FAQ by Joe the Destroyer

Version: 2.0 | Updated: 12/20/10 | Printable Version

For play on Sony PlayStation
Presented by Joseph Shaffer (Joe the Destroyer)
Version: 2.0
Last Updated: 12/19/10
Phase: Technically Complete


GameFAQs (www.gamefaqs.com)
PlayStation Cheat.net (www.psxcodez.com)
NeoSeeker (www.neoseeker.com)
IGN (www.ign.com)
HonestGamers (www.honestgamers.com)

If you are e-mailing me about feedback, questions, or anything having to do
with any FAQ, please send it to thechowrocker@yahoo.com.  IMPORTANT: If you are
going to send me an e-mail regarding any FAQ or review I've written, please
include the game's name in the subject, OTHERWISE IT WILL BE DELETED.

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


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

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

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

12/28/03- Changed e-mail.  A new message is here to.  KILL YOUR KLEZ, whoever
has it!

-4:20 PM Update
Proofreading copmlete.

Reference credit goes to:

Contents According to Joe
Section 1: Introduction
1A: Layin' the Smackdown!
1B: Controls
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!



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 20 wrestlers.
The very thought of that blew my mind.  Just the part of over 20 wrestlers  was
enough to make us all soil our drawers.  Even when I heard of WWF Attitude
having 40+ wrestlers, I was pretty  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.  [or at least as close as  you could in the early 2000's]  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


D-Pad- Move
X- Attack
Square- Reversal
Circle- Irish Whip/pick opponent up (while they are down)/pick opponent up with
back facing you (push circile twice  while down)
Triangle- Run/Enter ring
R1- Tag your partner/Pick up weapon
L1- Execute finisher when Smackdown meter is full
R2- Switch opponent focus
L2- Taunt
Direction + Circle- Grapple maneuver
Direction + X- Attack (different from plain X)
Direciton + Triangle- Climb turnbuckle; must be in the direction of the
Direciton + R1- Exit ring
Direction + L2- Taunt (different from plain L2)
Down+Circle (while opponent is down)- Cover opponent


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.

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
makes me think 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


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 Steve Austin- Stone Cold Stunner


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, 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 several ways to win a match:

-You can pin your opponent either by using a set pin move (i.e. school boy,
backslide) or by pushing Circle+Down.

-You can make your opponents give up by using submission holds (i.e.
Sharpshooter, Figure 4 Leg Lock).

-You can 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.  Kind of reminds you of Fire
Pro Wrestling, except not as cool.   K.O.s 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 can only happen inside the

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 declared 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.  You can also play as the
guest referee.


Single match is the most basic type.  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

In manager singles, you pick a four wrestlers: two to wrestle and two to be
managers representing each wrestler.   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.  Also note that you can play as a manager
and  have the computer take control of the two wrestlers.

Regular Singles: 1-2 Players
Manager Singles: 1-4 Players


In tag mode, two teams with two wrestlers each square off.  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


The mode says as it implies.  Falls can occur anywhere.  You don't need to be
pinned inside the ring.  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.  You cannot do moves on chairs in this one.  Sad day.  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

[left off here]


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.

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


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.

One On Two: 1-3 players
One On Three: 1-4 players
One On Tag: 1-3 players


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

*Used to be a yearly tournament.  Hasn't been on since like, what, 2008?


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.
Four wrestlers start out in the ring with more joining as some are  eliminated.
Wrestlers are eliminated by throwing them over the top rope, then 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  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


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 puts three wreslters against each
other with the first one scoring a frall the winner.  The same is true for
Fatal Four Way except, get this, it has  four wrestlers.

Triple Threat: 1-3 players
Fatal Four Way: 1-4 players
Battle Royal: 1-4 players


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 ringside.  The object is to
stuff someone in the coffin by whipping them into it and attacking them until
they fall over.  I laughed hard the first time I saw the other wrestler slowly
lay over while a lid magically  appears on the coffin.  Ah... Memories...
Honestly, this is one of the lamest modes in WWF/E history.  You can  easily
win this in a matter of seconds by simply going straight for the throat.  And
really, is this the best they  could come up with?  Just punching an opponent
who's in the casket until the lid magically appears?  I think they  could have
done so much more with this.

