches. I
think the most unique of them all was Create a Taunt. Even though this
doesn't allow major, epic taunts, it does allow you to do some good
ones. I still crack up seeing the Pee-Pee Dance I made or one I call
the Crack Twitch. Yeah, the name explains it all. Some say the engine
lacks a lot, but I actually enjoy the engine quite a bit.
IC: A BRIEF BREAKDOWN OF THE GAMEPLAY
The game is played a bit like SD!1. You have two action buttons to
start: X and Circle. X does regular attacks while Circle performs
grapple moves. Pushing Circle by itself makes you whip your opponent.
You can also push Circle with a direction button to execute a set
grapple move. For example, pushing down and Circle while playing as
The Rock executes a DDT. You can also push directional buttons with X
to execute different attacks. You can also push buttons diagonally to
execute different attacks that way. You can also use the X and Circle
principles while your opponent is down, against the ropes, or against
the turnbuckle. You can also perform attacks off the top rope.
Depending on which direction you push, you'll execute different aerial
attacks. Pushing Up, Down, or just X by itself will perform attacks
meant to be used when your opponent is down. Left and Right are set
for a circumstance in which your opponent is standing. You can also
use the ropes to your advantage. By running right against the rope,
then pushing the direction toward the rope+X, you can jump over the top
(or perform a Lionsault if it's set). You can also run toward the rope
and push Square followed by X almost immediately. This one can be hard
to perform. I usually slide my thumb from Square to X quickly.
Pushing L2 makes your wrestler taunt. You can also push a direction
with L2 to do their second taunt. R2 changes focus of wrestlers in the
ring. R1 can be used to climb out or grab weapons. Finally, L1 can be
used to perform finishing moves whenever you can. To perform a
finishing move, you must first have a finisher built up. Finally, you
need to find out which situation it is that the word SMACKDOWN appears
near your wrestler's name. For example, to perform Kane's Choke Slam,
build up a finisher then get your opponent groggy and push L1.
------------------------------
/ SECTION 2: WRESTLERS FEATURED \
----------------------------------
These are the wrestlers featured. I do have to say it's a nice amount.
Certainly much more than the first Smackdown! and they definitely
didn't get cheap/lazy with the hidden characters this time.
2A: READY CHARACTERS
Name- Finisher
Albert- Spinning Rack Pancake
Al Snow- Snow Plow
Big Boss Man- Sidewalk Slam
Bradshaw- Clothesline from Hell (I dunno why, but hearing the name of
this move reminds me of a portal to Hell opening with a clothesline
coming out with fresh, clean clothes on it)
Buh Buh Ray Dudley- Buh Buh Cutter
Bull Buchanan- Scissors Kick
Chris Benoit- Crippler Crossface
Chris Jericho- Walls of Jericho
Christian- Impaler
Chyna- Rear Naked Choke Drop
Crash- DDT
Dean Malenko- Texas Cloverleaf
D'Lo Brown- The 'Lo Down
D-Von Dudley- Strong Reverse DDT
Eddie Guerrero- Frog Splash
Edge- Downward Spiral
Essa Rios- Diving Moonsault
Faarooq- Dominator
Funaki- Hurricanrana
Gangrel- Inverted DDT
The Goodfather- Pimp Drop
Grand Master Sexay- Hip Hop Drop
Hardcore Holly- Falcon Arrow
Ivory- Test Neck Breaker
Jacqueline- Tornado DDT
Jeff Hardy- Swanton Bomb
Kane- Choke Slam
The Kat- DDT
Kurt Angle- Olympic Slam
Lita- Diving Moonsault
Mankind- Mandible Claw
Mark Henry- Big Splash
Matt Hardy- Twist of Fate
Paul Bearer- DDT
Perry Saturn- Rings of Saturn
Rikishi- Rikishi Driver
Road Dogg- Pumphandle Drop
The Rock- The People's Elbow
Scotty Too Hotty- The Worm
Shane McMahon- Test Driving Elbow
Stephanie McMahon- Women's Special Slap
Steve Blackman- Martial Arts Kick
Steven Richards- Super Kick
TAKA Michinoku- Michinoku Driver
Tazz- Tazzmission
Test- Diving Powerbomb
Tori- Tori Suplex
Triple H- Pedigree
Trish Stratus- Women's Special Slap
Undertaker- The Last Ride
Val Venis- The Money Shot
Vince McMahon- Stunner
Viscera- Big Splash
X-Pac- X-Factor
2B: HIDDEN CHARACTERS
Billy Gunn- Fame Asser
Cactus Jack- Double Arm DDT
Debra- Women's Special Slap
Gerald Brisco- Double Arm Suplex
Joey Abs- Diving Moonsault
Michael Cole- Standing Crossface
Mick Foley- Mandible Claw
Pat Patterson- Atomic Drop
Pete Gas- Full Nelson Drop
Rodney- High Angle Back Drop
Shawn Michaels- Sweet Chin Music
Stone Cold- Stone Cold Stunner
----------------------------
/ SECTION 3: EXHIBITION MODE \
--------------------------------
Exhibition is probably the mode I use the most. This allows you to set
up any match available in the game with so many different options and
variations. You can have up to four players at a time during your
matches, depending on the match. There are no matches that are totally
multiplayer, so even one player can enjoy any type of match setting.
There are basic ways to win a match. You can pin your opponent either
by using a set pin move or by pushing Circle+Down. You can also make
your opponents give up by using submission holds. You can also win if
your opponent is absent from the ring for too long on some matches.
This is called count out. Finally, there's K.O., which I normally turn
off. K.O. are pretty much random and only happen when you use a
finisher. The more you've worn down your enemy, the higher the
probability of getting a K.O. K.O.'s call also only happen inside the
ring.
Please also make a note of the following match sub-types:
Tornado Tag- Two teams of two square off. All combatants are available
to be pinned or forced to submit. No need to tag the other person. In
regular Tornado Tags, all four wrestlers are in the ring. Match ends
when one wrestler is defeated.
One On Two- One wrestler fights two. Winner is found when either one
of the two wrestlers defeats the lone wrestler or the lone wrestler
defeats one of the two.
One On Three- Same principle as One On Two, only with three people.
Triple Threat- Three wrestlers and every man for himself. First one to
make a pin/submission wins.
Fatal Four Way- Same as Triple Threat, only with four wrestlers.
Special Referee- Can have someone guest ref a match.
3A: SINGLE
Single matches are the most basic types of matches. There are two
types of single matches: regular singles or with a manager. In regular
singles, the two wrestlers square off in one-on-one combat. The first
one to score under regular win rules (pin, give up, count out, or K.O.,
assuming all are turned on) wins the match.
In manager singles, you pick a four wrestlers: two to wrestle and two
to be managers representing each manager. The managers can fight on
the outside and can also come inside. I noticed the AI rarely ever
makes managers come inside. You can on multiplayer, though. Using
pins or submission holds on managers makes no difference other than to
hurt them. You still have to defeat your regular opponent inside.
Regular Singles: 1-2 Players
Manager Singles: 1-4 Players
3B: TAG
Tag matches are common in today's wrestling games. In tag mode, four
wrestlers square off, broken into two teams. In regular tag matches,
one person from each team wrestles inside while the other two stay out
and wait to be tagged. Only the person who is legally tagged can be
pinned, made to give up, etc. You can also do double team attacks by
throwing your opponent into your corner and doing a move to them
(pushing a direction and Circle together).
There is also Tornado Tag mode, which is like regular tag team except
that all wrestlers are in the ring and anyone can be defeated to win
the match. I find these ones to be the best for multiplayer,
especially if you have four people.
Regular Tag: 1-4 players; On one player, you can either set yourself to
control your partner or the computer.
Tornado Tag: 1-4 players
3C: ANYWHERE FALL
The mode says as it implies. Falls can occur anywhere. You don't need
to be pinned or whatever inside the ring. Of course, there are no
count outs. So what's the difference between this and Hardcore
matches? In Hardcore matches, you start in the ring. In these kind of
matches, you start anywhere in the building. I also noticed that
submission is turned off, unlike Hardcore. As I stated before, you
start the match anywhere in the building; it's yours to explore.
Every once in a while, you might throw your opponent into a certain
area where a weapon will fall out. You can pick up the weapon with R1
and use it against your opponent. The only thing that Attitude and War
Zone really had over the SD! games was that you can do moves on top of
chairs. This one doesn't allow you to do it as easy or as brutally
since the chairs are shoved out of the way when someone lands on them
or near them.
You can only move through the stadium where ever you see the arrows.
When the arrows change color, that means you're cleared to go. Of the
areas you can explore, there is: The ring, the stage, the lobby,
outside (try setting up your opponent to get hit by a car), the parking
lot, the kitchen, the restaurant, WWF New York, the locker room, and
the VIP room. There's a couple other rooms, but they're not very
important.
You can also have Tornado Tags, Triple Threat, Fatal Four Way, One On
Two/Three, and Special Ref.
