Create A Wrestler Guide by JKrause

Version: 0.7 | Updated: 12/21/11 | Printable Version

Giant Gram 2000

Create a Wrestler Mode
Basic information on building a wrestler / moveset
Version 0.7 , December 2011





- The character does not learn a move despite having taken it more often 
than required. What is the reason?

- What is the meaning of "lv" in the character's movelist?

- What are the symbols/icons "fire/flame", "weight" and "lightning" which 
appear for some moves in the character's movelist?

- How can I improve the power, stamina and spirit ratings of the wrestler 
which are displayed on the status screen?

- I cannot delete the hammerthrow (or other move). What can I do?

- I cannot learn one move because the trainer never ever uses it on me!

- How can I learn the running B moves? The opponents seem reluctant to use 
these moves, instead they only use the running X attacks (if any at all)!

- How can I leave the ring (without just following the opponent who got 
thrown or knocked to the outside)?

- How can I learn side grapple moves? Most of the time the opponent either 
executes a front grapple move or switches to back grapple.

- What about moves on a downed wrestler?

- There are so many moves! Is it a good idea to fill all commands?

- I want to create a wrestler who breaks body parts and who can win by 
submission. What are the basics which I need to know?

- After the information about (submission) holds is there anything to know 
about punches, kicks, etc.?

- I want to learn Williams' murderous backdrop but my character only gets the 
"normal" dangerous backdrop. Is there a way to get the murderous combo?

- Is there anything I should know about combining moves? 

- Is there a system to determine which moves are acquired or which moves can 
be used to get a desired move?

- Which are the best moves in the game?

- I want to give my character the most damaging moves for each command. 
What are those moves?

- And what are the COMBOS which cause the most (energy bar) damage?

- I want to create a character with the minimum number of moves necessary to 
win matches. How can I achieve this?







Why this "guide"? 
Is it not too late?

It is very late.
Giant Gram 2000 is a game which I keep coming back to for some matches even 
so many years after its release.
Shortly after the release the board at www.gamefaqs was full with questions, 
information, hints, etc.. In that time several FAQs and guides by more 
skilled contributors than me were published so I did not see it fit for me 
to compile information readily available on the message board. 
Naturally the activity declined along with the interest in this game as time 
moved on, new games were released and new systems became available.
Although there are many helpful guides at I think that there 
may be a few things which are not so easy to find and with the message board 
almost inactive it may be hard to get some information.
As I enjoy the game very much, especially the create a wrestler mode, I want 
to provide/compile some information so hopefully others can enjoy this game 
as much as I do. 
Since there do not seem to be many people around who still play this game or 
are considering writing their own guide I think that I can give it a try.
The information in this guide are to the best of my memory and knowledge. 
Since quite some time has passed since the release of this game my memory 
may fail me. Furthermore I lack any real knowledge of the Japanese language 
so some information from the perfect guide may not be exact. 
So I will be glad for all kinds of corrections, additions and suggestions.
If anyone feels that I have not given the due credit, please let me know and
I will be happy to make the necessary corrections.

If anyone wants to contribute to this guide, has additions, suggestions for 
topics, or questions, please let me know. I will be glad to consider 
everything and most likely add it. 

I do not really consider this guide as "my work" but more a compilation of 
information from various sources. So everyone is invited to take part in 
making this "guide" / compilation better and more complete!


- Read the information for this game available at , maybe even 
for the first Giant Gram game.

- This guide deals with the Create a Wrestler Mode only, especially the 
moveset of created wrestlers so the information on controls, menus, etc. 
are not included. But fortunately these information can be found in guides 
available at .

- Unlock all hidden wrestlers, at least the ones whose moves one is 
interested in. Still it is best to have all of them unlocked just in case one 
changes one's mind about the moveset of the character one wants to create.
Of course one can start building a character before unlocking all wrestlers 
but I recommend checking the movelists of the hidden characters to get a 
better idea about the moves one may want later on. It may be 
frustrating to spend time on learning one move only to find out that a hidden 
wrestler has got a more desirable move for the same command.
Actually the arcade mode has to be completed with a created ("original") 
wrestler to unlock a hidden wrestler (The Crusher / "Biter") with which the 
arcade mode has to be completed again to unlock another hidden wrestler 
(Giant Crusher).

- Always remember to load the save file when starting the game (in the main 
menu "backup" is the second option from the bottom).
note: It may be a bit confusing to know which option is marked to be chosen 
since there are two options (save and load) and two colours (blue and green).
The option "save" is to the left and "load" to the right (the one starting 
with a square (katakana: ro)). The colour of the option which has been 
selected is green and should be flashing.

- If possible make a backup copy of the game data (unlocked wrestlers) and 
the character

- Many names of moves are written in katakana. If one cannot read katakana 
it will be a good idea to get a katakana chart to be able to read some move 
names in the technical guide or on the on screen movelist of the character.
(just check wikipedia for "katakana"')

Short information about the create a character mode and screens, more 
detailed information can be found at :

- the create/edit a character mode is the fourth option from the top in the 
game's main menu (right below the option which starts with the letters "VS")

Then there are four options (top to bottom):
- start new character
- load character
- import character from the first Giant Gram game
- return to title screen.

Unfortunately it is only possible to have one character per VMU. So after 
having created a wrestler it is most likely that one will mostly use the 
load option to continue training one's wrestler.

But for the beginning one needs to start a new character.
When choosing the first option the following things are to be done:

- chose the body; there are 27 bodies to choose from these fall into 
three categories: technical, powerful and submission
They are all shown on page 66 of the technical guide.
I do not think that the choice has a long lasting effect on the character 
apart from the looks.

- Then choose the name.
Actually it is not so easy for most since there are mostly Japanese 
characters to choose from. 
The only advice I can give are:
- either randomly choose Japanese characters, or
- go to the leftmost option at the bottom (the middle one is "delete last 
character", the rightmost is finish one part, go to the next part of the 
name/finish) and try to make a name with the few Roman letters and symbols 
characters to choose from, or
- get a hiragana chart to read the characters displayed on the screen and 
then write the name in hiragana or in katakana (well, one should get a 
katakana chart anyway), or 
- write the name in kanji but if one can do this one may not really need this 

- choose the catchcopy; actually I have no real idea of the meanings of the 
names to choose from so one will most probably have to choose what looks 
good ...

- Then one will be taken to the create a character main/"status" screen.
On the top of the screen there will be the question whether one wants to 
keep the character. the first option shown is "yes", the second one (selected 
by default) "no"

At the beginning the character will have the following moves (most of these 
can be deleted to learn different moves for their commands) according to page 
67 of the technical guide which comes with the game:

X                 elbow
B                 bodyslam

side grapple
B                 flying mare
fw B              armbreaker
dn B              knee crusher
X                 elbow stamp to neck
fw X              armlock
dn X              stomping to knee

back grapple
B                 back drop
X                 sleeper hold 

front grapple
B                 bodyslam
fw B              hammerthrow
fW B near corner  hammerthrow into corner on the opposite side

fw X              dropkick
none/default      counter kick (cannot be deleted)

opponent down
X                 stomping
A                 pick up opponent
dn A (charge)     drag opponent
up A              turn around opponent
B                 pin

Main ("status") screen:

options (top, left to right):

- start training match
- save
- load
- delete wrestler
- return to main menu

other information on this screen:

left side top to bottom:

- time played; this is not the time spent in matches but the real time; so 
when pausing the game, the real time which the break takes will be included
- level of the character
- fan base
- power (from E to SS, E being the lowest)
- stamina
- spirit
- name of the trainer with whom the character has spent the most time in 
- the two moves which the character has executed most often (see below about 
the flame icon)

right side:
above the graph: type of wrestler (see below)

graph: The graph shows how often the character has used moves of the four 
categories: strikes (displayed to the top), throws (to the left), 
submission (right) and reversals (bottom).

