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    FAQ by Prof_Rev

    Version: 4.0 | Updated: 01/06/04 | Search Guide | Bookmark Guide

    * Giant Gram 2000 FAQ  v4.0                              *
    * by Professer Revolution                                *
    * This document is copyright(c)2000-2003 by the author   *
    * Giant Gram 2000 is (c)2000 by Sega Co Ltd              *
      This document is intended for personal use, and may be shared on
    the internet provided you have permission from the author, proper
    credit is given, and it isn't changed in any way. This document may
    not be printed in a magazine or any other for-profit publication,
    this document may not be used as incentive to buy a product. And
    above all, don't steal info from this FAQ and call it your own.
    This FAQ can be found at:
    Wrestling Games(www.wrestlinggames.com)
    Cheat Code Central(www.cheatcc.com)
    Cheat City(www.cheatcity.com)
    Any other site listing this FAQ has not been given my permission to use
    it, if you see this document at any sites other than the ones listed
    please notify me right away.
    Revision History 
    v4.0--Added Secret Wrestlers to Wrestler List
         -Added moves for all 24 Historic Matches
         -Next Revision updated
         -GameFAQs added to Thank You's
    v3.0--Fixed some layout stuff
         -updated E-Mail address
    v2.0--Edit Mode info added
         -Tips and Tricks section added
         -Thank You section added
         -Alvin Muolic and RiGGS added to Thank You's
         -Added "W-MAX" info under the Burning sub-section
         -A little grammar, spacing correction
    v1.0--Everything but Edit Mode info is in
    7. VS MODE
    8. EDIT MODE
    11.BACK UP
    14.THANK YOU'S
      Welcome to my FAQ for the Sega Dreamcast game "Giant Gram 2000: All 
    Japan Pro Wrestling 3."  Giant Gram 2000 is a  Sega/WOW(formerly AM2 
    Division) developed puroresu title featuring wrestlers from the All 
    Japan wrestling promotion in Japan, as well as a good deal of legendary 
    wrestling figures. Actually only a few of the wrestlers featured in this
    title(that aren't Legends, of course) are still in the All Japan 
    promotion. If you follow Japanese pro wrestling(puroresu for short)even 
    remotely, you probably know by now that 95% of the All Japan roster has 
    defected to the Mitsuharu Misawa-run NOAH promotion.
      Without getting into a whole history lesson here, All Japan is 
    practically defunct. The only native worker who didn't defect is 
    Toshiaki Kawada, and the rest of the roster is made up of middle card 
    gaijin like Steve Williams, Mossman, Johnny Smith, etc. So let's just 
    be glad that this 3rd(and most likely, last) installment of the AJPW 
    series by Sega was actually released.
      There have been quite a few additions, changes, and tweaks made from 
    Giant Gram to GG2K. The roster of wrestlers has been greatly increased, 
    now including more of the All Japan roster and even some legendary pro 
    wrestling figures from Japan and the US like Rikidozan, Bruno 
    Sammartino, and Bruiser Brody. The control has been tightened, it's not 
    as easy to block every strike your opponent throws now, likewise you 
    have to be a bit more precise with your commands when attempting moves. 
    There's a greater number of double team moves, and the Burning system 
    has been overhauled. It's now possible to activate your Burning while 
    standing and pull off a special Burning combo/manuver that's 
    devastating. The computer AI is also improved, CPU opponents will 
    actually use the One Step Reversal/Burning feature to kick out of falls
    this time. 
      Some of you may have read some of my other FAQs, the move list from
    the original Giant Gram im particular, so you may know my style of
    writing. If not, it's very straightforward, and somewhat robotic. I
    try to relay as much information as possible in a way that's easy to
    read and comprehend. This is also known as the boring method^_^ BUT
    in games like this, where there's little info available about if you
    don't live in Japan, the boring style is usually the most helpful.
    I also repeat phrases over and over when describing things. Like
    commands and alternate commands. If this bugs you , sorry, but I do
    it to try and be as clear as possible with my info. Hopefully you 
    find this document useful to you, and it helps you enjoy the game
    more than before.