Anywhere Fall
Single: 1-2 players
Tornado Tag: 1-4 players
One On Two: 1-3 players
One On Three: 1-4 players
Triple Threat: 1-3 players
Fatal Four Way: 1-4 players
Special Referee: 1-3 players
3D: HARDCORE
Hardcore is a bit like Anywhere Fall except that you always start in
the ring, you can use submission, and you start with weapons. You can
also trade weapons under the ring by pushing directional towards the
ring and pushing R1. Much like Anywhere Fall, you can go anywhere
throughout the arena and defeat your opponent anywhere as well. You
also get a cool mode called Time Limit Title which allows you to defend
the Hardcore title against four other guys. Whoever pins the champion
gets the title and whoever has the title after time runs out not only
wins the match, but claims the title. Only people in the Hardcore
title division can enter into that match.
Hardcore
Single: 1-2 players
Tornado Tag: 1-4 players
One On Two: 1-3 players
One On Three: 1-4 players
Triple Threat: 1-3 players
Fatal Four Way: 1-4 players
Special Referee: 1-3 players
Time Limit Title: 1-4 players
3E: HANDICAP
Handicap is pretty self-explanatory. One person goes against 2-3 other
wrestlers. As I said before, you can either win by having the lone
wrestler pin one of the 2-3 or having one of the 2-3 pin the lone
wrestler. This one also has a mode called "One On Tag" in which the
opposing team has to tag out rather than be in the ring at the same
time, so your chances of winning are a bit greater. I still like
playing multiplayer against the computer and beating/double teaming the
life out of it.
Handicap
One On Two: 1-3 players
One On Three: 1-4 players
One On Tag: 1-3 players
3F: KING OF THE RING
That's right! The prestigious tournament is available in this one.
King of the Ring is a yearly tournament in which eight wrestlers battle
it out single-elimination style until only one is left, and that one is
the king. You can set up one of two different KotR's: Regular or
Special. Special will set a random special match (see section on
Special Matches) such as cage matches or casket matches in each match
of the tournament.
King of the Ring
Both modes are 1-4 players
3G: ROYAL RUMBLE
Yet another of my favorite modes, although this one isn't quite as fast
as the original SD! game. This one has too long of a loading time
between wrestlers. Basically, four wrestlers start out in the ring.
When one is thrown over the top rope, another wrestler runs in after 10
seconds. It's a nice mode if you're patient. You can also choose to
play as whoever is in the ring once you're fully eliminated (that is,
when your character leaves the screen) rather than playing as whoever
the game sticks you with. This continues until 30 wrestlers have gone
through. The last one left is the winner.
Royal Rumble: 1-4 players
3H: SURVIVOR
Not to be mistaken with a TV show I seem to have a strange amount of
spite for, Survivor mode pits more than two wrestlers against each
other. One of my favorite modes of the game is found here: Battle
Royal. In Battle Royal, you start with four wrestlers. When one is
defeated, that wrestlers leaves the ring and the rest continue until
one is left. You can also do Triple Threat and Fatal Four Way here.
Triple Threat: 1-3 players
Fatal Four Way: 1-4 players
Battle Royal: 1-4 players
3I: SPECIAL
Special matches are those that really don't fit with the others. That
and I think THQ was trying to save us a little room rather than having
a gigantic menu list. Ah... Bless their hearts. Anyway, you have 10
different matches to chose from here, one of which must be unlocked.
3Ia: Casket
In this match, you and another wrestlers battle it out in the ring.
You'll notice there's an open coffin somewhere around ring side. The
object is to stuff someone in the coffin by whipping them into it and
attacking them until they fall over. I laughed hard when I saw the
other wrestler slowly lay over while a lid magically appears on the
coffin. Ah... Memories...
Casket: 1-2 players
3Ib: Cage
Another mode that is pretty much ignored mainly thanks to Hell in a
Cell. You and another wrestler fight in a cage. A winner is found
when someone can successfully climb out of the cage. Pins and
submissions do not apply. Whoever is climbing can be knocked down
easily, so it's not quite a walk in the park, so to speak.
Cage: 1-2 players
3Ic: Hell in a Cell
Some would say it's a bit like a Cage match, but it's actually quite
different. There is now a chain link cage around you. You can break
through the sides and fight on the outside as well as climb up on the
cage. Yes, you can even throw people from the top and jump on them. I
also like putting them through the top of the cage (can only be done
once in the very middle). The object to winning this one is pinfall
only.
Hell in a Cell: 1-2 players
3Id: I Quit
I Quit matches are okay. You and another wrestler fight like you
normally would, only pins and submissions do not apply. You can go
anywhere in the arena, in fact. The only way to win is to knock down
your opponent, grab a mic, and push down+Circle as though you were
cover them. This will cause your wrestler to put the mic to the other
wrestlers mouth. The chances of getting an "I Quit" out of the other
wrestler are random like K.O., but gain a higher probability as you
pound on them more.
I Quit: 1-2 players
3Ie: Iron Man
Iron Man matches are usually the most brutal and agonizing to go
through. Actual matches last usually around 60 minutes. Ones in the
game only last 15. You and another wrestler battle it out as normal,
only every time you or the other scores a fall, you get a point. When
time runs out, whoever has the most points wins. You can also have
special refs in this match (must be unlocked).
Iron Man
Regular: 1-2 players
Special Referee: 1-3 players
3If: Ladder
Ladder matches are typically another brutal kind. These can only be
done one-on-one. You start with a ladder near the ring and a belt
suspended above the ring. To win, you must grab the ladder, set it up
just right, climb it, and push the Circle button to attempt to grab the
belt. Whoever grabs the belt wins. You can also use the ladder as a
weapon or perform moves off the ladder like you can the turnbuckle.
Ladder: 1-2 players
3Ig: Special Referee
This one has also been explained before. You have three wrestlers: two
to fight and one to be the ref. You can choose to either be the ref or
the combatants. I like this mode because you can choose who you want
to win. A good way to get someone to win a title without actually
having to play them. You can also count at your own speed. There's
also a double ref mode in which the referees represent a different
wrestler and battle to get their representee to win.
Special Referee
One Ref: 1-3 players
Two Refs: 1-4 players
3Ih: Slobber Knocker
This mode allows you to run the gauntlet. You pick a wrestler and see
how many you can defeat in 15 minutes or until you are defeated. K.O.
is permanently turned on and K.O.'s can actually happen a lot easier in
this mode (their probability is high no matter how weak your opponent
is). Score enough points and be featured in the Hall of Fame. It's an
okay mode once in a while.
Slobber Knocker: 1 player
3Ii: Table
Table matches are quite fun. You and another wrestler or a Tornado Tag
Team battle inside the ring. There are no pins or submissions. The
only way to win is to put your opponent through a table. There exists
two ways to do so. One is to set your opponent on the table by
whipping them (or by other means) and pushing Circle. The weaker your
opponent, the better your chances. You can also set them on the table
and jump off a platform.
Table
Regular: 1-2 players
Tornado Tag: 1-4 players
3Ij: TLC (Tables, Ladder, and Chairs)
This is a bit like combining the Table and Ladder matches. Two
wrestlers fight and are given two tables, a ladder, and a chair to mess
with. I love setting them up on a table and jumping off a ladder.
There are two different kinds of TLC matches. There's Regular, where
you must pin them to win. There's also Title, which is just like
Ladder in that you must grab the suspended title.
TLC (both modes): 1-2 players
------------------------
/ SECTION 4: SEASON MODE \
----------------------------
4A: WHAT IS SEASON MODE?
The time-honored tradition... Season Mode! Many have complained about
the slowness of this game's Season Mode, but that doesn't effect me
much since I'm more into Exhibition than I am Season to begin with.
Season Mode is a lot like playing a wrestler's career. This is
especially cool for created wrestlers as it would be like watching your
wrestler go through his/her own career. In Season Mode, you can get
into many battles, spark rivalries, and get involved in small
storylines. So, choose away and have fun. Here's some features in
Season Mode. When you enter a new game, you'll be asked to pick your
wrestler. Make sure that wrestler is entered into a title division
first. You may want to be a little patient because it could take a
while before your wrestler begins to appear more often. You can change
wrestlers using the menu within Season Mode.
4B: ENTERING CREATED SUPERSTARS
When in Season Mode, select either New Game or Continue. Either way,
you should get a list of options at the side. There should be a second
selection in there labeled "Enter." This allows you to enter your
created wrestlers. You should see a list of all the wrestlers you have
created over time. The ones with indicators next to them are the ones
that will be featured in Season Mode. That means the computer can
randomly set your created characters in matches. You
don't have to enter any of your wrestlers or you can enter them all.
The choice is yours.
4C: MATCHES- FIGHTING AND SKIPPING
As time goes by, you could be forced into different matches. Sometimes
it'll be a tag match, sometimes just one-on-one. Even the type of
match is pretty much random. You'll notice as you defeat some
characters that they will attack you after the match is over. This
means they wish to start a rivalry. You may be forced into a ton of
matches against them. Sometimes, it'll seem no matter how often you
beat them the game will force you into another match with them.
