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    Create A Wrestler Guide by JKrause

    Version: 0.7 | Updated: 12/21/11 | Search Guide | Bookmark Guide

    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 gamefaqs.com 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 gamefaqs.com , 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 www.gamefaqs.com .
    - 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 www.gamefaqs.com :
    - 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 
    gamefaqs.com 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 
    www.gamefaqs.com) 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 gamefaqs.com 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 gamefaqs.com; 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. gamefaqs.com . 
    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 www.gamefaqs.com ) 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 www.gamefaqs.com
    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 www.gamefaqs.com 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 
    www.gamefaqs.com .
    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 
    www.gamefaqs.com ) 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 www.gamefaqs.com .
    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 www.gamefaqs.com, 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!!!
    - www.gamefaqs.com 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 @ rz-online.de

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