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 declared 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 a little
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.  The only way to win is to knock down your opponent, grab a mic, and
push  down+Circle as though you were trying to 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.  Whoever has the most points when the
timer runs out wins.  You can also  have special refs in this match (must be

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.  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 successfully pulls the belt
off wins.  You can also use the  ladder as a weapon or perform moves off the
ladder like you can the turnbuckle.  Yes, even you can Swanton Bomb off  the

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 a double ref mode in which the
referees represent a different wrestler and battle to get their representee  to

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 are 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 or turnbuckle.

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 take the suspended title.

TLC (both modes): 1-2 players



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.  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.


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. 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.


As time goes by, you may 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.  When you do, you'll notice two bars to represent each
wrestler.  When a bar has run out, that  wrestler has lost.  When you skip a
match you're in, you have a much higher (almost certain) chance of losing.


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 that area for a minute.  Just for
kicks, you even get one special off the bat.

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.  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 (!?!?!).  Yes, pleast attack one
half of your tag team for me.  I told them to "Attack Faarooq", but  they

Storylines can 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.


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.


Thanks to WWF Attitude, we can make PPV's quite a bit like the ones we see on
cable.  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 how 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.


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.  With 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.


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 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.

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.  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

Your next selection is hair, which is also broken down into three parts:
forehead, base, and back.  The forehead is  mainly 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

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.  Or someone wanting a guy with major man-tits.
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 decide 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 bands.
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

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 upper body except for a little spot on the chest.  I wouldn't recommend
grabbing a jacket if  you have tattoos and want them 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
with legs.  Under the form, there are two  extra types.  Those types basically
alter the groin area a little.  Are we compensating?  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 or your character just feels freer in a  pair
of panties.  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

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 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're
accessories which  aredifferent add-ons you can put on your legs like braces
and such.  All of the different selections can be re- colorized for top

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.  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, with four different ones to choose from.  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 make a black silhouette character, almost  like
you're fighting a shadow.

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 have a tooth pick character with a  gigantic
head or someone with outlandishly long arms.  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.

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 establishes 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.  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!


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

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 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.  Your grapple moves are  your
throws like slams and suplexes.  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.

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.

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're 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.

These are the moves you can execute off the top rope.  To get on the top rope,
either run 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.

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.

These are your special moves. The first is called "special."  That is your
finisher.  I usually like to pick one  with a really high attack rating, but
the choice is yours.  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.


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.


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


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.


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.  Did
they really need  a whole mode just for this?


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.


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.

Defeating the number 1 contender is no problem.  Simply go into exhibition,
create a match between the number 1  contender and the other wrestler you want
to rise to the top, and have at it.  If Matt Hardy is your number one, but  you
want Test to be the contender, just defeat Matt Hardy with Test.

After that, you can go into exhibition and set up a match between Test and the
reigning champion in his division.  There will be an option before the match
asking you if you want to make it a title match.  Confirm this, have Test  beat
your champion, and Test is now your new champion.  This pushes the former
champion back to number 1 contender.

Unlike the first Smackdown!, it's much easier to have someone other than the
preset main eventers win the WWF Title.   Yes, even if you want Sho Funaki to
be the WWF Champion, it is possible in this game.  This lenient system has led
to some interesting turn of events in Season Mode for me.  I remember playing
the mode and seeing a "TV Spot" cut  scene advertising Wrestlemania, with the
main event of Hardcore Holly vs. Steve Blackman for the WWF Title.  Man,  that
ought to put butts in the seats.


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


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.


-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 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.  Push
down+Circle.  If you are close enough to the opponent, Rock will grab the
opponent  and do a DDT.  If you weren't close enough, Rock will just extend his
arms outward.  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're 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 on.
Just because your opponent didn't submit to  it before doesn't mean they never
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.


-Creating a Good Wrestler-
Idealistically, it does seem 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 one one aspect is 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 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 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 added chance of you possibly
winning the match.

Finally, it's time to pick a finisher.  Unless you have your 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.  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.


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.

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, giving 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 your 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 so 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 you're 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

Whips are a great moment to counter.  When an opponent whips you, push square
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.  That's an instant elimination there.

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:

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 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 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 use 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  you're 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 with
some good moves.  If you're badly hurt  in a battle, 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 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

-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

-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 of 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-edged 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

[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.]


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.


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
you've worn down your opponent.

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.

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

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.

Allows you to view the credits (I think this has to be unlocked, but I'm not

/  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 on Season Mode 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.


This FAQ is copyright 2001-2010 to Joseph Shaffer, aka Joe the Destroyer or
JoeTheDestroyer.  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.


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


jimmy_eat_cake for the info on counter/dampening.

(c) Joseph Shaffer 2001-2010