You can skip matches other matches. When you do, you'll notice two
bars to represent each wrestler. When a bar has run out, that wrestler
has lost. You can skip your matches, but you could lose.
4D: STORYLINES AND CUT SCENES
As time permits, storylines will unfold. There's no guarantee that
you'll be swept up in a storyline since most of them usually involve
the big main eventers or the big feud that's been going on. Heh,
thankfully you don't have to be big to get special cut scenes. There
are dozens of different cut scenes that could involve you. Some will
just show you relaxing in the back. Others will show you chatting with
various other wrestlers during when all gimmicks come off (sort of a
behind-the-show type thing). The ones I really like are when something
is sparked between you and a passer by and the two of you engage in
combat. You can actually fight in the area for a minute. Just for
kicks, you even get a special off the bat. How 'bout that?
You can also get some even better cut scenes, such as someone
approaching you about either attacking a wrestler or interfering in a
match for them. You can select either yes or no, either selection will
produce some cool outcomes as far as including more cut scenes. You
can even approach someone and ask them to do something for you.
Whether or not they will be instrumental in getting the job done is up
the computer, I guess. Sometimes, though, they can turn you down.
Heh, I remember when one of my characters approached the Acolytes to
either interfere in a match for me or attack Faarooq (!?!?!). Even
though I tried to day "Attack Faarooq," they turned me down.
Storylines can even lead to unlocking new wrestlers and creation
settings. These are mainly played through major storylines involving
characters and matches that are still locked. For example, one of the
first storylines you'll see is a match between Hardy Boyz and Edge and
Christian. After the two are done fighting, TLC match will be
unlocked. If you go through Season Mode to the sixth year, everything
will be unlocked.
4E: ATTACK OF THE KILLER UNKNOWNS
Sometimes, you'll see a series of cut scenes that revolves around a
mysterious character parading around the arena. First, you will see
someone get jumped but the attacker will be unseen. Then, you will see
your character pass by a mysterious person, followed by another cut
scene in which the victim claims to be injured (sometimes, they'll be
accompanied by EMT's). Eventually, Vince will reshape a match and
stick you against an Unknown in a special match. Win the match and
you'll unlock some new stuff in your character creation area (new
appearance settings and new moves). Defeating that same Unknown a
second time does not result in unlocked goodies, though.
------------------------------
/ SECTION 5: CREATE A PPV MODE \
----------------------------------
Thanks to WWF Attitude, we can now make PPV's quite a bit like the ones
we see on cable (well, not me since I don't get PPV, but I don't know
about the rest of you). In Create a PPV Mode, you can create PPV's of
eight matches (no more, no less) of any kind except Slobber Knocker. I
recommend clearing the data that is preset (unless there's a match in
there you want to keep) and then going into the "Enter Match" selection
to create a match. It'll give you a menu similar to the Exhibition
menu. PPV Mode can have up to four players in each match, depending on
how you set them. The only downside is that once a wrestler is entered
in the PPV, they cannot be entered a second time. This sort of annoys
me if one of my wrestlers holds both a singles title and one of the tag
titles and I want an all title PPV. Not surprisingly, you can name
your PPV whatever you want. Another downside is that even though it's
a PPV, you can tell the ring and stage do not correspond with the PPV.
After all eight matches have ended, you get to see a rating on the
matches. This is basically ow the audience reacted to your matches.
Each match can be stored under records as which matches got the highest
crowd reaction. The same can be said for the average reaction of each
PPV.
------------------------------------
/ SECTION 6: CREATE A SUPERSTAR MODE \
----------------------------------------
A mode that has be redone and refined many times over. From early
wrestling games that had a very limited creation mode (if you can even
call it a creation mode) down to the ones featured in SD!2 and No Mercy
and even in future ones, Create a Superstar has probably been one of
the best modes in wrestling games. Not only does this allow you to get
in touch with your creative side, but it also gives you the opportunity
to pit any character you've ever wanted to create against a wrestler of
your choosing. Among WWF Warzone, Attitude, Smackdown! and Smackdown!
2, I've created nearly 100 wrestlers. Some were recreations of older
ones, but many are new. Most of those still exist on save files for my
WWF Attitude game.
6A: EDIT APPEARANCE
As the name implies, this is where you can create/edit the way your
wrestlers look. If you try hard enough and mess around with colors,
you can get their looks pretty well detailed. It just takes a little
creativity and a lot of patience. This process actually can take a
long time in this game.
After entering the mode, you'll get a selection between editing
appearance or moves. If you don't have any wrestlers yet created, then
it is best/logical to go into appearance first. Select new and you'll
get a choice between two different base types. Type A is male and Type
B is female. Pick your gender and move on. Now, you're going to get
three choices, each are numbered. 1 represents a skinny build, 2
represents a moderate build, and 3 represents a rather chunky build.
Make a selection there and move on yet again. Now, we move on to the
main body. Why not start with the head.
-Head-
You'll get a choice on whether or not you want a standard head or an
advanced head. Standard will just give you preset heads, but if you
want to get creative, go advanced. Let's just say you picked advanced.
The first selection is the face. After selecting the face, you now
have three more selections (this sounds like it's getting a bit
frustrating or confusing, but bear with me). The first of the facial
selections is the nose. This allows you to grab the nose you desire
and stick it on your wrestlers. After grabbing the right nose, you can
also change the nose type which'll alter the wrestler's facial
structure a bit. This can be selected in any face selection. Next is
the eyes. You can choose from either masculine or feminine eyes. I
personally like grabbing some evil or devious eyes, myself. I guess
that's because the bulk of my characters are slightly evil and devious
with a few minor exceptions. Anyway, after choosing your eyes, you can
alter the type again and then go into an area that allows you to change
around the color of the eyes. After the eyes are complete, it's time
to move on to the mouth. This will let you select different lip colors
and mouth expressions. There's even more feminine ones for the lady
characters. After you've selected your mouth, you're done with your
face and it's time to move on to the next part of the head.
Your next selection is hair, which is also broken down into three
parts: forehead, base, and back. The forehead is mainly only if you
want hair dangling down the front of your character's face. You can
select different styles in different lengths and then edit the color.
Next is base. Base is your basic hair style with nothing dangling.
After selecting a hairstyle, you can select a head type. You'll notice
your head taking on strange formations. This is to help make some
rather strange and outlandish hairstyles. Finally, there's back which
is only if you want hair dangling off the back. It's just like
forehead, only for the back of your head. This is good if you want a
character with extremely long hair. Okay then, time to move on.
The next selection is facial hair. It's not preset on either of the
base settings, but you can set it to either man or woman. Yep, if
you're creating the bearded lady character, here's the place. You can
select from various mustaches, beards, and goatees and then change the
color as you see fit. After facial hair is accessories. This one is
split up into paint and accessories. The paint section can hook you up
with some different kinds of make up and paints for your face. As
before, you can change the colors. Accessories are various types of
characters or objects you can have on your head like Japanese writing
or piercings. Once you've selected that, move on to the next
department.
Next is masks. This is a great section for those looking to make a
luchador. You have three sections here: Base, accessories, and horns.
The base gives you the main part of the mask. This is a good place to
mask hunt for your luchador. After that, you can choose accessories,
which are little add-ons you can make to a mask. Heck, you don't even
need a mask to use accessories. You can just plaster an accessory to
someone's face and call it a deal. After that are horns, which allows
you to choose from various horns or sharp objects to put on your
character. Each of the selections can be recolorized as you see fit.
Time to move on.
After masks comes hats. In hats, you can choose from several baseball
caps to add to your character. Finally, there's glasses which allows
you to give your character any glasses or shades you wish them to
possess. After this, you're finished with the head and it's time to
move on.
-Upper Body-
Again you are given the selection of standard and advanced. You should
already know the drill here. In the advanced section, the first
selection is base. Base is the tone or type of body you want your
wrestler to have. Here, you can make them look muscular, flabby, or
whatever. This sections is made to complement the body you selected
earlier. You also get a type selection after you choose the base you
want. The type selection just pushes out the chest a little more. I'm
pretty sure this area is for people making female characters to make
them a bit more busty. After you've gotten your base, let's move on.
Next is tattoo. This is pretty self-explanatory. Tattoos are mainly
to add a little liveliness to your character. You can only have one
tattoo out of this selection, so make it good. You'll notice that
there are tattoos of different kinds, both feminine and masculine.
After selecting a tattoo, you can select a body type again. After
that, you can change the color of the tattoo as you see fit. Pick a
tattoo and it's on to T-shirts.
T-shirts are different short-sleeve shirts you can choose for your
character. Unfortunately, if you got a tattoo, it'll most likely be
covered up. There are two selections in T-shirt: base and accessories.
In base, you can choose a bunch of different kinds of shirts. Don't
worry too much about the color of a shirt because you can change it.