On the bottom right is a polygonal image of the character's body.
After a match one or several parts of the body may be highlighted. This means 
that the character has suffered damage to the respective body parts. It is 
nothing to worry about since the damage heals as time passes. So before 
entering a new match or saving the character just wait until the markings are 
gone (= the injuries healed).

screen to the left (press L at status screen), "locker room":

top (left to right):
- "shop", clothes, masks, etc. can be changed here; what and how much is 
available depends on the character's level and on the completion of certain 
matches in "Historic mode"
- change the names of the moves which the character has used the most
- change the text displayed when entering burning mode, end of game 
interview, etc.
- change the character's name
- change the character's catchcopy
- change the character's weight

left, top to bottom:
- height
- weight
number of title wins:
- champion carnival
- tag league
- one night tournament

screen to the right (R at status screen):
This screen contains the character's movelist.

top (left to right):
- combine moves
- delete move
- appeal/taunt
- select two platon moves
- select tag moves
- set the AI for the times when the character is controlled by the CPU

Plan ahead: 

- Read the movelists (technical guide which comes with the game, online at or in the perfect guide), play matches and watch CPU vs CPU 
matches to see some moves and get an idea which ones could be of interest 
(including reversals). Try the moves in matches against the "dummy" 
opponent and "normal" single matches (to see if they are easily reversed).

- Determine the commands for the moves which are most important and how to 
obtain these moves (training, level up or combine).

- Make a blank movelist (Excel is good for this) with the 
positions/situations and commands and fill in the moves the character is 
to learn.
It could look like this:
situation (standing (including running, turnbuckle), side grapple, back 
grapple, front grapple, hammerthrow (into ropes and corner), opponent down 
(general, facing up facing down, near head, near feet), apronside (dives and 
opponent climbing back), reversals)

command  combo 1  cb2   cb3       movename                
B                                 bodyslam
           up X                   elbow drop
                  B               pin  
           dn X                   double claw pick up
                  up B            belly to belly suplex
                  fw B            switch to back grapple
                  fw bk B         push
                         bk fw X  lariat
                         fw dn X  dropkick top knee
                         dn fw X  tackle
           fw dn B                Emerald Flowsion
           dn B                   British fall

So one can at first plan the character's moveset and later keep track of 
the moves which the character has learnt and which commands are still free. 
It is also possible to include the moves' levels and weight, lightning 
and flame icon, from which character the move was learnt, if it is a 
pinning move, if it is a "give up" move, etc.. 
It may be interesting to see how long a list can get with all the combos...

- Try to learn the moves needed to combine in order to get a desired move 
early. The moves used in this process will be lost so one does not lose much 
time or has to delete other moves just to learn the required moves.
This also includes the burning special. The only way to get a burning special 
is to combine moves. 
(see below)

- To get a move which can only be acquired by levelling up another move 
it may be a good idea to learn the move which needs to be levelled up early. 
Firstly one will have more time and chances to level up this move and 
secondly one may want to have awarded move early to occupy its command. 
If the command of the new move has been occupied by a learnt move, delete 
the learnt move, start another training match without learning a move for the 
command of the desired move. After the match the "level up" move should 
appear in the movelist.
Another reason to do so is that one can delete the move which has to be 
levelled up once the level up move has been received (in case one does not 
want to keep the basic move and learn a different move or keep the command 

- If the character is to have a non default reversal (see list at he has to learn it in training. To do so, the character 
needs to have the move (or type of move like some back grapple move or some 
kind of kick) reversed by a character who has the "special" reversal. 
Of course this means that the character must have learnt that move (or kind 
of move) beforehand. It may be good to have some reversals even if the 
character does not have/keep the move which is to be reversed After all it is 
the opponent and not the character who chooses which moves to use against 
the character.
Before learning a non default reversal it is a good idea to see the default
reversal. a non default reversal is not necessarily better than the default 
one (style, damage, looks, positions after the reversal).
It would be a good idea to learn the moves for which one wants to have the 
"special" reversals early so the commands can be freed up for other moves to 
learn (and maybe keep). Besides learning moves/reversals early means more 
time and more chances to level them up.

- It is a good idea to check the movelist after every training match (at 
least at the beginning) for new moves. Fortunately newly learnt moves are 
marked as such.
If a command is needed for a different move (and it also has no other use 
like learning reversals or levelling up to get another move) it may be best 
to delete the unwanted move right away. 

- Usually moves are learnt by having them executed successfully (=not 
reversed and not comboed into a different move; e.g. if the character is to 
learn a standing fw B brainbuster only the standing fw B brainbusters count 
but not a standing fw B COMBO dn B sheer drop brainbuster). 
The good thing about holds is that each "ouch" counts as a successful 
execution. So to learn a submission hold it is best to not break the hold (do 
not press any button, just do nothing but wait).
The number of hits necessary to learn a move depends on the type of wrester.
The type (strike, submission, suplex) can be seen below the graph at the top 
right of the character main screen. 

Here are the multipliers for the moves:

category    basic    strike      suplex       technical     
           "hits"     type        type           type       
                    multiplier  multiplier    multiplier  

standing     2        0.5          5              2

throws       2         2          0.5             3

submission   4         2           3             0.5

grapple      2        0.5          2              1

grapple      2         3          0.5             4

grapple      4         2           3             0.5

ropework     2        0.5          1              5

down         2        0.5          2             0.5

top rope     2        0.5          2              2

outside      5        0.5          2              5

front grapple
throw *      2         4          0.5             3

back (grapple)     
throw        2         5          0.5             3

give up      4         5           5             0.5

specialty**  2         2           2              2

** about the last category:
Actually I could find the kanji in a dictionary but they did not make much 
sense to me.
But fortunately "Vash" wrote the following on the message board for Giant 
Gram 2000 at on the 6th of October 2000:

"As for the 'Specialty' category, if the move you're trying to learn is a 
Specialty of your tutor, instead of where it would usually go. For example, 
Akiyama's Exploder would fall under the 'Specialty' category instead of 

Unfortunately I do not know how to identify the moves which the game 
considers "Specialty" moves of the wrestlers.

* There he also mentioned that what I considered "front grapple throw" in the 
list above is "push throw" about which he wrote: ""Push moves are moves like 
Hammer Throw, or DDT that require a grapple an a bit of either a push or a 
pull to start the move."
Actually this seems more plausible than the version which I wrote in the list.

The character's type largely depends on how often moves of the three 
categories are used in training matches.

There is yet another "type": "comical".
The multipliers for this type are 1 for all categories which means that only 
the basic "hits" are required to learn a move.

To change the type to comical one needs to go to the "shop" (press L on the 
character main screen) and experiment with the clothes. Equipping some 
(specific) pieces will change the wrestler's type to comical.

Since it may take some time to change the wrestler's type to a different one 
of the three basic types it may be a good idea to change to comical type when 
one wants to learn a move for which there otherwise would be a high 


The character does not learn a move despite having taken it more often 
than required. What is the reason?

If the character does not learn a move despite having been hit with it 
more often than required in the worst case (it will be best to assume 
the highest possible number just in case the lists are not correct) the 
reason could be:

- the command is not free; maybe a levelled up moves continues to give a new 
move for that command

- the move cannot be learnt at all (e.g. Smith's hold on to the ropes and 
climb back as a "push out of the ring" reversal; note: Misawa's dive to the 
outside feint is learnt along with the comboed dive which can follow the 

- the move is a "level up" or "combine" only move

- In some cases comboed moves require the "correct" starting move. If the 
character has learnt the "wrong" move (even if it bears the same name) or 
from the wrong wrestler (even if the move looks equal or very similar) it is 
not possible to learn moves which "combo" from the starting move.

Examples (as far as I remember, maybe there are more): 
- to learn Kobashi back grapple sleeper suplex the character needs to learn 
the back grapple sleeper hold with with the combo starts from Kobashi
- It is not possible to learn Hase's and Honda's moves which combo from a 
STF when the character has learnt Cyclops' version of the STF. If one wants 
the Cyclops version and the Hase/Honda combo one could learn the "normal" 
STF for the opponent down, facing up, near feet bx X COMBO fw bk X STF 
command and CyClops' version for the side grapple dn B COMBO fw bk X command.
- To learn Wolf Hawkfield's Turbo drop combo one has to learn the starting 
side suplex from him.
- This may also be the case with Albright's (back grapple) rolling German 
suplex combo and/or Akiyama's blue thunder in his back grapple German suplex 
combo. If at some point the following moves (= rolling German suplexes or 
blue thunder) cannot be leant, despite having been hit with them many times, 
it may be best to delete the moves and make sure that the moves in this combo 
are learnt from the "right" (= the one whose combo is to be learnt) trainer.

What is the meaning of "lv" in the character's movelist?