    When you see page numbers in paranthesis, this means I'm using info
    from the game's instruction manual that's from these pages. My
    descriptions aren't word for word translations of the stuff on them,
    becuase I'm not fluent enough in Japanese to do that. Rather, it's my
    paraphrasing of what's on those pages, to the best of my knowledge. I'm
    not perfect, and certainly there are people out there who know more 
    Japanese than me, so if you see any mistakes, omissions, whatever, be
    sure to drop me a line. I'll credit you for the correction, addition,
    etc. Any comments are also always welcome. My E-mail is at the top and
    bottom of this document.
    2.                            CONTROLS
    (pgs 5-6)
    Control Pad
    DPad-     Move wrestler, use in conjunction with buttons for moves
    X Button- Strike
    A Button- Grapple, Block, Guard
    B Button- Throw, cover for Fall
    Y Button- Ring in/out, Tag partner, use with DPad to run towards ropes
    Triggers- Appeal, use together for Burning and One Step Reversal
    Arcade Stick
    Stick-    Move wrestler, use in conjunction with buttons for moves
    X Button- Strike
    A Button- Grapple, Block, Guard
    B Button- Throw, cover for Fall
    Y Button- Ring in/out, Tag, use with Stick to run towards ropes
    C Button- Appeal, use with Z for Burning and One Step Reversal
    Z Button- Appeal, use with C for Burning and One Step Reversal
    3.                           BASIC GAMEPLAY
    Quick Reference Key
    "X" The X Button
    "A" The A Button
    "B" The B Button
    "Y" The Y Button
    "," used in a string of commands to seperate individual ones : X, A, B
    "<-" DPad away from the opponent
    "->" DPad towards the opponent
    "up" DPad up
    "dn" DPad down
    "+" hit commands/buttons at the same time: X+Y
    "..." wait a short moment before hitting the next command
      THe gameplay in GG2K is certainly tipped to the arcade side of the
    scale, but it seems a bit more sim-like than the first. It's not like
    AJPW featuring Virtua for the Saturn or anything, but there are a few
    factors that seem to have been "toned down." For example, the clock 
    isn't as fast as it was in GG. Instead of 5 minutes for a 30min time
    limit match, you seem to get a good 8 or 9. And 60min matches can last
    a good 12 and beyond. The damage scale seems to make more sense as 
    well. Smaller moves don't take off large amounts of energy any more.
    Everything seems to have been refined quite nicely. Here's the break-
    3 Button System (pgs.6 and 7)
    Although you'll be using all of the buttons on your controller, the
    3 main offensive buttons are X, A, and B.
    X is to Strike(punch, elbow, binta[slap])
    A is to Grapple
    B is to Throw(Body Slam, Suplex, Power Bomb)
    Giant Gram2K uses the "Rock, Paper, Scissors" wrestling method to
    determine the priority of moves and attacks:
    Strike beats Throw
    Throw beats Grapple
    Grapple beats Strike
    So if you were to attempt a Grapple and your opponent attempts a 
    Throw, your opponent's move will have priority and you'll be Thrown.
    But if you attempt a Grapple and your opponent attempts a Strike, 
    your Grapple will have priority and you'll Grapple the opponent. It
    seems like a simple method, but the gameplay in GG2K is so deep you 
    hardly release such a simple method is in play.
    Once you are in a Grapple with an opponent, the controls change 
    slightly, but the buttons maintain the same general usage. Using
    the A button and up or down on the DPad/Stick will switch you to a
    Side Grapple, hitting A while in a Side Grapple will shift you to a
    Back Grapple. The X button is still for strikes, along with some 
    simple holds like Sleepers and Headlocks, and the B button is still
    for Throws. In a grapple though, you have to use the DPad/Stick along
    with the buttons to perform different moves. 
    For Example, say you're playing as Misawa and are in a Grapple with 
    the opponent. Hitting X will perform a Headlock, hitting up,X will 
    perform an Elbow Stamp, and hitting down,X will perform a Jump Kick. 