When you've selected a base, you can then select an accessory if you
want. All these are are different logos and insignias that you can put
on your shirt. If you decided you don't want a T-shirt because you
want something with long sleeves, the shirt selection is the right
place. There is no accessory section in the shirts, so if you want
one, you'll have to go back to the T-shirt accessory section to get
one. Shirts are exactly like T-shirts and have all the same
characteristics aside from the fact that shirts have long sleeves.
After shirts comes wrist bands. The selections in the wrist band
section are right and left, obviously referring to right and left
wrists. This way, you don't have to have bands on both wrists if you
don't want to. As with almost anything else in this section, you can
change the color of your wrist band as you see fit. Yes, you can also
get elbow pads in the selection below wrist bands. If someone is given
the People's Elbow as a finisher, they can take off their elbow pad.
Like wrist bands, you don't have to have elbow pads on both arms. Just
select the elbow pad(s) you like, change the color if you wish, and
it's on to the next selection.
The hands section allows you to equip your character with different
kinds of gloves and hand equipment. While gloves do not add damage,
they can add to style depending on your character. Like before, you
can choose to have only one hand wear a glove or both. So, if you want
that Michael Jackson character, the glove section doesn't seem to be
stopping you. Yep, you can change the colors.
Next is vests. You can choose vests if you've already gotten a type of
shirt. Vests are more of a decorative addition to your body. After
vests come accessories. These are secondary additions you can make
like extra tattoos, shirt paints, or ties you can add. You can indeed
add them if you've already selected from the T-shirt accessories. You
can change their color around and then move on to jackets. Jackets are
a bit like vests, only they cover the whole body except for a little
spot on the chest. I wouldn't recommend grabbing a jacket if you too
tattoos and want the tattoos to actually show. You can select from a
large amount of jackets and change the colors. Man, changing clothes
and messing with accessories. Am I the only one who feels like I'm
playing with Barbies?
-Lower Body-
Like the head and the upper body, in the lower body section you can
choose either standard or advanced. Assuming advanced was chosen, your
first selection would be skin. Under skin, you have base and tattoo.
Base is the type of leg form you want. It's a lot like the upper body
base, only dealing more with legs. Under the form, there are two extra
types. Those types basically alter the groin area a little. Tattoo,
of course, allows you to add tattoos to your legs. I would recommend
you only grab tattoos if you plan not to use a long type of pants. As
before, you can change the color of the tattoos. Now, time to move on.
Underwear is your next selection. You'll notice that most of these are
women's apparel. If you're creating a male, you may want to skip this
section unless your character is a cross-dresser. Select the types of
clothing you want and set the colors as you see fit. Moving on now to
feet. Feet gives you two selections: socks and shoes. Socks are not
necessary, but if you really want them, here they are. They do add a
little to the shoes that you choose. If you're going for long pants,
then you may want to skip socks because you may not even see them.
Shoes add different kinds of shoes and boots to your character so
his/her feet don't look so naked. Both socks and shoes can have color
changes if you please.
Your next three selections deal with leg wear. First is tights, which
are long, spandex pants. These can accompany and complement spandex
shirts very well. You can also change the colors on many of them and
get some unique color variations going, especially with tights that
have flames and other multi-color depictions. After that is short
pants. If you were making male character and was disappointed with the
selection of underwear, here's the more manly selection of short
tights. Some of them are still feminine like the mini-skirts, but
there still are some masculine stuff here. If you still don't like
that, then it's on to pants. Pants are your non-spandex variety of leg
apparel. These including things like jeans, khakis, slacks, etc.
Hopefully, you'll find something you want here. As with any article of
clothing, you can change the color of pants and other leg apparel.
Next are accessories. These can put a little life in possibly bland
pants. Patterns is the first selection here. This adds different
designs to the type of leg apparel you're wearing. Next to that is
letters, which adds different words to your buttocks, hip, or even the
side of your legs. Finally, there's accessories which is different
add-ons you can put on your legs like braces and such. All of the
different selections can be re-colorized for top customization.
Long skirt is a type of leg apparel that didn't get grouped in with the
big section above thanks to the accessories section. These are
different kinds of skirts and dresses you can add to your characters.
They don't have to be female to wear these and they can add some
dimension to your characters clothing. Feh, in my opinion, the long
skirt section is less fruity looking than the T-shirts. Finally, there
is the belt section to complement pants and give your characters a more
rugged lot. After you've selected a belt and customized colors, you
can now move on to skin color.
-Skin Color-
Here you can give your character a different skin color. There are two
areas for doing so. First is the base section. This gives your
character ready made skin colors. There's only four to choose from,
but they could help if you really want them. Below that is the
advanced section. This is where you can get creative with skin colors.
Ever wanted to make a plant person with green skin? You can do it
here. One thing my best friend and I used to like to do was make a
black silhouette character.
-Figure-
This allows you to bulk up or slim down different parts of the body.
This can get fun for making huge or tiny character, or even making ones
with their body way out of proportion. You can basically have a tooth
pick character with a gigantic head. The first selection on there is
head, which obviously can change the size of the head. The upper body
section can change the size of the chest, abdomen, arms, forearms,
wrists, and hands. You can pick and mix what size you want what part
to be. So, if you want a character with a sunken chest and gigantic
hands, so be it. Next is the lower body which can change the figure of
the waist, legs, thighs, ankles, and/or feet. Finally is the height.
If you're making a female character, you may want to turn down the
height since the default setting is way taller than all of the other
women in the WWF unless you're making a really tall women (which I'm
not saying there's anything wrong with that). Once you've picked your
dimensions, hit decide.
-Weapons-
This is the array of weapons your character will start with in a
hardcore match. Pick the one you like the best and move on.
-Closing Sections-
The closing sections help make your wrestler's personality. The first
section is name. Choose the letters you wish to use and it's time to
move on. Next is gender. What? Gender? Didn't I choose that
earlier? No, actually you chose the body that befits a gender. So
technically, you can grab a woman's body and tag the male gender on her
and she'll count as a male. There are three selections here: male,
female, and ???. ??? allows you to enter the character into men and
women divisions alike. Choose the gender and move on. Next is
entrance music. This allows you to choose the music and Titantron you
want your character to come out to. So, if you choose Crash's music,
you'll also get Crash's Titantron, which is an unfortunate downside to
this game. Too bad you can't choose a different Titantron to accompany
different music. Oh well, not that it's a major downer. Moving on...
Next is crowd signs, which are the signs the crowd will throw into the
air during your matches. You can choose three different signs. Choose
what you like and move on. Next are the Yes and No commands. This
applies to Season Mode. If you are approached by someone who is asking
you a yes or no question, instead of yes or no these selections will
appear. After that is classification. This allows you to put your
character in the heavyweight or light heavyweight divisions. Yep, you
can enter a gigantic guy into the light heavyweight division, so size
isn't a factor. After that is personality, which basically adds a
background to your character and also estblishes allies and rivals.
The abilities section is next. This is a very important section as it
allows you to distribute ability points as you see fit. Here is where
you can make the type of wrestler you want. You can set the wrestler
to be more speedy, powerful, technical, or rough. You can even average
out the points and make an average character. After that is move set.
Here you can pick the preset moves to go with your characters
abilities. You can also grab a wrestler's moves and use those. So, if
you want a wrestler who has the exact same moves as Kane, there you go!
Now it's on to logic. This determines how the character will act if
(s)he's set as a computer character. Once you've finished that, BAM!
You're done! Time to edit moves!
6B: EDIT MOVES
Unlike the first Smackdown!, you don't actually need a certain amount
of ability points in a certain area to set a character with a move.
You can set them with any move, but it's best to try to stay within the
strongest two sections. So, if your strongest two areas happen to be
Power and Technical, then it would be best to set mostly powerful and
technical moves. You can preview the moves (with the exception of
entrances) by pushing Circle while in the moves list. To edit moves,
go into Create a Superstar Mode, select "moves," and finally, select
your character. Be sure to push over while looking at move lists to
see different moves for the four different ability settings.
-Bases-
These are your non-attack moves such as taunts and winning stances.
The first selection is fighting stances. This is the position your
character will take when they are standing still (assuming they are not
slouched over from being badly beaten). There's also your "ring in
move" and your "ring out move" which determine how your wrestler will
move in and out of the ring respectively. Careful on which you pick
because some of the slower ones can put you at a slight disadvantage.
Taunts are poses you can execute anytime in a match by pushing L2 or
direction+L2 (notice that it slightly increases your special bar). You
can choose from a huge selection of taunts, but can only set two. Your
win move is the post or stance your wrestler will take if (s)he wins.
Finally, there's entrance. This determines what your wrestler will do
while your music and Titantron are playing. For example, if you select
"With Anatomy," your wrestler will enter in with a skull and throw
their arms in the air with the skull in both hands (it's basically Al
Snow's entrance with a skull instead of Head).
-Ready-
Ready moves are the moves you can execute when both wrestlers are
standing and facing each other. There are two types of ready moves:
attack and grapple. Your attacks are moves like punches and kicks.
