.-.   .-..-.   .-..---.   
: :.-.: :: :.-.: :: .--'  
: :: :: :: :: :: :: `;    
: `' `' ;: `' `' ;: :     
 `.,`.,'  `.,`.,' :_;     
                          
                          
 .--.                       .-.      .-.                       .---. 
: .--'                      : :.-.   : :                       `--. :
`. `. ,-.,-.,-. .--.   .--. : `'.' .-' : .--. .-..-..-.,-.,-.    ,','
 _`, :: ,. ,. :' .; ; '  ..': . `.' .; :' .; :: `; `; :: ,. :  .'.'_ 
`.__.':_;:_;:_;`.__,_;`.__.':_;:_;`.__.'`.__.'`.__.__.':_;:_;  :____;
                                                                     

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.   

  ----------------------------------
/  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