    Hitting B will perform a Body Slam, hitting up B yields nothing, and 
    hitting down B performs a Tiger Driver.
     There are two types of combos in the game. True Combos, and Move 
    Combos. True Combos are like what you might find in a fighting game.
    Hitting a string of buttons will make your character perform a string
    of moves. True combos start with, and mostly involve, Strikes and can
    end with either a knock down Strike or a Throw. 
    True Combo(bottom pg 7)
      A short simple example of a True Combo would be:
    X, A, B
     This means you hit the X Button, then the A Button, then B. Again
    using Misawa as an example, hitting this button combo would make him
    Elbow, Grapple, Body Slam
    Timing is important in True Combos, especially when you incorporate
    Grapples. Using the simple X, A, B combo and Misawa again, you'd want 
    to wait just until Misawa starts to grab the opponent for the Grapple
    to hit the B button. If you just hit XAB real fast, you may get the
    Grapple, but after that you won't perform anything and the Grapple will
    be broken. 
    Let's look at a True Combo that's a bit more involved:
    X, X, A, <-B
      In this combo you would hit the X button twice, then A, then away 
    from your opponent and the B button. You don't want to hit away and B
    simultaneously, instead hit away, then B with a tiny pause in between.
    Once again, I'll use Misawa as an example of what you'd perform if you
    hit this string of commands:
    Elbow, Elbow, Grapple, DDT
      Strike buttons can be hit rather quickly, but again you don't want to
    just hit XXA<-B real fast. It'd be more along the lines of: 
    This next example is just like the first, except there's an extra press
    of the A Button in there:
    X, A, A, B
    The second press of the A button will switch you from a Front Grapple to
    a Back Grapple, there are no Side Grapples in True Combos. I just use
    "switch" for short when describing the switch from Front to Back Grapple.
    So, sticking with Misawa, if you hit this string of commands, you'd
    Elbow, Grapple, Switch, One Turn Backdrop
    The timing would be:
    X, AA...B
      You want to hit the A button twice quickly, then wait until your
    wrestler is sliding to the back of the opponent to to hit the B button.
      Note that these are just very simple examples of True Combos. You
    don't have to stick with just simple button commands. It's much more
    effective, and more fun^_^ , to throw some complex commands into your
    True Combos. They'll have to be more character specific than the simple
    ones, but you can really pour on the hurt with them. Using Misawa one
    last time a good combo would be:
    -> X, <- X, A, A, -> B, B
    Which would yield:
    Spin Kick, Back Elbow, Grapple, Switch, Release Tiger Suplex
    The timing would be:
    -> X, <- X, AA...->B...B
     The upside of performing True Combos is that the timing for the Throws
    is changed slightly, which is good for throwing off Reversal attempts.
    We'll get into Reversals later. The Downside of True Combos is that 
    they start with Strikes, which can easily be blocked, guarded, or
    countered with a Grapple. If you get Blocked, the combo is stopped 
    outright, if the opponent just Guards however you can continue. If you
    don;t know what Block, Guard, etc mean yet. Don't worry, you will.
    Move Combos
     Move Combos are much simpler than True Combos. Certain moves have
    variations that can be performed by hitting a certain command within a 
    certain timeframe during that move. Basically you could equate them to
    a chain throw in a fighting game, only much simpler. Some of the 
    variations are minor, while some are extreme. And some are a real combo
    of moves. 
     I know, let's use Misawa as an example again^_^ A minor variation 
    would be:
    From Back Grapple:
    <- B...B
    This would turn a regular German Suplex into a Release German Suplex.
    ANother variation of the German Suplex would be the German Suplex Hold.
    To do this, you'd just hold the B Button down during the Suplex. This
    is known as "Charging." Charging is another minor Move Combo, that 
    usually turns moves into holds for Fall attempts. 