Essentially, they're blows. Your grapple moves are your throws. In
the ready section you can set three types of grapples which I refer to
as regular, groggy, and behind. Your regular grapples are those you
execute when face-to-face with an opponent. They can be done by
pushing direction+Circle. Groggy moves are like regular, except they
can only be done when your opponent is groggy. They are also typically
stronger. There are more moves for you to choose from in your groggy
section. Finally, there's behind. Those are the moves you can execute
from behind, as the name implies.
-Ground-
These are the moves executed when your opponent is on the ground. It
doesn't matter if they are facing up or down, you'll execute the same
moves either way. Like the ready section, you can set attacks and
grapples here. Attacks are basically blows you can deliver, such as
elbow drops, to your opponent. Grapple is a combination of throws and
submissions holds you can use on your opponent. If you're going to use
submissions, I recommend you find some within your character's top
abilities.
-Turnbuckle-
These are the moves you can execute when your opponent is against the
turnbuckle. You'll notice there are three different selections here:
upper, lower, and run to lower. Upper are the various moves you can do
when your opponent is leaning against the turnbuckle, still on two
feet. These mostly include body blows and high-impact throws. Lower
is the moves you can do when your opponent is sitting. There's only
two moves to choose from here: choke and foot choke. Run to lower
allows you to set moves that you can perform when you run towards your
opponent while they are in the lower position. Again, there are only
two moves here and those are Bronco Buster and knee attack.
-Rope Opponent-
The moves here are ones that involve using the ropes. Rope down
involves your enemy being tied into the ropes. You can perform these
maneuvers as you would ready moves. There's also jump off rope. Most
of these involve jumping over the rope onto your opponent on the
outside. There is the lionsault, which allows you to hit the opponent
on the inside. These can be executed by running right against the
rope, then pushing direction towards the rope+X. Finally, there's jump
down over. These moves must be done while you are running. It's best
to get some good room before trying one of these. When you get near
the rope, slide your thumb over Square, then X to perform the attack.
It could take a little practice.
-Aerial-
These are the moves you can execute off the top rope. To get on the
top rope, either right at it or push R1+direction towards turnbuckle
when near it. There are two different aerial attacks. One is stand,
the other is down. Stand attacks are best done when your opponent is
standing. These can be done by pushing either right or left and X
simultaneously. You can only set two of these. Down are the moves you
use when your opponent is down. Some of them can even instantly go for
a pin. Woohoo! These are done by pushing up or down with X or even
just X. You can set three of these.
-Run-
These involve running either on your behalf or your opponent's.
There's three different run settings: attack, grapple, and counter.
Attack and grapple both involve you running. Attack, like before, are
different blows and such you can throw at the enemy. You can set two
of these. Grapple is just the same as before: different throw-type
moves. You can also set a grapple from behind. You can set three
grapple moves here (two from the front, one from behind). Counter is
different throws you can do when your opponent is running at you. The
first is executed with just Circle and the other with direction+Circle.
You can set two.
-Double Team-
Double teams are done during tag matches. They can be done when your
opponent is in the "upper" position against the turnbuckle in your
corner. You have two double teams that are permanent, both involving
pushing either left or right with Circle. You can set the other two
which can be executed with pushing either up or down with Circle.
-Special-
These are your special moves. Duh! The first is called "special."
That is your finisher. I usually like to pick one with a really high
attack rating. Either way, the choice is up to you. Favorite depends
on what kind of move set you picked in the appearance editor. It will
take a handful of moves you have set corresponding with the move set
selected and allow you to choose one as your favorite. This will add a
little extra power to the move. Finally, you'll notice there are three
combinations right after your favorite. These are the attacks you can
perform by just pushing X by itself. If you keep pushing X, your
character will do a three-hit combo. These are the three different
hits you can set for the combo. You'll get an even higher selection of
attacks on a higher number in the combination, so keep that in mind.
--------------------------------
/ SECTION 7: CREATE A TAUNT MODE \
------------------------------------
This is probably the most unique mode in the game. This one allows you
to create custom poses for your characters while they are wrestling.
Taunts, as you should hopefully know by now, are set within the move
editor. After creating a taunt, naming it, and saving it, it
automatically appears in the taunt section of the move editor.
This is also probably one of the hardest modes as it takes not only
patience, but creativity and thought. When you enter CAT mode, you'll
get three choices: Base, Modify, and Sample. Base is the foundation on
which your taunt is built. There are two different selections for you.
Base 1 and Base 2. Base 1 is the first action your character will
perform and Base 2, of course, would be the second action. So, if you
set a jumping action for Base 1 and a saluting action for Base 2, your
character will jump then salute. Sounds logical, eh? Modify can get a
bit complicated to explain, but it's easy to figure out. You have
Upper Modification. This allows you to modify the frame animation of
the character's upper body in the taunt. You can change the animation
during most of the taunt to have them do actions of your pleasing, as
long as you do so within the given amount of extra frames. I usually
delete the ready given frames and make my own action from there. Lower
Modification changes the lower body movements of one of the base
settings. So, to change Base 2's lower body movements, just modify
Lower 2. The only difference is that you can't do frame-by-frame
modification of the lower body. Sample gives you pre-made taunts for
you to test out. If you like them enough, you can also set them and
save them as anything you wish.
I really have only made about five taunts. I don't make them very
often as the option is somewhat limited to frame amounts. It's not a
simple activity, but if you try hard enough, it can be rewarding.
---------------------------------
/ SECTION 8: CREATE A STABLE MODE \
-------------------------------------
This mode is actually new to WWF, even though it's been featured before
in other games. This allows you to put 2-4 wrestlers in a group and
give them their own name, entry movie (unfortunately, ones that are
already featured), and movements. Yep, you can even make tag teams by
just setting two people in the stable.
8A: PRESET STABLES (In no particular order)
D-Generation X: Triple H, Road Dogg, and X-Pac
New Age Outlaws: Billy Gunn and Road Dogg
Acolytes: Bradshaw and Faarooq
Kaientai: TAKA Michinoku and Sho Funaki
Right to Censor: Steven Richards, Bull Buchanan, and The Goodfather
Hardy Boyz: Jeff Hardy and Matt Hardy
Edge and Christian: Edge and Christian
Dudley Boyz: Buh Buh Ray Dudley and D-Von Dudley
T&A: Test and Albert
Too Cool: Scotty Too Hotty and Grand Master Sexay
McMahon Family: Stephanie McMahon, Shane McMahon, and Vince McMahon
Gerald Brisco and Pat Patterson: Gerald Brisco and Pat Patterson
Mean Street Posse: Joey Abs, Pete Gas, and Rodney
8B: CREATING A STABLE
Creating a stable is quick and easy. Just select "New" and you'll get
three selections: Name, Members, and Entrance. They are all pretty
self-explanatory. You can name your stable under "Name." After naming
it, select "Members" and you'll get a list of wrestlers. Choose the 2-
4 out of that list to be make up your new stable. Finally, there's the
entrance. Once you've selected "Entrance," you can give them any move
and Titantron entrance that's presented. Once you've finished, hit
"Decide" and your stable is now complete. You can also edit stables
you've made and already existing stables as well as delete them
completely.
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/ SECTION 9: CREATE A MANAGER MODE \
--------------------------------------
This is the mode I spend the least amount of time on and is pretty much
useless unless you're making your own storylines, alliances, and such.
This basically allows you to stick someone from the "Other" section in
the rankings (see Section 10: Rankings Mode for details) with another
wrestler. How about I pick two random names... X-Pac and Chris
Jericho. Let's just say you want X-Pac to be the manager for Chris
Jericho for some quirky reason. You need to put X-Pac in the "Other"
section of the rankings, then go into Create a Manager Mode and select
both Chris Jericho and X-Pac to respond to their given roles. After
that, anytime you see Chris Jericho walking to ringside, you'll see X-
Pac walking a few paces behind him and it'll say Chris Jericho w/X-Pac.
---------------------------
/ SECTION 10: RANKINGS MODE \
-------------------------------
Rankings Mode allows you to know who is in which division and what rank
they stand within their division. You have before you eight divisions
(one of which is technically not a division): WWF Title,
Intercontinental Title, European Title, Hardcore Title, Light
Heavyweight Title, Women's Title, Tag Titles, and Others. The "Other"
section is for people who have not been entered into a specific
division yet. These people also very seldom show up in Season mode and
cannot gain any titles.
10A: CONTENDERSHIP
The reason for all these divisions is for contention of each title.
You can only have someone entered in one division at a time (not
counting Tag Team, in which anyone can enter). All women except Chyna
can only be entered in the Women's Title division. Contention works
like this. The person at the top of the list is the champion. The
person below him/her is the number 1 contender. Only that person can
compete for the title within that division. The only exception to that
is the Hardcore mode Time Limit Title in which you can anyone in the
Hardcore Division compete for the belt. If someone is made a champion,
they can also compete for other titles and become a dual champion. The
only title that does not guarantee #1 contendership for is the Tag
Title. So, how does someone become number 1 contender if they are
ranked at 3 or lower? Simple. Defeat the number 1 contender (second
person on the list) that person becomes the new number 1 contender.