Almost all moves which are in the movelist have a level, including the non 
default reversals. 
This means that there is a counter for (almost) every move the character has 
learnt (and not deleted, of course; when deleting a move and learning it 
again resets the move's counter). 
When executing a move successfully (= not reversed and not comboed into a 
different move; it still counts when a comboed move follows the execution) 
in a training match in the create a wrestler mode usually the counter for 
this particular move is increased by 1. If that move was the move which ended 
the match, that particular execution of the move counts triple (it does not 
matter if by pinfall, submission or referee stop when the damage level of 
three of the opponent's body parts reaches 100%).
For every five "execution points" the level of the move increases by 1 up to 
a maximum level of 99. 
The higher the level of a move is the more (energy bar, but not body part 
breaking) damage it inflicts. 
Some moves even give the wrestler a new move when they reach a specific 
level (provided the command for the move which is to be awarded is free).
See below for a list of level up moves

What are the symbols/icons "fire/flame", "weight" and "lightning" which 
appear for some moves in the character's movelist?

These icons are added to the moves when certain criteria are met.

This icon increases the amount of body part breaking damage a move inflicts.
To get this icon use the move to reach the 100% damage to that body part.
Note: It does not matter how the previous 99% were caused but it is necessary 
to reach the 100% with that move. If a move causes damage to more than one 
body part is is enough that one part reaches 100%. Another thing to keep in 
mind is that as long as the damage for one body part has not reached 100% the 
part will regenerate a little during the match. This is especially important 
to keep in mind in for moves which do not cause much damage to body parts 
and/or which are deeper inside a combo. The reason for this is that in order 
for a move to be awarded the lightning icon, the 100% damage has to be 
reached with the first hit/ouch. 
As long as a submission hold is not broken it will continue to cause "ouch"es.
When the move is locked on and the damage reaches 95% it apparently is not 
100%. But after two or three "ouch" the damage may reach 100%. Still no 
lightning icon will be awarded since 100% were reached while the hold was 
locked but not when it was applied.
Some mounted punches (e.g. Misawa, Williams, Grace) continue to increase the 
body part damage with every (comboed) hit. Still the lightning icon will only 
be awarded when 100% are reached with the first punch/execution but not with 
additional comboed executions.

The opponent stays down longer when hit with this move.
To get this icon use a move to end a match. It does not matter if by pinfall, 
submission or referee stop when the damage level of three of the opponent's 
body parts reaches 100%.
Note: I have not managed to get this icon for Hase's opponent down, facing 
up, near feet dn B Giant swing. Maybe I do something wrong, maybe it is not 
possible at all. Maybe there are more moves with which this does not work. 

In Giant Gram 2000 the successful execution of a move not only deals damage 
to the opponent but also adds an amount of points to the burning/spirit meter 
(top of game screen during a match, right above the energy/life bars). When 
a move has got the flame icon the amount of points being added to the spirit 
meter is increased when executing this move.
This icon is added to a move when it is one of the two most used moves listed 
in the create a character main screen.
What is this icon good for?
A few moves require that the wrestler's burning meter has reached MAX once 
in a match before they can be executed. In order to be able to lift some of 
the heavy wrestlers (e.g. Vader, Hyper) the spirit meter also must have 
reached MAX.
To enter "burning mode" (press L+R simultaneously or A+B+X+Y simultaneously) 
the burning meter must be at MAX. 
In "burning mode" the wrestler can his execute burning special, automatically 
stands up right after getting knocked down and can break pins just by 
pressing A or B or X or Y.
Another good use of a burning meter at MAX is when the wrestler is being 
pinned. By pressing L+R or A+B+X+Y simultaneously the wrestler immediately 
breaks the pin. The later this happens the more "fire" will be left in the 
burning meter. If done very late, the wrestler will enter the burning mode.
This, however, means that the burning meter will be depleted once the burning 
mode has expired.
So there is some use in having the flame icon on many moves. The only problem 
is that it is not so easy to give it to many moves. While the other icons can 
be acquired some time during training (see below) it gets increasingly 
difficult to get the fire/flame icon for new moves. 
So it requires some planning to get the icon for many moves (at the beginning 
of training the character: short matches in which the character gets beaten 
up and only executes one or two moves, then ends the match, start new 
matches, repeat with other moves until those get the icons, etc.). 

How can I improve the power, stamina and spirit ratings of the wrestler which 
are displayed on the status screen?

Actually I have not worried about this question much. For me the ratings 
improved as training went on and I did not think much about the "how". Some 
time ago someone posted the criteria for increasing the ratings on the 
message board. Unfortunately my character already had the highest ratings 
(SS) for all three so I did not write them down or pay much attention to them.
But from my (not so reliable) memory and a look at the katakana in the 
description in the Perfect Guide these appear to be ways to improve the 
ratings (not really sure):

power: cause damage to the body parts

stamina: reverse moves often, have long training matches

spirit: kick out after 2.5 often, enter burning mode often

I cannot delete the hammerthrow (or other move). What can I do?

While it is possible to delete almost all moves, some moves like the 
hammerthrow or the normal opponent down B pin cannot be deleted.
Interestingly though, it is possible to delete the normal powerbomb pin 
(keep B pressed when entering the command for the powerbomb), which is learnt 
along with the powerbomb (from most wrestlers, but not Kawada and Kobashi who 
have got their special powerbomb pins), can be deleted. While this may seem 
uninteresting at first it becomes more interesting when one knows that it is 
possible to learn Kobashi's powerbomb jackknife pin hold or Kawada's 
powerbomb pin instead (normally in training, just take the pin a few times, 
it is possible to break the pin and still learn it).

I cannot learn one move because the trainer never ever uses it on me!

This is what can make this mode so rewarding... or frustrating...
There are some moves which are done more often than others and some moves 
seem to never or very rarely be used.
The first advice I can give is: "be patient and keep trying". It sometimes 
takes long. But always training the same things may not get one far. So it 
may be a good idea to change and influence whatever is possible:
- try different settings of difficulty
- try to keep the energy bars in different colours (e.g. player: green, 
trainer: red; then both green as long as possible; both red, etc. try various 
- I do not know if activating the "All Japan" mode in the settings has any 
influence on the moves used but it reduces the damage delivered/taken which 
means that the colours of the energybars do not change so fast.

Actually there are some moves which I would like my character to learn but 
unfortunately it has not worked yet:
Tamon Honda: standing fw fw B COMBO X legbar
The fw fw B move is no problem (also possible from Grace) but so far he has 
never used the COMBO X.
Smith: front grapple dn X COMBO B piledriver
Again the first part is no problem but the comboed piledriver has never been 
used against my character
Misawa: opponent outside fw X COMBO A COMBO fw X dive
The fw is no problem, from what I have read the A (feint) is learnt along 
with the comboed dive which follows it. Misawa does the fw X dive and feint 
quite frequently but so far no luck with the dive after the feint.
Any help will be appreciated!

How can I learn the running B moves? The opponents seem reluctant to use 
these moves, instead they only use the running X attacks (if any at all)!

This information was given on the forums many years ago. Unfortunately I 
forgot who found out and posted it.
To learn the running B moves it is best to be outside the ring. Then knock or 
throw down the opponent and walk away from the opponent as far as possible 
(do not get back into the ring and do not try to go around the corner). Then 
wait. Often the opponent will come running at the character and execute a 
running B move. Again it may take a few tries.

How can I leave the ring (without just following the opponent who got thrown 
or knocked to the outside)?

Get thrown out by the opponent (fw fw B) or get hit to be knocked out of the 
ring (e.b. dropkick near the ropes). 
An easier way is to give the character the leapfrog and shaking fist (I 
think it is called something like "split legged jump and arm gesture" in the 
taunt list at; it is near the bottom of the list, number 108) 
taunt (Wolf Hawkfield in Virtua Fighter?). Then stand close to the ropes with 
the character's back towards the ropes. Execute the taunt. When executing 
this taunt any hit will knock the character out of the ring. This should also 
work with other taunts but I chose this one because it is a long one.

The following information was posted on the message board a long time ago. 
Unfortunately I do not remember who posted it:
When getting thrown or knocked out of the ring press the d-pad towards the 
ring as soon as possible and keep it pressed until the wrestler has got up. 
In most cases this will keep the opponent from following to the outside.
If one wants the opponent to follow to the outside, then just do not do it.
But I think in most cases (exception: running B moves, see above) one will 
want the opponent to stay inside the ring to learn dives to the outside or 
moves on opponents climbing back into the ring. 