    A Move Combo that drastically alters the move being performed would be:
    Opponent outside ring, Misawa inside:
    -> X...A...-> X
    The first "-> X" causes Misawa to start his Elbow Suicida move, but
    hitting the A Button as he approaches the ropes causes Misawa to fake
    the move(called "Feint") and stay in the ring(with a cool little 
    acrobatic flourish, no less). The next "-> X" then causes Misawa to
    perform his Plancha Suicida. 
    So you see, this Move Combo greatly affects how a move is peformed, 
    changing it completely to be exact^_^ Learning the timing of the Move
    Combos is the key to performing them. Consult my Move List for tips on
    the timing of each Move Combo.
    Then there are certain moves which can only be performed by comboing it
    off of another move. The perfect example would be Misawa's Tiger Driver
    '91, which can only performed like so:
    Your Burning Guage must be at MAX:
    ->,dn B...dn B
     The "->,dn B" starts the Tiger Driver(note that you can't use the
    Tiger Driver from the Front Grapple to combo into the '91), once Misawa
    "dips" his knees to lift the opponent up hit "dn B" and Misawa will
    perform the deadly Tiger Driver '91 insteadof the regular Tiger Driver.
    Defense (pg 8)
    The Defense in GG2K relys mainly on the A Button. There are 3 ways to
    Defend yourself:
     Any Strike or Throw in the game can be Reversed, some are easier to
    Reverse than others, but they are all reversed in the same manner. At
    certain points during a move the word "REVERSAL" will appear on the
    screen near the bottom. To successfully reverse a move you have to hit
    the A Button when the "REVERSAL" word is on the screen. Some moves can
    be reversed at several points during the moves, and sometimes you can
    reverse the Reversal. Reversals are the single most important thing to
    learn in this game if you want to be successful. Spend some time in
    the Practice Mode and just try to Reverse everything your opponent
    does. Some wrestlers have individual special Reversals for certain
    moves or situations as well.
     Blocking is only effective against Strikes. Hitting "-> A" when an
    opponent Strikes at you will block that Strike. A Tekken-like spark
    will flash if you successfully block a Strike. Once again, timing is
    the most important factor in mastering this technique.
     Guarding is somewhat like Blocking, but there are a few fundamental
    differences. You still take some damage from Strikes while Guarding,
    and you don't interupt the opponent's combo. Guarding is useful in
    setting up a counter, or if you have trouble timing a Block for 
    certain Strikes. The Guard is useful for countering when an opponent
    throws a flurry of Strikes, after he goes through the combo he'll be
    vulnerable or off balance at least. Now you can rush in and grab him
    for some damage. With Guarding, you have to be willing to take some
    damage in hopes of causing alot of your own.
    Burning System (pg 9)
     Above the Stamina Bars and wrestlers' names, is the Burning Guage. At
    first, you won't see it. That's because it starts out empty and builds
    as you perform and reverse moves during the match. The Guage is 
    measured by flames that appear above your wrestler's name. Once the
    guage is completely filled, the word MAX will appear in the flames.
    Some moves, usually the most damaging, can only be performed when the
    Burning Guage is full. With Misawa these moves are the Tiger Driver'91
    and Tiger Suplex'85.
      Once the Burning Guage is full you can also activate the "Burning."
    There are two forms of Burning, the regular Burning and the One Step
    Reversal. While activated, the word BURNING will appear above your 
    wrestler's name and a timer of percentage points will appear over
    your Stamina. The timer quickly counts down to 0%, when it does your
    Burning is over and you'll have to fill your Burning Guage again to
    activate it once more. While the Burning is active you can't be 
     You activate the regular Burning by hitting both triggers/C+Z, or
    A+B+X+Y as you're standing in the ring. The action will pause and your
    wrestler will be shown close up, glowing and with a battle cry below
    him. WHen you activate Burning, you gain a full bar of energy.
    To activate the One Step Reversal, hit both Triggers/C+Z, or A+B+X+Y as
    you're about to get pinned. The One Step Reversal is like one last 
    chance to overcome your opponent if you're close to losing. You should
    only use it if you have no energy left and won;t be able to kick out of
    a pin attempt. The closer to 3.00 the count is when you use the One Step
    Reversal, the more percentage points there will be on the timer. Every-
    thing else is just like the regular Burning.