The only other way is to re-enter the current number 1 contender into
another division. Gugh... Another Division... It almost sounds like the
original dubbed DBZ editing's "Another Dimension." Heh... "I'll send
you to another division!"
10B: RE-ENTERING
Re-entering allows you to move one character from one division to
another instantly. The only thing is that the person must be qualified
for that division. So, you can't move Grand Master Sexay into the
Women's Division or Rikishi into the Light Heavyweight Division. The
only readily usable character that can be put in any division is Chyna.
If you wish to move someone from one division to another, select Re-
Enter, then select the character. Now, push the right and left
directional buttons over to the desired division and press X. That
character should be entered in at the bottom. Be careful about re-
entering champions. If you re-enter someone who is holding a title
into another division, then they will lose the title and whoever was
number 1 contender is the new champion. You cannot re-enter anyone
into the Tag Division. The only way to enter that is to defeat a team
that is in the division.
-----------------------------------
/ SECTION 11: GENERAL GAMEPLAY TIPS \
---------------------------------------
This game shouldn't take too long to get the hang of. However, that
doesn't mean everyone is an instant pro or a natural at this game.
This one may not take as much patience and skill as oh, say... Fire Pro
Wrestling, but this one does take a bit of know-how to drive you to
become a great player.
11A: BASICS
-Opening General Tips-
The first one is a given. If you really aren't doing too good at the
game, as always, start on easy mode. You should be well normed on easy
almost instantly and almost be wanting a challenge pretty quickly. If
you do become really good at easy mode, you will notice that you can
finish matches around a minute or so. Sometimes, you may not even need
finishers to get the job done.
-Grapple Moves-
Grappling is very simple in this game and is a must to get down if you
wish to succeed, especially when you consider that grapple moves are
the best way to wear down your opponent. As stated earlier, to grapple
you simply get near your opponent and push Circle+d-pad direction.
Let's set up an example. You're playing as The Rock and you want to
nail someone with a DDT. At the same time, push down+Circle. If you
hit the move close enough, Rock will grab the opponent and do a DDT.
If you weren't close enough, Rock will just extend his arms out. This
will leave you wide open and allow the opponent to counter your move
with either an attack or another grapple. Sometimes, you will be close
enough, but the opponent will be blocking or will move, so you must be
careful on executing grapples. Try to be sneaky when throwing them
out.
Yep, there is still a bit more to the story. Learn to use grappling
from behind. One way to get behind your opponent that is the easiest
is to push circle twice while your opponent is down to pick them up
(bear in mind, you must be near your opponent when you push circle
twice). This will pick your opponent up with their back facing you.
From here, there's four grapple moves you can do, depending on which
ones are set. You can also whip your opponent or use regular attacks.
Grogginess is your friend. When an opponent is groggy/dizzy, use your
grapples. This will cause you to do a more powerful grapple move which
can wear them down faster.
-Regular Attacks-
In early difficulties, you can go far with regular attacks and combos.
Later on, you don't want to be too dependent on them as they can be
countered quite easily (and will be quite often). Be sure to push
different directions with attacks to bust out some different ones once
in a while.
-Opponent is Down-
Take advantage of your opponent being down. If you feel you've worn
them out enough, go for the pin. If not, then use some regular attacks
or some submissions or grapples. Submissions are quite critical to the
game (see the lower sub-section on CAW Tips). You should get at least
one really good one. Just because your opponent didn't submit to it
before doesn't mean they ever will. Pay close attention in the game to
which submission holds seem to make your opponent give up the easiest.
As I've noticed, two that seem to have a nice give-up rate are the
Sharpshooter (opponents legs when they are down) and the Cobra Clutch
(behind opponent). This will allow you to wear down your opponent
faster, assuming they don't give up.
11B: CAW TIPS
-Creating a Good Wrestler-
Idealistically, it does seam nice to have a wrestler with even-rounded
stats. Even power, speed, technical, and rough stats, that is.
However, I find making a wrestler based more on one aspect a little
better. There are some opponents that are not as easily weakened by
certain types of stats as they are others, so you may want to consider
deeply which one you really want to work with. Power gives you a lot
of those vicious and brutal slams. Speedy gives you a nice set of
luchadoresque and high-flying moves. Technical is more for suplexes,
throws, and wearing on those joints with painful moves and submissions.
Finally, rough is more of a rule-breaker type of fighting that
administers the cheap shots such as low blows and rakes to the eyes.
What I usually do as far as making a wrestler with a dominant base is
max out the attack (push it to level 4) and either max out the defense
or bring it to level 3 or so. Let's say you want someone with dominant
speed. I would usually max out the speed attack and either max the
speed defense or only push it to 2 or 3. If you don't max the defense,
then you can have some more points to work with. If you prefer defense
over attack, then you surely can max the defense and just say "Screw
the attack." Now, when I do this, I don't very much work on the
antithesis of the dominant stat. That is, if I work on speed, I don't
very much work on power, but I do give it a little boost. Same can be
said for technical and rough. Now, as far as the other two stats go,
that's your call. I usually beef one a little more than the other.
So, we'll again assume we're beefing a speedy wrestler. I boost the
speed, don't emphasize much of the power, and then either give a small
boost to either technical or rough. Let's just say we picked rough.
So, we give a bit more to rough than we do to technical. This way, we
have established a hierarchy of sorts, with speed at the top, then
rough, technical, and power (at times, the last two stats on the
hierarchy can ge interchanged or tied).
-Choosing Moves-
Let's again assume you took the single dominant stat style. You want
to at least try to keep all the moves you select as types of that
dominant stat. So, again with the speedy character, you want to set
mostly speedy moves. You may not want to pick all the flashy moves,
but if you wish to, go right ahead. Be sure you do check the moves
power rating and that you pick some powerful moves. A good array of
powerful moves can defeat your enemy quickly. Make absolutely sure you
select no move twice.
Pay attention to what regular ready moves you pick in relation to what
groggy ready moves you pick. I usually like to try to pick the
stronger moves for my groggy ready moves, which means I don't pick as
many moves as I could've from the regular ready moves.
Be sure that when you pick different kinds of aerial moves off the top
rope or when running through the ropes, etc., that you pick ones that
are easy to land. Some of them have a nice tendency to miss quite
often because your opponent can dodge them easily (yes, I will
elaborate more on out-witting your opponent further down). A good
example of one that likes to miss is the Dragon Attack (off the top
rope when opponent is down). While this attack can be quite powerful,
it is very picky at what angle your opponent is lying in when you
execute it. Another one is the Fame-Asser from the top rope. Your
opponent can easily dodge this unless they're getting careless.
I also said before, set the best submission holds available. MAKE
ABSOLUTELY SURE YOU HAVE SOME SUBMISSIONS unless you want to make a
character that doesn't use submissions at all. Submissions can be very
helpful in the game if you and your opponent are having a real knock-
down-drag-out, especially if you're in a situation where "the next move
could win the match." If you can apply the submission to your
opponent, that's an extra added chance of you possibly winning the
match.
Finally, it's time to pick a finisher. Unless you have a heart set on
a particular finisher, go with one that is extremely powerful,
especially if you can't decide on a finisher. Here are some I,
personally, found quite useful in different stats...
Powerful- Chokeslam, THQ Slam, Stone Cold Stunner, Jackknife Powerbomb
2, Rikishi Driver, The Last Ride.
Technical- Pedigree, Crippler Crossface, Special Anklelock, Dragon
Attack (if you can get around its pickiness), Dangerous Driver.
Speedy- Matt Twist of Fate, Michinoku Driver, Osaka Street Cutter,
Sweet Chin Music, The People's Elbow, The X-Factor,
Rough- Reverse Death Valley, Double Arm DDT, Mandible Claw.
That is not to say that these are automatically the best moves. Treat
it not as gospel. The best way to find out is to experiment yourself,
but these are the ones that seem to work for me.
Finally, there's the attack combo you set up. Each combo number you
see is the different attacks you do in a given sequence by constantly
pushing X. So, if you set a chop for the first, Austin Punches for the
second, and a big boot for the third, your combo will go:
Chop, Austin Punches, Big Boot.
Sound logical, huh? Anyway, what I was going to tell you is this: Make
sure the third move in your combo is the type of move like a big boot
or a clothesline that will knock your opponent down when successfully
landed. This is good to have as it can slow your opponent down and
give you a quick advantange to take when they hit the mat.
11C: ADVANCED GAMEPLAY
Finally, we get to some stuff that's more advanced. Using basic
attacks and grapples all the time isn't going to cut the mustard for
long on the higher up difficulties. You need to make good usage of
blocking, counter, dodging, sliding, and taking advantage of your
opponent's mistakes.