Another possibility to leave the ring is to use the d-pad to make the 
character roll towards the ropes and fianlly to the outside when he is 
lying on the mat after having been knocked down or thrown, suplexed, driven, 
etc. onto the mat.

How can I learn side grapple moves? Most of the time the opponent either 
executes a front grapple move or switches to back grapple.

As always there is no guaranteed way to make the opponent execute specific 
moves but there is a way to increase chances.
Unfortunately the default hammerthrow into the ropes attack (counter kick) 
cannot be deleted so the character is stuck with it and cannot learn other 
default (= no command entered after the hammerthrow into the ropes command) 
But in this case the default hammerthrow attack can be helpful. The counter 
kick knocks down the opponent. Do not move the wrestler! When the opponent 
gets up he will be in a position to the side of one's wrestler. Even if the 
opponents starts punching and kicking, do not move unless the position to the 
side is lost. With some luck the opponent will go into a grapple, which will 
be a side grapple due to the starting position. 
As always: be patient, keep trying and maybe try different settings 
(difficulty and colours of the energy bars).

What about moves on a downed wrestler?

For moves on a downed wrestler facing up:
Get the "leapfrog and shaking fist" taunt and execute it while the character 
is not close to the ropes (other taunts will make do as well, but this is a 
long taunt giving the opponent more time to hit the character). 
When hit by the opponent the wrestler will get knocked down, facing up. Do 
not hit any button and just wait for the opponent to act. Stomping attacks, 
etc. can be ignored. Sooner or later the opponent will either drag around the 
character (just ignore and wait), pick him up (repeat the taunt later), 
apply a hold (do not do anything if the move is to be learnt or try to 
break the hold if it is not) or execute diving attacks. When training 
against Master A M he may even teach the running elbow drop.

The moves on a downed wrestler facing down are easily overlooked.
I think the best way to get into a position on the mat facing down is to 
first knock or throw down the opponent (so he is facing up!) and then execute 
a pinning dive (like moonsault, shooting star press, etc.). After some tries  
the opponent will most probably make use of the late reversal point for diving 
press moves which is just rolling out of the way. This lets one's character 
make a belly landing which is just what one needs. Again do not move, do not 
touch any buttons and hope that the opponent will execute the desired move. 
Repeat if necessary.
Note: Once a move has been used successfully the CPU seems to be likely to 
reverse/block attempts of executing the same move again for a while. 
This is just the desired effect in this case!

There are so many moves! Is it a good idea to fill all commands?

It is nice that the game offers many commands for moves and that it is 
possible to learn comboed moves which further deepen the moveset.
It is also nice to have many moves so one can decide which moves to use and 
to have some flexibility with the wrestling style depending on the opponent 
and mood. After all one can decide to not use a move but one cannot use a 
move which the character does not have.

But there may be a few things to consider before happily and blindly filling 
all commands and learning all available moves, combos for the moves and all 

- Do the moves available for the command suit the style of the character (e.g. 
Phoenix splash for a submission style wrestler? powermoves for a technical/
highflying style moveset?)
Some flexibility and variety are good. As long as the player controls the 
wrestler there will not be a problem with moves which do not fit (just do not 
use them if they do not fit at that time or in the match). 
But once the CPU controls the character (in watch mode or just because one 
wants to have a match against him) the CPU may wrestle quite differently and 
also use moves which the player not.
This is one reason why I did not give my character Wolf Hawkfield's Full 
Nelson reversal and refrained from getting the build up buster, build up 
driver, giant gram, dangerous whip and izuna driver (I did get the twister 
uppercut which I do not use but the CPU does).

- Learning moves can take quite some time and it also takes a while to level 
up moves so they inflict more damage or to get the icons mentioned above for 
the moves. 
If one has the time or does not mind having moves at lower levels this is 
fine. But if one does not want spend so much time on learning moves which are 
not to used (much or at all), levelling up moves or trying to get the icons 
for the moves it may be better to just leave some commands blank.

- Some moves/commands may cause conflicts with other moves.
There are different kinds of conflicts (apart from user errors like confusing 
commands or imprecise input):

a) Since the commands are "situation" sensitive, the character may execute 
a move which was not intended
This is not really a mistake or problem but in the heat of a match it is 
possible to forget about this. Depending on how much one feels disturbed 
by this it may be something to consider.
example: Kobashi has got a powerbomb into the turnbuckle for the front 
grapple down B command. This move, however, is only executed when the opponent 
is close to the turnbuckle with his back towards the turnbuckle. In all other 
situations the "normal" front grapple down B move of the character will be 
executed. This is no problem at all, at least as long as one is aware of this 
or does not mind if "surprisingly" a different move is executed.
Other examples, not necessarily complete:
Shiga: near ropes, back to ropes, front grapple bk B
several: standing, near ropes, back to ropes bk X
several: standing, opponent near ropes with opponent's back to ropes fw X 

b) moves on downed opponent
The most common moves against downed opponents are dives and holds.
In this game many of them share the "same" commands. 
opponent down: fw X = diving lariat; 
opponent down, facing up near feet: fw X = sasori gatame
As can be seen, the command (fw X) is the same but the "situation" is not 
necessarily the same. 
But what happens when the opponent is down, facing up, the character is near 
the opponent's feet and and the player enters the fw X command?
It depends!
If the opponent is near the middle of the ring (or at least not "too close" 
to the ropes), the diving lariat will be executed. 
But if the opponent is close enough to the ropes, the hold will be applied.
The same goes for most, if not all, diving attacks on downed opponent and 
"mat attacks" (holds, punches, kicks).
It may also depend on how close the character is to the downed opponent.
This means that one either has to live with this or use some commands for 
diving attacks and other commands for "mat attacks" to avoid possible 
conflicts. It may be a good idea to learn the moves and then try and see if 
there really is a conflict and if one can live with it, provided the moves 
are not too hard to learn.

c) real conflicts which hinder one move
The side grapple fw X armbar offers several possibilities for comboed moves.
Among these possibilities are:
Smith: side grapple fw X COMBO B
WOlf Hawkfield: Side grapple fw X COMBO BBB... (press B repeatedly)
Learning one of these does not prevent the character from learning the other 
(since both actually occupy different commands). 
So it is possible to learn both moves and have them in the movelist at the 
same time.
The "problem" is that when the B button has been pressed once, Smith's move 
will be executed (of course, since all it requires is pressing the B button 
Once Smith's move is being executed there is no use pressing the B button any 
more. So learning Smith's move prevents the execution of Hawkfield's comboed 
I cannot remember any other conflicts between moves like this one. But maybe 
it is good to keep this in mind.

I want to create a wrestler who breaks body parts and who can win by 
submission. What are the basics which I need to know?

a) the body parts which can be damaged:

face (ganmen)
neck (kubi)
elbow (left and right; hiji)
lower back/hips (koshi)
knee (left and right; hiza)
ankle (left and right; ashikubi)

There are not so many moves which cause damage to the ankles. 
I think the easiest body parts to damage are the neck, the elbows and knees. 
So it may be best to concentrate on submission holds which affect these parts 
if one wants to win by submission.
Some time ago someone offered lists of moves which inflict body part damage 
(by body part and command) on the message board for this game at 
www. . 
If one is interested in the .xls file(s), it would be a good idea to post a 
request and hope that someone who has got the lists will respond (no guarantee 
but better a chance than none at all). 

b) effects of damage inflicted on body parts

As long as the damage level of a body part has not reached 100%, that 
body part will regenerate during the match.