     Aside from all the other pluses that the Burning grants you, there's
    also the devastating "Burning Combination." To use it you have to have
    the Burning active, then hit both Triggers/C+Z, or A+B+X+Y when you're
    close to the opponent. Pulling off the Burning Combination is like
    trying to pull off a throw, if you're able to Throw the opponent then
    the Combination will be performed, if not it won't. Attempting the
    Burning Combination uses up the rest of your percentage timer regardless
    of if you perform it or not. Check the movelist for the individual
    Burning Combinations for the wrestlers.
      In a Tag Match, when both partners are at MAX you can activate the
    "Double Burning" feature. Just hit both Triggers/C+Z or A+B+X+Y and
    after your wrestler's close up, your partner will climb into the ring.
    If you can connect with a United Attack, it will be a more spectacular
    one. If you're using one of the real life Tag Teams(Misawa/Ogawa, Team
    No Fear, The Movement), the Double Burning feature is the key to
    performing their signature moves(Double Tiger Driver, Sandwich Axe 
    Bomber, Movement Crusher/Drop). 
    Running (pg 10)
     There are two ways to start running at your opponent. Tap towards your
    opponent twice, or tap towards the ropes and hit Y. Hit X while running
    to perform a Dash Attack. The "<- Y" method will make your wrestler
    run and rebound off the ropes then run towards the opponent, the Dash
    Attack will do more damage using this method, but it's easier to see
    it coming and counter it as well.
    Falls (pg 10)
      This is what you're going for^_^ The Fall, the pin, the win! To 
    attempt to pin your opponent and win the fall, hit the B button when
    they're down. Of course, you have no real chance of winning the Fall
    until your opponent's Stamina Guage is in the red bar.
      To try and kick out of a pin attempt, hit any of the buttons and
    wiggle the DPad/Stick left and right. You should be able to kick out
    of most pin attempts until you get below half of your red Stamina Guage
    bar. After that you better start thinking about using the One Step
    Building a Good Match (pg 11)
     Aside from just winning a match, you want to put on a good show for the
    audience. You can do this by starting a match with simple moves and
    streches, and building up to your more powerful moves to finish the
    opponent off. This is the All Japan style!
      There are four basic steps to building a good match that the audience
    will really enjoy(which is your "score" in this game BTW):
    1. Start simple, wearing the opponent down with strikes and stretches
    2. Begin using more powerful Strikes and some Throws
    3. Use some of your more powerful manuvers, begin using Signature moves
    4. Build to a big finish, create a good finishing sequence
      A good finishing sequence is a string of powerful, high impact moves.
    Sticking with the Misawa theme, a good finishing sequence would be a
    Release German, a Release Tiger Suplex, and finally a Tiger Driver. Some
    of his most powerful moves performed in such a short period of time
    would surely be too much for any opponent to withstand. The bigger and
    better your finishing sequence, the more the audience will like the
    match. Burning Combinations are great to use as the "finisher" to your
    finishing sequence.
    Damage (pg 11)
     As you wrestle a match, you will take and give damage to various body
    parts. When significant damage has been done to a particular body part,
    the screen will flash and the damage meter for that body part will be
    shown. When a body part's damage meter reaches 100%, that part is 
    broken. If the opponent puts a submission hold focusing on that part of
    the body on you, chances are you'll give up.
     Damage is measured for:
    Right Arm
    Left Arm
    Right Leg
    Left Leg
    Tag Matches (pg 12-13)
    There are a few commands that are specific to Tag Matches only. These
    Hit the Y button when you're near your partner to Tag them into the
    match. You also use the Y button to call your partner into the ring
    when you're in a submission hold or being pinned. You can also Tag your 
    partner in while you have the opponent in a grapple, back up close to
    your partner and hit Y to tag them in as you hold the opponent.