-Countering-
First off, there's basic countering. This shouldn't be too hard. Most
would say to basically mash the Square button. This might get you
there sometimes, but it doesn't always get the job done. Time the
moment you push Square. The easiest moves to counter are regular
attacks. When your opponent throws the attack, watch it closely. When
it comes close enough to you to just about make contact, hit the Square
button. Depending on the attack, your wrestler will act in different
ways. If it was a punch thrown somewhat like a hook, your opponent
will stop their arm and throw a punch back. Careful here, because your
opponent can counter the punch you throw back by blocking it and
throwing another punch back. Of course, you can counter that punch and
throw yet another back. In fact, you can do this constant countering
over and over again, if you time your counters just right, until one of
you finally either lands a blow or dodges out of the way of an attack.
Some punches will cause you to dodge out of the way (as mentioned in
the previous sentence) of the coming attack. This might temporarily
daze your opponent and leave them wide open. There's your cue to
execute a powerful grapple move. If you successfully counter a kick,
you will grab your opponent's leg and throw it sideways, causing them
to spin around. From there, you can attack them from behind.
Sometimes, though, they will counter an attack from behind.
You can also counter grapples either before they happen or counter
certain ones at different times to execute an escape. I've noticed
with the vertical suplex, if you push Square at just the right time,
you will "pull out" of the hold and land behind them. I'm not quite
sure exactly when to do this, but I think you have to do it at the very
top of the move (when your body reaches the highest point it can). You
can also counter grapples before they even happen. If an opponent
grapples with you, push Square the exact moment they would touch you.
This applies to both front and behind. If you did this right, you
should struggle with them and break the grapple, given neither of you
the advantage, but keeping you safe from harm. Sometimes, you will,
instead of breaking the grapple, duck underneath their arms and dizzy
them. This is a good cue to execute a grapple move. The same can be
done from behind on both accounts. You will either struggle with them
or dodge around them and wind up behind them instead, allowing you to
get an attack off. If you should happen to struggle from behind, this
will give you a good advantange. They will be off balance for a brief
moment. I usually hit them with a running move right here. Speaking
of running moves, you can counter them just as you counter ready
attacks. Just push Square at the right time and you will go underneath
the attack. If you opponent didn't attack, yet you pushed Square when
they were coming at you, you will automatically lay down and they will
run over you and continue running.
Square can also be used when coming off the ropes. If you opponent
whips you and you come running back, they will try to execute a move.
Right there, push Square. This will cause you to do one of two things:
You will either jump right over him/her and land directly behind
him/her, or jump over your opponent and keep running (which can result
in you falling out of the ring). If you do indeed land behind them,
execute an attack or move of some kind.
Watch your opponent when they climb the ropes. There is even a way to
counter them there. If you push Circle (yes, Circle, not Square) while
they are on the top rope, you can grab them and throw them across the
ring. Good opportunity to take there while they are down. You could
either climb to the top rope or kick 'em while their down, so to speak.
Another cool trick to do is to run toward the turnbuckle and do a
running attack while they are on the top rope. Doing such will cause
them to rack themself on the top rope and plummet to the mat. Take
good advantage of that. Remember, you can also hit your opponent with
a move while they are up there. For instance, while they are just
standing there, you can execute a standard punch or kick and it will
cause them to tumble to the mat. That would cause them to fall as
well.
Just because you are down doesn't mean you are totally out. You can
counter moves while your down as well. If an opponent tries to grab
you from the head, push Square at just the right time and your legs
will kick up and hit him/her in the face. You can do the same at the
feet and one foot will kick forward quickly and kick them. I've
noticed that mashing Square seems to help the most here since it's a
bit hard to tell when exactly a down move will be executed.
Whips are a great moment to counter. When an opponent whips you, push
triangle as they grab you and you just might reverse the whip by
whipping them. This one I've noticed is a bit hard to do, but it can
be done. Also, if your opponent decides to try to do a whip-elbow
combo (which I will elaborate on later in this sub-section), push
Square at just the right time and duck underneath the elbow. From
there, you can attack your opponent from behind.
Being against the turnbuckles also has its own counters. If an
opponent tries to do a grapple move to you there, you can counter right
as they do it and either kick them in the fact (if you're facing
outward) or struggle (if you are facing inward). If they execute an
attack, then it will follow the same procedure as if it were a ready
move.
Being tied up in the ropes doesn't have to be such a biggy if you
counter correctly. Countering attacks in this position will act like a
regular ready attack counter. However, countering a grapple can result
in doing a back body drop to your opponent such that they fall out of
the ring. Very useful during a Royal Rumble and someone decides to try
to grapple with you while you're tied in the ropes.
-Dodging-
Dodging takes a bit to get the hang of and remember all the time. If
your opponent is executing an attack or grapple from any angle, dodge
immediate. Hopefully, your awareness is high enough that you can
detect an imminent attack. To dodge, simply push any one direction
twice. Each direction will help you easily escape the flames. Which
way you go all depends on which way you and your opponent are facing.
Here are some basic direction patterns:
KEY
Scheme
D-Pad combination- Pattern
Facing Down (Your back pointed toward Titantron)
Up, up- Move away from opponent
Left, left- Moves to the left (your wrestler's right)
Right, Right- Moves to the right (your wrestler's left)
Down, Down- Moves toward opponent
Facing Up (Your back pointed toward the commentators)
Up, up- Move toward opponent
Left, left- Move to the left (your wrestler's left)
Right, right- Move to the right (your wrestler's right)
Down, Down- Move away from opponent
Facing Left (Your back to the right side of the ring)
Up, Up- Move up (your wrestler's right)
Left, Left- Move toward opponent
Right, right- Move away from opponent
Down, Down- Move down (your wrestler's left)
Facing Right (Your back to the left side of the ring)
Up, up- Move up (your wrestler's left)
Left, left- Move away from opponent
Right, right- Move toward opponent
Down, down- Move down (your wrestler's right)
Diagonal position dodging really depends on which end you are closer
to. Let's say that your back is facing pretty much to the top left of
the screen. If you are closer to being at the left side (back facing
left) of the screen than the top, then your motions will reflect on the
Facing Right motions. I hope you understood that.
After executing a successful dodge, there are some good chances your
opponent could be open for moves. Hit him/her with a well placed
grapple, attack, or running move.
-Sliding-
Sliding is another good way to get around your opponent. To slide, you
need to push Triangle to execute a run toward your opponent. When
coming close to your opponent, hold Square to execute a slide move.
Sliding can be used in a variety of fashions. Probably the easiest
done is the one I depicted above. That will allow you to slide
underneath your opponent and get them from behind. That's probably one
of the best ways to get any moves in from behind. Okay, so not every
thing done with sliding looks exactly like a slide. Doing this from
behind has some slightly different consequences. Instead of sliding
under them, your wrestler will jump over them. While your wrestler
continues running (unless you prompt him/her to stop), your opponent
will stand there, groggy. Good opportunity right there!
Sliding can also be applied to moments when your opponent is against
the turnbuckle. This will allow you to execute aerial moves more
efficiently and effectively (although very few, like the Dragon Attack,
really don't work well using this strategy). When you opponent is
facing outward (back against the turnbuckle), run toward them and hold
Square when you get close. You will automatically leap over them and
they will fall drunkly to the ground. In the end, you will be on the
top rope waiting to do a move and they will be on the ground, waiting
to receive it. You can also do this while they are against the
turnbuckle facing inward (back pointed towards the middle of the ring).
If you do the same procedure here, you will be on the top rope and they
will be standing, dazed. Good way to execute a standing aerial attack.
Sliding comes helpful when trying to leave the ring. If you run
towards the ropes, then hold Square when you get close to the ropes,
you can slide under them and land safely outside.
-Blocking-
Blocking isn't as important as the others above, but it does help as a
default. If you really can't dodge or counter an attack well enough,
hold Square to block. Be careful, though. Blocking doesn't keep you
safe from everything (like grapples).
-Taking Advantage of Your Opponent's Mistakes-
Your opponent is imperfect. The computer (or your opposing player)
does make mistakes. Anytime you see a hole, take advantage of it
quickly. Just remember, they can still counter you, even when you are
taking advantage of a mistake, so be aware and ready of what to do in
just such a case.
There are several different methods to take here. If you get around
your opponent and they are fairly close, but not groggy, use a regular
grapple. The same can be said for the event above, only considering
that they are groggy. Keep in mind what your best grapples are when
you go for a groggy grapple. If you get around your opponent and, no
matter what state they're in, they are too far to reach with an attack
or grapple, run towards them and do a run attack or run grapple. To
execute run attacks, push X while running. Grapples are the same, only
push Circle instead. You can also push other directions to get some
different moves going. Yes, you can even do special run-grapples from
behind (like a bulldog). Be aware, though. Doing a run attack doesn't
keep your opponent down for long, but it does give you a little
momentum to work with.
Take advantage of every moment that your opponent is down as I said
before. This is also a good time to go for a top rope attack. If you
plan to do a standing-aerial attack from the top, it's best to do so
when they are down and hit them when they come up. If they run at you,
then time your attack to hit them when they reach a certain point.
That can be hard to do, then again, this is advanced gameplay
strategies. Never run to the top rope while your opponent is up. This
may have worked wonderfully in SD!1, but it isn't working worth silver
smack here.