Once the damage level on a part reaches or exceeds 50 % (remember that the 
damage level decreases if the body part is given time to regenerate) the body 
parts sometimes show signs of weakness:
ganmen: I think some blood may be visible
kubi: when causing further damage to the neck, the opponent may stay down a 
bit longer and move in pain
hiji: after delivering a strike (like lariat) the opponent himself will show 
some pain, when causing further damage to the elbow the opponent may stay 
down a bit and move in pain
koshi: in addition to staying down a bit and showing pain after suffering 
more damage to the lower back the opponnt hay hold his back after he has 
executed a move which requires lifting the opponent
hiza: besides the staying down and showing signs of pain running may not 
always work which means that after a hammerthrow the opponent may not run all 
the way but break down and stay down in pain for a moment
ashikubi: not sure about damage to the ankles but is most probably like 
injured hiza
At 100% the body parts do not regenerate during that match.
The effects when attacking the body parts (signs of pain) are the same, but 
they appear more frequently. When the damage level of the lower back (koshi) 
reaches 100% the wrestler can no longer perform most lifting moves.
There may be more effects of damaged or "destroyed" body parts which I am not 
aware of.

c) not all holds which cause damage to body parts can cause submissions

Only the holds which cause the screen to fade to white are real submission 
holds. Moves which do not just add damage to the body part but will never 
make the opponent submit even when the damage has reached 100%.

d) winning matches by referee stop

I have the impression that submission victories do not occur often. 
It seems to me that often a hold is broken before the screen has turned 
white entirely.
Besides fall and submission there is the possibility of winning a match by 
referee stop.
This occurs when the damage level of three body parts of one wrestler 
(remember that there are two elbows (hiji), two knees (hiza) and ankles 
(ashikubi)) reaches 100%. It does not matter if this happens by a punch, 
throw, kick, reversal, etc..
So if a real victory by submission is too hard to achieve, one may be able 
to score a "fake" submission victory by "destroying" three body parts, the 
last one with a submission hold (in the game it is called "referee stop" so 
one may only feel like having won by submission). 

There are some (submission) holds which have further combos, 
e.g. half Boston crab combo STF COMBO Tamon's shooter.
If one wants to learn the comboed moves one needs to know whether
a) the comboed move changes the move initially started in a way that the 
initial move does not see execution
b) the comboed move is comboed from the applied hold
The first is the case in the combo half Boston crab into STF, the second in 
the case of the combo STF into Tamon's shooter. 
In the first case one can try to break the half Boston crab once it has been 
locked on since it is impossible that the hold can be turned into a STF. 
In case of Tamon's shooter it is best to just wait and not even press one 
button once Honda has put the character in an STF since he may combo it into 
Tamon's shooter any time. So it will be best to stay in the STF as long as 
possible to have as many chances as possible to have the STF comboed into the 
desired move.

e) commands for ground submission moves

Many submission holds can be applied on a wrestler who is lying on the mat.
In Giant Gram 2000 there are four positions from which holds can be applied 
on an opponent who is lying on the mat:
- facing up near head
- facing up near feet
- facing down near head 
- facing down near feet

In the movelists some holds may be listed for "facing up" or "facing down".
But this still means that the character can learn different moves for the 
respective "near head" or "near feet" position.
It has been a while since my character has learnt those moves. Just in case 
it may be best to learn the moves with "near head" or "near feet" in the 
movelists first and then the general "facing up" and "facing" down moves for 
the still vacant positions.
In any case it would be a good idea to check the character's movelist after 
learning a "wrestler down" move to see for which position the move has been 

After the information about (submission) holds is there anything to know 
about punches, kicks, etc.?

Well, when they hit the opponent these moves cause energy bar damage, some 
also cause damage to body parts.
Basically there are three ways to "defend" against these moves:
- to initiate a grapple (A button) before or sometimes at the beginning of 
the execution of the strike
- by pressing back A; thus the strike will still cause some damage and a 
series of strikes is not broken; the character will even gain some "spirit" 
for the burning meter
- by pressing forward A; this, when successful, will block the strike, break 
a series of strikes and result in a "spark"

Some strikes like swinging strikes (e.g. lariats) or some kicks can be 
reversed (see list at ) by pressing (fw) A at the right 

Some strikes, however, cannot be blocked by fw A (those printed in blue in 
technical guide which comes with the game). Any attempt to block these moves 
with fw A will only result in getting hit and taking full damage. The only 
possibilities are to either avoid these strikes (e.g. dropkick) by moving out 
of the way or by bk A.

Strikes are also good to start a string of moves.
For more information on this see

Giant Gram 2000 FAQ  v4.0                             
by Professer Revolution 

available at

I recommend reading this guide for more information

It is said that the emerald flowsion can be executed more easily when 
starting with one or more strikes (e.g. X   A COMBO fw dn B) than just trying 
to combo it from a (standing or front grapple) B bodyslam without any 
starting strikes.

Some strikes have some additional effects:

- some moves knock down the opponent (when not "absorbed" by bk A; many of 
these moves cannot be blocked by fw A)
- when hitting the opponents some strikes turn the opponent 90 or 180 so 
they have their side or back turned to the aggressor

"blixa" posted information about the following effects of some strikes on the 
message board for Giant Gram 2000 at on the 25th of February 
Some strikes have one of the following effects:
These strikes stagger the opponent.
With the right timing it is possible to execute the grapple fw X or B OR 
bk X or B moves WITHOUT going into a front grapple.
example: When hitting a yoromeku strike pressing bk B with the right timing 
will execute a DDT (provided the front grapple bk B move of the character is 
a DDT) 
So the commands entered would be:
bk X (yoromeku strike) bk B (DDT)
instead of the "normal":
X (strike) A (grapple) bk B (DDT)

These strike moves make the opponent bend forward.
With the right timing it is possible to execute the grapple fw X or B OR 
bk X or B moves WITHOUT going into a front grapple.
example: When hitting a uzukumaru strike pressing dn B with the right timing 
will execute a powerbomb (provided the front grapple dn B move of the 
character is a powerbomb) 
So the commands entered would be:
dn X (uzukumaru strike) dn B (powerbomb)
instead of the "normal":
X (strike) A (grapple) dn B (powerbomb)

I want to learn Williams' murderous backdrop but my character only gets the 
"normal" dangerous backdrop. Is there a way to get the murderous combo?

Yes, there is a way to learn the murderous version instead of the "normally" 
dangerous version.
Taking a close look at the movelist for Williams reveals that there are two 
combos from the back (grapple) B backdrop which share the same command 
(B COMBO dn B). The difference is that one of them is a MAX move, which means 
that this move will be executed once the spirit meter (fire right above the 
energy bars) has reached MAX.
This means that in order to learn the comboed murderous backdrop the wrestler 
has to:
- have a normal backdrop
- start a training match against Williams
- wait until William's spirit meter has reached MAX, until then avoid all 
backdrop attempts (actually it may be best to try to avoid all back grapple 
moves and not wait until one is sure that the move really is a back drop) 
- once his spirit meter has reached MAX take all back grapple moves Williams 
does onto the character
- repeat until the character has learnt the move, it may take a few matches
After the match check the movelist to make sure that the character has learnt 
the correct (=murderous) combo, if not, delete the "wrong" combo and try 

Is there anything I should know about combining moves? 

Besides learning and levelling up, combining moves is another possibility to 
acquire moves. Combining moves can be done in the movelist screen.
Some combinations give specific moves including inside the ring burning 
specials (see below) while there are several possibilities for most other 
It must be noted, that not all moves can be acquired by combining other 
Firstly there only about 175 moves (apart from the burning specials (inside 
and outside) and the moves which require specific moves for combining) which 
can be acquired by combining moves. Another "restriction" is that moves 
inside a COMBO cannot be acquired by combining (e.g. it is possible to get a 
opponent down facing up near feet bk X Boston crab but not a STF which combos 
from a Boston crab).
This limits the usefulness of this feature.
Still it may be a good idea to try to combine moves hoping to get an 
interesting move instead of just deleting the unwanted moved (but be sure to 
save before doing so or even make a back up of the character if possible).

Is there a system to determine which moves are acquired or which moves can be 
used to get a desired move?

Actually there is a system, at least there are tables in the perfect guide.
Unfortunately it is a bit complicated (especially to someone as incompetent 
in the language as this author) and it requires the knowledge of how much 
damage the moves used in the process inflict. 

To find out which move will be the result of combining one has to do the 
following (with the help of the perfect guide):
- determine the category of the moves; there are 26 (!) categories
- find out the damage the moves inflict
- the next step is multiplying the damage of the moves with the multipliers 
listed with the categories (see above) and add the two results
- check in a table in which of the 9 lists the resulting move will be
(e.g. category 11 and category 14 -> see result in list 9)
- finally check the list to find out which move will be the result

So why are these information not included in this guide?

The information about the damage are included in the perfect guide but 
providing this information would mean translating the complete list off ALL 
moves (including the ones in combos) in the game, etc..
In addition to this the author cannot translate the categories (at least not 
precisely enough and still unsure if the translations are correct at all).
Furthermore the table with the 26 categories might be a bit hard to keep 
easily readable within the requirements for submissions at .
So I decided to include the the burning specials and other moves with 
"fixed" moves to combine in this guide, especially since most of the other 
moves which can be obtained by combining other moves can also be learnt in 
normal training matches.