    Double Team Moves
      You perform Double Team Moves by hitting A+B, X+Y, A+X, or Y+B. There
    are a few different situations that will yield different Double Team
    Hammer Throw Attack
      You perform a Hammer Throw Attack when you Tag in your partner while
    Grappling your opponent and hit A+B,X+Y,X+A, or Y+B. Your partner and
    you will toss the opponent into the ropes and perform a double attack
    on the rebound.
    Double Attack
      You perform a Double Attack when it's 1 on 2 in your opponents' favor.
    Hitting A+B,X+Y,X+A, or Y+B while close to one of your opponents will
    cause you to do a Double Attack which is usually a series of Strikes
    on both opponents. A Double Attack will knock the opponent's partner out
    of the ring.
    Spirit Attack
      When all 4 wrestlers are in the ring, hitting A+B,X+Y,X+A, or Y+B will
    when you're close to either opponent will cause you and your partner to
    perform a Spirit Attack. In a Spirit Attack you each attack one opponent
    with a signature move, and your opponent's partner will be knocked out
    of the ring. Leaving them open to receive a:
    United Attack
      United Attacks are performed when it's 2 on 1 in your favor and you
    hit A+B,X+Y,X+A, or Y+B while close to your opponent. A United Attack
    is just what it sounds like. You and your partner unite to attack the
    opponent. Some wrestlers have special United Attacks that they only
    perform with certain other wrestlers as their partners.
    Note that when your or your opponent's partner is knocked out of the
    ring they'll be unable to re-enter for a certain period of time. During
    this time a large red x will appear over their name. This is the time
    you want to go for the pin if you can!
    On Screen Display (pg 14-15)
    Stamina Guage
      The Stamina Guage is located under each wrestlers' name near the top
    of the screen. The Stamina Guage is seperated into 3 bars of energy.
    You start out in the green bar, you're in tip top shape while in the
    green bar. Once all your energy is drained from the green bar, you 
    switch to the yellow bar. You're still not in danger of getting pinned
    yet, but you're getting close. Once all the yellow energy is gone, you
    only have the red bar left. Once you're down to the red bar you're close
    to getting pinned.
    Burning Guage
      The Burning Guage is located above each wrestlers' name, it's 
    represented by flames that build as the match goes on. Once the Guage
    is full, the word MAX will appear in the flames. Most wrestlers have
    moves that can only be performed while the Burning Guage is at MAX.
    Likewise, you can only activate the Burning feature when the guage is
    Time Limit
      The Time Limit appears in the very center of the screen at the top.
    If you have the Time Limit off, then there will be no time limit shown.
    The time will count down as the match goes on.
      At certain points curing a move the reversal sign will flash near the
    bottom of the screen in the center. Hitting the A Button while this sign
    is on screen will cause the would-be recipient of the move to Reverse 
    out of the move with either a counter or just escape.
    Move Name
      The name of the move currently being performed, along with the command
    for the move are shown at the very bottom of the screen.
    Pause Menu
      Hit the Start button during gameplay to bring up the Pause Menu:
    Return to Game
    Wrestler Select(stay in current Mode)
    Style Select   (stay in current Mode)
    Title Menu     (return to the main menu)
    Title Menu (pg 16)
    Arcade Mode  (1-2P)
    History Mode (1P)
    VS Mode      (1-8P)
    Edit Mode    (1P)
    Practice Mode(1P)
    Watch Mode
    Back Up
    Rules (pg 17)
    You can win a match by:
     You pin the opponent for the count of 3
    Give Up
      You make the opponent submit by applying a hold to a broken body part,
    or break a body part while in a submission hold
    Referee Stop
      If you break 3 parts of an opponent's body, the referee will stop the
    match and name you the winner
    Time Limit
      IF the Time Limit runs out, the winner of the match is determined by
    who has more Stamina left
    Post Match (pg 17)
     After the match, the winner will be standing in the middle of the ring
    and the referee will raise his hand. The amount of time it took to win
    is shown and the winning manuver is shown below it. The winner's name
    will have a green O next to it and the loser's name will have a red X.