I've noticed that, even in the harder modes, your opponent likes to do
taunts if they land outside the ring while your inside. If they are
close enough, it's time to execute some rope moves. You can do this
off the top turnbuckle, for instance. You can also do this off the
ropes (as long as you don't have Lionsault as one of your moves)(see
introduction for explanation on how to do rope moves).
-Hitting a Well-Placed Finisher-
Finishers are not something you want to hit from the get-go.
Obviously, it's almost impossible to unless you added one to your
finisher bar before you started the match (shame on you!). Obvious as
it may sound, the key to hitting a well placed finisher comes in the
form of wearing your opponent down efficiently with some good moves.
If you're badly hurt in a battle, hitting waiting to end the match with
a finisher should be the least of your worries. You should try to
finish it any way you can from there. Pay close attention to your
opponent's stance when (s)he stands. The instant you see them
slouching, it's time to nail a finisher. Get your opponent in a
compromised position that would be a great opening to do your finisher,
and administer it! If your finisher is a type that requires you to
manually pin them after you've done it, then try to make a pin from the
legs. I noticed if you get a good hook on one of the legs, your
chances of pinning them seem better than the regular lateral press
(regular pin done from the head).
-Manipulating a Whip-
I'm pretty sure by now you know how to whip your opponent (don't you?).
Well, if not, here's how. It's just like a grapple. Simply get close
to your opponent and ONLY push Circle. It doesn't stop from there
because you can manipulate some elements in the whip. You can
influence which way you want your opponent to run. Let's say you want
your opponent to run up. Well then, use the whip on your opponent and
right when you execute it, push up. Make sure you do not push up and
Circle at the same time. You want to push Circle, then up. It's not
over yet. After adjusting the direction (assuming you did), you can do
an extra move to your opponent to give you an advantage in different
ways. If you push Square when you do a whip, you will stop your
opponent right in front of you, exposing their back. This doesn't seem
to do much in harder difficulties, but for those who are not ready for
such a move, you can take quite the initiative here. You can also do
the same, except pushing X. This will do an elbow combo as mentioned
earlier. With this, you will elbow your opponent in the face and they
will be rendered groggy for a good amount of time. That is a GREAT
opportunity to hit a finisher or a powerful grapple. You can also push
Circle in this circumstance. This will bring your opponent right back
at you to immediately do a move to them right as they come at you.
-Misc. Tips-
-Remember, you don't have to push the shoulder buttons when you want to
climb the ropes. You can climb them by running at the turn buckles.
It's much faster.
-In hardcore matches, don't rely too heavily on your weapons to do the
damage. They can be nice, but moderate between those and grapples
throughout the match.
-When your opponent does particular moves, you can throw them off
balance by pushing Circle. This can mainly be done when they are doing
flying-type moves (not necessarily aerial ones, but ones that require
them to leave the mat and be airborn for a given amount of time).
-In a Table match, it is easiest to end it by doing an aerial move when
your opponent is on the table.
-I've noticed that pushing the D-pads in a clockwise motion when
climbing out of a cage in a Cage match seems to make you go just a bit
faster. Hmm... It could be me, though.
-Take notice to the different aerial moves that cannot be done off the
ladder (i.e. Bonzai Drop).
-Do not get too arrogant. If it does not seem you can finish the match
with particular move, then go for the next best thing... or sometimes
anything you can take!
-There are no moves that cannot be avoided. This is double-sided blade
for you. While you can avoid any move the enemy puts out, they,
likewise, can avoid any of yours.
-Pay close attention to the positions your opponent stands or lays in.
Slouching or sprawling (respectively) is a good sign that (s)he is
starting to weaken.
[NOTE: Although this is declared Technically Complete, there may be
more additions in the form of more tips added to this FAQ. I will keep
everything, as usual, posted in the Update History at the top.]
-------------------------------
/ SECTION 12: BELT RECORDS MODE \
-----------------------------------
I think this is more of a "Show and Tell" type mode. This shows who
your current and past belt holders for each title were, and how many
times each defended the belt successfully. One thing I don't like
about this is that it doesn't show you the full history. It cuts off
around 10 or so back. So when you're down to holder #40-50, you can't
see who all those holders way in the past were. There's nothing much
more to this feature than that.
---------------------
/ SECTION 13: OPTIONS \
-------------------------
Here, you can edit the rules and set the basic options as you want
them! This is also where you can load your data in case you inserted
the wrong memory card. Bah, happens to me all the time. Here's a list
of each section and the options you can modify
-Rules 1-
K.O.- When active, you can defeat your enemies by knocking them out.
Can only be done with a finisher and happens at random. Chances are
greater the more hurt your enemy is.
Give Up- When active, you can force your opponents to give up with
submission holds. Doesn't work for all modes of gameplay.
Rope Break- When active, it allows you or your opponent to escape from
a hold or pin when one of their body parts is extended past the ropes.
Ring Out- When active, wrestlers can leave the ring.
Ring Out Count- When active, wrestlers can be disqualified for leaving
the ring past the count of 10.
Entrances- When active, it will show wrestlers' theme musics and
Titantrons before a match.
-Rules 2-
Interferences- When active, wrestlers can enter in regular singles
matches and interfere for their ally.
Match Length- Sets the length a match lasts before it is called a draw.
Charge Speed- Determines how fast wrestlers' finishers build up.
Arenas- Sets arena or area in arena for you to start in.
Mats- Sets ring mats for matches.
-Options-
Difficulty- Adjusts how hard or easy you want the gameplay.
Camera Angles- When active, moves can randomly switch to different
camera angles, giving it a more realistic effect.
Vibration- When active, your Dual Shock control will vibrate slightly
during moves. [this is actually quite useful because it will vibrate
at the time submission holds could make your opponent give up]
Player's Indicators- Leaves markers on the screen showing where the
wrestlers are.
Sound- Allows you to choose between mono and stereo.
BGM- Sets background music for a match.
BGM Volume- Sets how loud the background music is.
SE Volume- Sets how loud the sound effects are.
-System Data-
Allows you to save or load your system data. Also allows you to copy a
created superstar or taunt to another data file.
-Credits-
Allows you to view the credits (I think this has to be unlocked, but
I'm not sure).
-----------------
/ SECTION 14: FAQ \
---------------------
Q: How do I unlock TLC match?
A: Season mode. Play until you witness a TLC cut scene between the
Hardy Boyz and Edge and Christian.
Q: How do I unlock Michael Cole?
A: Play to the sixth year.
Q: How do I make [insert character name here]
A: Don't know. Check CAW guides.
Q: Can you counter finishing moves?
A: No.
This just in...
"You say it is not possible to counter finishing moves in your FAQ
section of your WWF Smackdown 2 FAQ, but it is posssible.
If you press 'L1' as soon as your opponent exectues his/her finisher,
you will recieve little or no damage. You lose 1 on the 'Smackdown'
Meter for doing this and you cannot do this if you dont have anything
on the 'Smackdown' Meter."- jimmy_eat_cake
Well, I wouldn't consider this countering, exactly. I would more or
less call this dampening the effect of the finisher.
Q: Why did someone just kick out of my finisher?
A: Because finishers don't always finish the opponent. Ironic, huh?
Q: How do I do a 3D through a table?
A: You can't.
Q: Can I do any moves through a table?
A: Just aerial moves and the three preset ones (piledriver, Rock
Bottom, and power bomb)
Q: Does Undertaker come out to Kid Rock or Limp Bizkit?
A: Thank God no!
Q: Why aren't Big Show and Ken Shamrock in the game?
A: They are, but not as playable characters. You can create them both
and I think they're also both Unknowns that appear during Season Mode
(I know Big Show is, but I'm not sure about Shamrock). They weren't
put in because WWF told THQ to remove them from the finished product.
Q: Is it possible to play as any of the Unknowns?
A: I think you can create them. Other than that, they are not
unlockable.
Q: If I'm watching a match between two computer opponents and my
character runs out to interfere, can I control him/her?
A: No. The only time you can actually control an interference is if
someone were to approach you and ask you to interfere and you accept.
Other than that, there is no way to control an interference.
-----------------------
/ SECTION 15: LEGAL BIT \
---------------------------
This FAQ is copyright 2001-2003 to Joe Shaffer, aka BoredGamer. Any
use of this FAQ for commercial purposes in any way, shape, or form
without confirmed consent of the author is strictly prohibited. This
can be used for personal use and freely distributed, as long as there
is no profit being made off the FAQ without my approval before hand
(this includes magazines). This also cannot be posted on any websites
without my solid approval. Any failure to comply with said premises
can, and probably will, result in legal actions.
-----------------------------------
/ SECTION 16: THANK YOU AND GOODBYE \
---------------------------------------
Thanks goes to the following people:
Jeff "CJayC" Veasey for maintaining GameFAQs and giving me some
feedback on this FAQ.
THQ for delivering SD!2.
Titan Sports, I guess...
PlayStation Cheat.net
NeoSeeker
jimmy_eat_cake for the info on counter/dampening.
(c) Joe Shaffer 2001-2003