Here is the list of the non "combine only", non burning moves which can be 
acquired by combining specific moves (these should also be learnable in 

move 1                    move 2                 awarded move

Taue "chokeslam"    diving dynamic kick        counter "chokeslam
                                               (early diving reversal)

Acecrusher             diving lariat           catching Acecrusher

Tamon's power do      diving headbutt          high angle Tamon's power do

golden left (standing) diving guillotine       counter golden left

"Shinzaki" front       "Shinzaki"              diving early reversal
grapple bk X           dn X diving knee drop   "dragonscrew" to the outside

Master running X      opponent down dn X       running flashing elbow
jumping elbow           flashing elbow         (opponent down running dn X)

Which are the best moves in the game?

I do not think that there is something like a "best" move. It depends on 
one's preferences (if someone likes highflying moves, he may not like 
submission holds much). Even if moves fit the preferred style, there may be 
some more aspects to consider like:
- the looks of the move in this game
- the amount of damage it inflicts
- body part damage (how much, to which part(s), is it better to inflict 
damage on a body part damage even if it means inflicting less energy bar 
- is it a pinning move, submission move which can end a match? In which 
position will the opponent be after the execution of the move?
- are there combos from the move?
- is the move easy to execute?
- is the move likely to get reversed?

Since the moves in the technical guide (and the movelists available at ) are listed by wrestler and not by command (the Perfect 
Guide has movelists both by wrestler and by commend) it is not always easy to 
choose a move to learn for a specific command (even more so because the 
hidden wrestlers are not included in the technical guide and different 
wrestlers may have different moves which can be comboed from a move; just 
take a look at the combos for Albright's and Kakihara's front grapple 
bk X kneelift which can all be learnt) because some options can easily be 
When one is not sure about which move to learn for a command or is not able to 
find a "good" move, it may be a good idea to post a question on the message 
board for Giant Gram 2000 at .

I want to give my character the most damaging moves for each command. 
What are those moves?

Of course it is possible to do this but there are a few catches:
- The Perfect Guide only lists the energy bar damage which the moves 
cause but it does not quantify the body part damage which some of the moves 
inflict. Besides it is not always easy to weigh the "value" of energy bar and 
body part damage. Which move is better/stronger: One which causes 50 points 
of energy bar damage (e.g. standing fwdn fwdn A+B Splash Montain (pinning 
move)) or one which only causes 45 points but at the same time causes a 
decent amount of body part damage (e.g. standing fwdn fwdn A+B SSD)?
- As GG200 has a nice combo system the question remains whether "most damage" 
should refer to the first move or the strongest move even if it is one or two 
COMBO from the starting move.
- Is the move easily countered? There is little use having high damage moves 
which are easily countered by the CPU (especially if the reversal can put the 
character into an unpleasant position).

But here is a list of moves which cause the most (energy bar) damage (50 or 
more points of energy bar damage, according to the Perfect Guide; in this list 
only the damage of the moves themselves are considered but not the damage 
whicha whole series of comboed moves inflicts altogether; e.g. Albright's 
rolling German suplexes taken together surely cause more than 50 point of 
damage but every single German suplex inflicts less than 50 points of damage 
so these moves are not included):


B COMBO FW DN B       Emerald Flowsion                  Misawa 
                                                        (level up)   25 - 100

fw B COMBO FW DN B    vertical drop DDT                 Mangler            60

fw B COMBO FW DN B    spinning vertical drop           Sky High Edge (birdman)
     COMBO 360 B     falcon arrow                      (level up)         60

up B CO dn X CO BBB... flying mare CO full Nelson CO suplex    Albright    50
                       CO B  to execute the release version    Albright    55

fw bk B               crucifix (powerbomb) drop         "Sinzaki" (lv up)  50

fw bk B               Barton Bash                       Barton             50

fw dn B               tiger driver                      Misawa, Ogawa,     50
                                                        Sky High Edge, Tigre

fw dn B COMBO DN B    Tiger Driver 91                   Misawa (level up)  91

fw dn B               pedigree                          character exclusive 
                                                        combine only       60

bk dn B               one hand clutch exploder          Akiyama            60

fwdn fwdn A+B         splash mountain                   level up           50

hcf A+B               standing giant swing              Hyper/Tiger        50

hcf A+B COMBO 360 B  throw to the outside standing     Hyper/Tiger        60
                      Giant Swing                       level up + learn combo
hcf = half circle forward: bk bkdn dn dnfw fw

360 A+B              build up driver                   Hyper, Tiger       50

360 A+B COMBO 360 B thunder fire power bomb           Hyper, Tiger 50+10+20
360A+B C 360B C 360B    neck hanging driver          Hyper, Tiger      +30

standing opponent near turnbuckle with his back to the turnbuckle:

fw B                  Oklahoma stampede from turnbuckle Williams           50

fw B                  double arm suplex                 Misawa             50

fw B                  brainbuster from turnbuckle       Kawada, Taue,      50
                                                        Kobashi, Akiyama, 
                                                        Ogawa, Omori, 
                                                        Takayama, Hansen, Ace,
                                                        Barton, Smith, 
                                                        Hawkfield, Mossman, 
                                                        Tsuruta, Brody, 
                                                        Diablo, Sky High Edge,
                                                        "Shinzaki", Tigre, 
                                                        Mangler, Cyclops, 

fw B                  frontsuplex from turnbuckle       Albright           70

fw fw B COMBO FW BK B "chokeslam" from turnbuckle       Taue        (45 +) 60

fw bk B COMBO B       Oklahoma Stampede combo           Williams       5 + 55

fw bk B               uranage fron turnbuckle           Hase               55

fw bk B               Acecrusher from turnbuckle        Ace                55

fw bk B               exploder from turnbuckle          Akiyama, Hyper, Tiger
                                                        level up           80

fw bk B               falcon arrow from turnbuckle      Sky High Edge      50

fw bk B               frontsuplex from turnbuckle       Honda              70

fw bk B               reverse brainbuster from t.       Mossman            50

fw bk B               DDT from turnbuckle               Misawa, Mangler    50

fw bk B               Burning Hammer                    Kobashi (combine) 100

side grapple:

B COMBO dn B         (snapmare) C dragon suplex        Hyper, Tiger        50

back grapple:

B COMBO DN B          hesodenageru (?) backdrop         Tsuruta            60

B COMBO DN B          homicidal backdrop                Williams (MAX)     70

dn B COMBO up B       ultimate crush                    Diablo             50

dn B                  dragon suplex                     Kawada, Omori,     50
                                                        Hase, Sky High Edge, 

fw bk B               Tigersuplex 85                    Misawa (level up)  85

X COMBO BBB...        full Nelson Suplex                Hyper, Tiger       50

dn X COMBO BBB...     full Nelson suplex                Williams, Albright 60

360B                 Giant Gram                        Hyper, Tiger       99

front grapple:

B COMBO FW DN B       Emerald Flowsion                  see above "standing"

fw X COMBO fwdn fwdn A+B (stomach punch) C splash mountain)                50
                      stomach punch: Hansen, Vader, Sammartino, Jonathan, 
                      Diablo / splash mountain: level up

dn B                  vertical drop DDT                 Mangler            50

dn B                  Dynamic Bomb                      Taue               60

dn B                  doctor bomb                       Williams           50

dn B                  big crunch                        Vader              50

opponent near corner with his back to the turnbuckle:
dn B                  powerbomb into turnbuckle         Kobashi            50

hammerthrow (into ropes):

fw fw X               32 mon rocket                     Giant Baba        100
                                                        level up

bk fw X               Western Lariat                    Hansen (level up) 100

dn fw X               16 mon kick                       Giant Baba         90
                                                        level up

opponent down:

bk fw X               short range Western lariat        Hansen (level up)  60

bk fw X               lift up lariat                    Kobashi (level up) 60

bk fw X               King Kong diving knee             Brody, Diablo      70

facing up

fw fw B               Giant press                       Giant Crusher      60

up B                  moonsault press                   Vader              80

dn B                  top rope diving big van crush     Vader              60

fw dn B               Phoenix splash                    Sky High Edge      60

facing up near head

dn X COMBO BBB...     full Nelson suplex                Albright           60

apron (wrestler inside the ring, opponent outside, climbing back)

fw B COMBO fw dn B    vertical drop DDT                 Mangler            50

fw bk B               Acecrusher from apron to floor    Ace                60

fw bk B               Diamondcutter (looks like Acecr.) Master             60

fw bk B               "chokeslam" from apron to floor   Taue (level up)    90

fw bk B               Tigerdriver from apron to floor   Misawa             90


swinging punch                                          Misawa             91
COMBO fw dn B COMBO DN B     Tiger driver 91           learn+learn + level up

NOTE: These are the damage points according to the Perfect Guide.
The (energy bar) damage which a move inflicts also depends on the level of 
the move. So it is possible that a move which only inflicts 50 points of 
damage (according to the Perfect Guide) but has been brought to a high level 
actually inflicts more (energy bar) damage than a move which inflicts 60 
(Perfect Guide) points of damage but is at a low level.