      In Arcade Mode, the amount of fans you won with the match are shown
    on the bottom left, and the total amount of fans you have is displayed
    on the bottom right.
    The roster in this game is pretty big. I've divided it up into the 3
    Main categories: All Japan Wrestlers, Legends, and Secret Wrestlers. 
    All Japan Wrestlers
    Mitsuharu Misawa
    Toshiaki Kawada
    Akira Taue
    Kenta Kobashi
    Jun Akiyama
    Yoshinari Ogawa
    Takao Omori
    Yoshihiro Takayama
    Hiroshi Hase
    Tamon Honda
    Masahito Kakihara
    Kentaro Shiga
    Stan Hansen
    Steve Williams
    Johnny Ace
    Mike Barton
    Johnny Smith
    Wolf Hawkfield
    Maunakea Mossman
    Giant Baba
    Jumbo Tsuruta
    Bruiser Brody
    Gary Albright
    The Destroyer
    Fritz Von Erich
    Bruno Sammartino
    Bobo Brazil
    Gene Kiniski
    Don Leo Johnson
    Secret Wrestlers
    WRESTLER                      HOW TO UNLOCK
    The Killer(Antonio Inoki)     Beat all matches in HMM. 
    The Crusher                   Beat Arcade Single mode with Edit wrestler 
    Young Giant Baba              Beat Arcade Single mode using Giant Baba 
    Giant Crusher                 Beat Arcade Single mode using The Crusher 
    Tigre (Tiger Mask)            Beat Arcade Single mode with Misawa, 
                                   Kawada, Taue, Kobashi and Akiyama.
    Ogami Kongo(Shinzaki Jinsei)  Beat Arcade Tag mode with Misawa/Ogawa,
                                   Kawada/Taue, and Kobashi/Akiyama.
    Hyper                         Beat Historic Match No.12 
    Mangler (Hashimoto Shinya)    Beat Historic Match No.13
    Cylops (Chono Masahiro)       Beat Historic Match No.18 
    Diablo (Super Brodie)         Beat Historic Match No.2 
    Tiger Erechthion              Beat Historic Match No.8  
    Divine Grace (Gracie)         Beat Historic Match No.9 
    The Master(The Great Muta)    Beat Historic Match No.23 
    Sky High Edge (Hayabusa)      Unlock Ogami Kongo, then beat Arcade Tag 
                                   with Omori/Takayama,and Vader/Williams. 
    Thanks to GameFAQs for the Secret Wrestler info.
    5.                             ARCADE MODE
      Arcade Mode is the port of the Arcade version of the game in Japan. 
    Your goal is to win 8 matches and pick up as many fans during those 
    matches as you can. If you gain enough fans you'll get to enter your name
    in the Top 10. You also unlock some secret wrestlers by beating Arcade
    Mode with certain wrestlers.
    Select Arcade Mode from the Title Menu:
    Select Single or Tag style matches
    Select your wrestler(s)
    6.                             HISTORY MODE
     History Mode has replaced the Tournament Mode from the last game as the
    key to unlocking the game's secrets. In History Mode you must recreate 12
    of the greatest matches in All Japan's history(in Sega's opinion anyway,
    heh). You do this by performing specific moves when prompted to. 
      Each match has a certain number of "hits." These are the total number 
    of moves you have to perform. The counter for these hits is located in 
    the bottom-right of the screen in big green numbers. When a "hit" is
    about to come up, the numbers will start to blink. After a few seconds
    the move you have to perform shows up in the top-center of the screen,
    along with a small timer underneath it. You have to perform the move
    listed within the amount of time given or you'll MISS! the hit and lose
    percentage points. If you do perform the specified move within the time
    given, you'll get an OK! for that hit and gain percentage points and 
    fans. The key to unlocking secrets is to beat all of the Historic Matches
    with more than 80% Accuracy and gaining more than the listed number of
    fans. It's possible to recieve BONUS points every now and then as well,
    I guess these are for performing moves that actually took place between
    the "hits" you must complete. Beat the first 12 and you unlock the 2nd
    set of twelve, now you can play the matches in the first 12 from the 
    other wrestlers points of view!