And what are the COMBOS which cause the most (energy bar) damage?

Again there are more things to consider than just the (energy bar) damage 
when thinking about which combos to learn.
As mentioned above, aspects like damage inflicted on body parts, ease of 
execution (including timing), fitting the character's style/rest of the 
moveset, positions at the end of the combo (pinning, in a good position for a 
highflying finish, etc.) and other things should not be ignored.
But the most important thing to keep in mind may be the likelihood of the 
combo being broken by the opponent. Adding a move to a combo usually also 
means adding (at least) one chance of reversing (=ending the combo) for the 
opponent. So a longer combo, which can be easily broken, may not always cause 
more damage (at least not much) than a shorter one or than a single move and, 
depending on reversal may put the character in an unpleasant position.

Here is a list of combos which cause at least 70 points of damage (energy 
bar, according to the perfect guide). 
Theoretically any (submission) hold or comboed punches could cause this 
amount of damage but since these are usually stopped by the opponent after a 
few hits/"ouches" I did not include them in this list. Still there is a 
"problem" with how to treat holds which can be comboed into a throw (e.g. 
full Nelson into dargon supleX). Holds usually only cause between 2 and 7 
points of damage per "ouch". For the sake of simplicity I have assumed three 
"ouches" before a hold is comboed into the next move.
As mentioned above, some combos can be started with one or several (standing) 
punches. The damage which these strikes inflict is also not included in the 
calculation of the damage.
So this list only includes combos which are not endless repetitions of the 
same move (like repetitive punches or kicks which could be done ad infinitum) 
and which do not include any starting strikes (unless they are a specific 
part of the combo):


fw B              start with brainbuster                                     
  CO fw dn B      combo turns brainbuster into vertical drop DDT (Mangler)  60
    CO fw bk X    triangle hold        (Mangler)                      3*5 = 15

up B              snapmare/flying mare         (Albright)                    8
  CO dn X         full Nelson                                           3*4=12
    CO BBB...     dragon suplex                                             50
      CO up B     rolling released dragon suplex                            55
      CO dn B     rolling German suplex                                     30
        CO B      released rolling German suplex           (instead of 30)  35

fw bk B           uranage (Hase)                                            30
  CO fw bk B      2nd uranage                                               15
    CO dn B       turn into dangerous uranage (level up)   (instead of 15)  45
    CO fw bk B    3rd uranage                                               10
      CO dn B     turn into dangerous uranage              (instead of 10)  45
      CO fw bk B  4th uranage                                               30
        CO dn B   turn into dangerous uranage              (instead of 30)  45

fw bk B           "chokeslam"              (Taue)                           45
  CO fw bk B      "chokeslam"                                               40

360 A+B          build up driver (Hyper/Tiger)                             50
    CO 360 B     thunder fire power bomb                         10 + 20 = 30
       CO 360B   neck hanging driver                                       30

near corner

fw fw B           chokethrow into turnbuckle (Taue)                         45
  CO fw bk B      "chokeslam" from turnbuckle                               60

side (grapple):

B                 snapmare/flying mare         (Albright)                    8
  CO dn X         full Nelson                                           3*4=12
    CO BBB...     dragon suplex                                             50
      CO up B     rolling released dragon suplex                            55
      CO dn B     rolling German suplex                                     30
        CO B      released rolling German suplex           (instead of 30)  35

back grapple

B                 atomic drop                                               18
                  (Brody, Hyper, Tiger, Diablo, Crusher, Giant Crusher)   
B (charge)        atomic drop (Hyper, Tiger, Crusher, Giant Crusher)        36
 CO B             German suplex     (Hyper, Tiger)                          30
   CO B           released German suplex                   (instead of 30)  35
   CO dn B        rolling German suplex                                     30
     CO B         released rolling German suplex           (instead of 30)  35
bk B              German suplex (many, see information far above)           30
  CO dn B         rolling German suplex (Albright, Akiyama)                 15
    CO dn B       rolling blue thunder (Akiyama, see information far above) 30
    CO dn B       rolling German suplex 2 (Albright, see above)             10
      CO dn B     rolling German suplex 3                                   30
dn B              backbreaker     (Brody, Diablo)                           32
  CO up B         ultimate crush  (Diablo)                                  50

dn B charge       atomic drop     (Taue)                                    36
  CO bk B         German suplex   (Taue)                                    35

dn X              full Nelson     (Williams, Albright)                3*4 = 12
  CO BBB...       full Nelson suplex                                        60

front grapple

dn B              powerbomb (Kobashi, and others)                           40
  CO dn B         powerbomb (Kobashi)                                       35

opponent down

facing down, near head

dn X              full Nelson    (Albright)                           3*4 = 12
  CO BBB...       full Nelson suplex                                        60


swinging punch:

Hase:               see uranage for "standing"

Taue:               "chokeslam"                                             30
  CO fw bk B        "chokeslam"                                             40

Misawa:             reverse full Nelson                                      3
  CO fw dn B        tiger driver                                          (45)
    CO dn B         (turn into) tiger driver 91 (level up the reversal TD!) 91

It is possible to add 22 points of damage to all back (grapple) combos. 
Actually it is possible to add 22 points of damage to every back (grapple) 
move and (kind of) make all back (grapple) moves part of a combo.
when the character has a bodyslam for the standing/front grapple B command 
he may also learn the dn X double claw pickup (maybe this does not work with 
all body slams, but it surely works with the normal one, and the Hawkfield, 
Hyper/Tiger version). After the doubleclaw pickup just learn the fw B switch 
to back grapple combo.
So the "combo" can be:
B (bodyslam, 12 points of damage) COMBO dn X (double claw pickup, 
+ 10 points) COMBO fw B (switch to back grapple; 0 points) 
COMBO bk B (German suplex)

I want to create a character with the minimum number of moves necessary to 
win matches.
How can I achieve this?

This is quite easy.
To be honest, the character needs one move only (plus the default pin).
If one likes, it is even possible to delete some of the moves which all 
characters have at the start.
It is possible to win matches by using Kawada's standing up X ganmengiri 
only. Just keep executing the move. Since this kick is unblockable (fw A does 
not work) the opponent will either get knocked down or still suffer some 
damage (bk A). When the opponent gets knocked down he will often get up fast 
and run at the opponent (kind of "reversal"; press A after suffering the 
hit). Just execute the kick again (and again, and again,... etc., if he 
remains standing just keep kicking) until the opponents energy has been 
depleted completely. Then, when the opponent stays down (does not get up fast 
and run at he opponent) press B for pin.
Hopefully the opponent will not kick out or even enter burning mode. If he 
does, repeat the up X kick festival until there is another chance for a pin.
Amazingly, the "score" (= number of spectators who liked the match) for 
such a match is not too bad. It should be enough to get to fighting Baba in 
arcade mode when using this method in all matches.
To have some kind of different finish which still looks simple one might add 
Hansen's bodyslam combo elbow drop combo pin (front grapple or standing 
B combo up X combo B; it may be easier to go for a front grapple after all 
the kicks than to try to execute the standing move).


fw dn fwdn          twister upper(cut), original move  level up           35
hcf A+B             standing giant swing               Hyper, Tiger
                                                       level up           50
360 B              build up buster                    Hyper, Tiger       45
360 A+B            build up driver                    Hyper, Tiger       50

dn X                dropkick to knee                   Master             14

side grapple:
x                   elbow stamp                        all                 5

back grapple:
360 B              Giant Gram                         Hyper, Tiger       99

front grapple:
opponent in corner, back to turnbuckle:
dn B                cornerbuckle powerbomb             Kobashi            50

hammertrow into the roppes:
up A                leapfrog                  Misawa, Ogawa, Hase, Shiga,  0
dn A                speedbump                 Smith, Hawkfield, Mossman,   0
                                              Brazil, "Shinzaki", Sky High
                                              Edge, Tigre, Master

opponent down:
running dn X        running flashing elbow            Master              10

facing up:
fw dn B             phoenix splash                    Sky High Edge       60


move to level up                 level      awarded move

stomach Kick (Giant Baba)         30        16 mon kick
16 mon kick                       20        32 mon rocket
tiger driver (standing fw dn B)   30        tiger driver 91
tiger suplex                      30        tiger suplex 85
bodyslam                          99        emerald flowsion
"chokeslam" (Taue)                30        "chokeslam" from apron
lariat (Kobashi, standing)        50        lift up lariat
exploder                          30        exploder from turnbuckle
Western lariat (bk fw X)          20        (corner hammerthrow) W. lariat
running neckbreaker drop (G Baba) 30        hammerthrow Western lariat
hammerthrow Western lariat        10        short range W lariat (opp down)
Acecrusher                        30        Mexican (hammerthrow) Acecrusher
uranage                           30        dangerous uranage
powerbomb                         50        splash mountain (standing + combo)
giantswing OR giantspin           50        standing giantswing
jumping backdrop                  30        backdrophold (Ogawa)
kneelift (Takayama)               30        running kneelift
golden left                       30        hammerthrow golden left
praying powerbomb                 30        crucifix drop
falcon arrow                      30        spinning sheer drop falcon arrow
vertical drop brainbuster         50        S.S.D. (CAW exclusice)
front suplex (Albright front      50        dangerous whip (CAW exclusive)
grapple up B)  
dangerous whip                    30        izuna driver (CAW exclusive)
uppercut                          50        twister upper (CAW exclusive)


move 1                    move 2                 awarded move

Argentine backbreaker     orange crush           burning hammer

piledriver                standing giant swing   build up driver

spinning vertical drop    splash mountain        build up buster

build up buster           build up driver        Giant Gram

double arm suplex         facebuster             pedigree (CAW exclusive)

Giant DDT                 Giant DDT              double DDT
(front grapple bk B)      (front grapple         (double brainbuster reversal)
                          dn X COMBO B)

head scissors whip        reverse press          head scissors whip
(Misawa low spirit        (reversal for e.g.     (powerbomb tsu puraton
powerbomb reversal        backdrop)              reversal)


move 1                         move 2                  name / wrestler

16 mon kick                    32 mon rocket           ??? Giant Baba
elbow (Misawa)                 double elbow            ??? Misawa
Kawada's front grapple up X    standing up X           ??? Kawada
(standing) "chokeslam"         turnbuckle "chokeslam"  ??? Taue
lift up lariat (opponent down) burning hammer          ?burning lariat/Kobashi
exploder                       1 hand clutch exploder  ? exploder / Akiyama
hammerthrow Western lariat     am. football tackle     unstoppable tanpuka (?)
Vader hammer                   corner hammerthrow      destiny hammer / Vader
(standing x x X (3rd!))        Vader attack
Albright's standig fw fw B     rolling German suplex 3 king of suplex/Albright
German suplex
Mexican Acecrusher             guillotine Acecrusher   final Acecrusher / Ace
giantswing                     standing giantswing    infinite giantswing/Hase
turbo drop                     turbo drop II           stampede turbo drop / 
chokesleeper                   Grace's front grapple   jointcrusher / Grace
(back mount fw dn X)           up X
ultimate crush                 front backbreaker       ultimate desusaizu / 
Giant Gram                     delayed brainbuster     Giant Gram 2.1
                               (fw B charge)           Tiger
Tsuruta back grapple           Tsuruta b COMBO DN B    ? backdrop / Tsuruta
B backdrop                     hesodenageru backdrop
jumping backdrop (Ogawa)       Ogawa back grapple      backdrop requiem / 
                               bk B backdrop(hold)     Ogawa
Omori running axbomber         hammerthrow axbomber    wild express / Omori
Takayama standing bk fw X      (hmrthr)running kneelift ? knee attack / Takay.
Kakihara hammerthrow           front grapple dn X      kaki rush / Kakihara
fw bk X               (or same move in front gr. bk X combo)
Tamon's power do               triple headbutt         ??? / Honda
(hammerthrow dn B)  (front grapple up x combo fw x COMBO FW X)
Shiga standing                 corner fw bk B          triple twister swing 
fw dn swing DDT                cross arm swing DDT     DDT / Shiga
Smith side grapple             side grapple            British tornado / Smith
fw B                           fw X COMBO B
Barton hammerthrow dn fw X     ? corner fw X ?         machine gun g. left/
golden left                                            Barton
Mossman running X zero kick    Hawaiian crusher        Hawaiian big Wave / 
Master corner hammerthrow      back grapple fw B       genius rage / Master
space rolling elbow            facecrusher
hammerthrow fw X kenka kick    corner hmrthr X k. kick ? butterfly / Cyclops
Mangler front grapple dn B DDT standing fw B           king of crusher / 
                               COMBO FW DN B DDT       Mangler
Tigre opponent down facing up  opponent down facing up tiger hurricane
dn B rounding body press       up B diving body press  Tigre
Sky High Edge opp. dn fac. up  opp dn fac. up          air master /  
fw dn B phoenix splash         up B shootingstar press Sky High Edge
"Shinzaki" front grapple       front grapple           ??? / "Shinzaki"
dn B praying powerbomb         fw X COMBO FW BK B
Rikidozan front grapple        hammerthrow X chop      ??? / Rikidozan
dn X chop
Williams front grapple         Williams back grapple   ??? / Williams
dn B doctor bomb               B COMBO B dang. backdr
Sammartino front grapple       hammerthrow fw X        bionic powerplant / 
up X bearhug                   bearhug                 Sammartino
Argentine backbreaker          front grapple up B      ??? / Kiniski
                               Schmidt backbreaker
Argentine backbreaker          front grapple dn X      humanoid taifun
                               Canadian backbreaker    Jonathan
Giant Crusher front grapple    corner fw X hip push    gigantic pressure
dn B                                                   Giant Crusher
Brody standing B               opponent down fw bk X   King Kong panic / Brody
one hand spin slam             King Kong diving knee
Crusher (Biter) front grapple  standing fw B           ??? / Crusher
fw X kamitsuki
kneecrusher (side gr. dn B)    figure 4 leglock       curse of the 4/Destroyer
standing iron claw catch       stnd. stomach cl. catch ??? / von Erich
front grapple up X             front grapple fw X
corner fw X coco butt rush     running X  coco butt   ultra coco butt / Brazil
standing fw dn X               standing dn X Clay kick ??? / Killer
sliding Clay kick
headlock punch                 standing XX (Ogawa)     ??? / ???
opponent down                  opponent down          bouncer spirits/original
X stomp                        X COMBO X

There are five different burning specials outside the ring.
But unlike the in ring burning specials the "outside" burning specials do not 
have specific moves which must be combined to obtain them. 
The outside the ring burning specials only inflict 60 points of energy bar 
damage while most of the inside the ring burning specials inflict 100 points 
of (energy bar) damage.


- The Authors of the FAQs for Giant Gram and Giant Gram 2000

- The contributors to the message board at, who are too 
numerous to mention and whose names and contributions may have vanished from 
my memory but whose contributions helped me a lot; 
just to mention two: "blixa" and "Vash" of whose contributions I used parts 
to write this guide 

If anyone feels that I have used his work or contributions in this guide 
please contact me and I will give credit!!!

- for making and maintaining the helpful site

- Sega for making this game

- Dreamcast Magazine and Soft Bank Publishing for making and publishing the 
"Giant Gram 2000 Perfect Guide"

- The real life counterparts of the wrestlers in this game for doing what 
they do/did to entertain us; not to forget that since the release of this 
game at least three of them have become legends: Hashimoto (Mangler D H), 
Misawa, and Williams

- HBOSS for his help in writing this guide


For corrections, contributions, questions, ideas, suggestions, comments, 
annotations, etc. please feel free to contact me at
jakrause @