    <UPDATE 1/5/04>
      I've finally added the "hits" you need to perform in the Historic
    Mode. There's already a couple of FAQs on GameFAQs that show how to
    beat the Historic Matches, and I highly recommend you check them out,
    but I still wanted to add all the moves to my guide so it would feel
    "complete." Please note that I'm using the same system for showing
    move commands here as I do in the Move List. Check it for the key.
    1. Rope Moves: To easily get an opponent in the position you need to 
                   perform rope moves, or throw them outside, just Grapple(A) 
                   and push them against the nearest side of the ring. Attack 
                   as soon as you can after automatically letting go. You can 
                   also walk so your back is against the ropes and Grapple(A)
                   then DDT <-(B) the opponent and wait for them to get up.
    2. Corner Moves: An easy to get the opponent's back to the corner is to
                     back into a corner yourself, then Grapple(A) and DDT<-(B)
                     (or any other move that throws them behind you) them
                     and wait for them to get up. Attack as soon as they do.
    3. Diving Moves: When attempting a top rope/diving move, the opponent
                     must be close to the center of the ring. It doesn't
                     have to be the exact center, but no part of their body
                     can be close to the ropes. Use DDTs and Body Slams to
                     position them. If you know a diving move is coming up,
                     soften the opponent up with some big moves so they're
                     less likely to dodge your attack.
    The matches are as follows:
    Match 1
    Giant Baba vs Stan Hansen 4/2/82
    Goal: 10500 Fans
          80% Accuracy
    10 Hits
    10. Russian Legsweep     (A), up/dn(A), (A), (B)
    9.  Jumping Arm Breaker  (A), up/dn(A), <-/->(B)
    8.  Chops                (X)(X)(X)
    7.  Stomach Kick          dn(X)
    6.  Chops                (X)(X)(X)
    5.  Chop                 (X)
    4.  Chops                (X)(X)(X)
    3.  Arm Lock             (A), up/dn(A), <-/->(X)
    2.  Chop                 up(X)
    1.  32-Mon Kick          (A), ->(B), <- <-/-> ->(X)
        Pin Fall
    Match 2
    Jumbo Tsuruta/Giant Baba vs Stan Hansen/Bruiser Brody 4/20/82
    Goal: 7200 Fans
          80% Accuracy
    8 Hits
    Jumbo Tsuruta
    8. Elbow Stamp           (A), up/dn(A), (X)
    7. Headlock              (A), (X)
    Giant Baba
    6. Double Front Kick     (A) near your corner, (Y), (A)+(B)
    5. Vertical Chop          ->(X)
    Jumbo Tsuruta
    4. Jumping Knee Butt     (A), ->(B), <- ->(X)
    Giant Baba
    3. Russian Legsweep      (A), up/dn(A), (A), (B)
    2. 16-mon kick           (A), ->(B), dn ->(X)
    Tag to Tsuruta
    1. Jumping Knee Butt     (A), ->(B), <- ->(X)
    2nd Pinfall              (do whatever moves you need to win)
    Match 3
    Jumbo Tsuruta vs Stan Henson 4/18/89
    Goal: 5000 Fans
          80% Accuracy
    9 Hits
    9. Binta                  ->(X)
    8. Headlock              (A),(X)
    7. Elbow Stamp           (A), up/dn(A), (X)
    6. Stomping Rush         ->(X) opponent's back near corner
    5. Jumping Knee Butt     (Y), (X)
    4. Body Slam             (A), (B)
    3. Standing Cobra Twist  (A), up(X)
    2. Sledge Hammer         (A), dn(X)
    1. Corner Hammer Throw   (A), ->(B) opp. back near corner
    Match 4
    Mistuharu Misawa vs Jumbo Tsuruta 6/8/90
    Goal: 14800 Fans
          80% Accuracy
    15 hits
    15. Dropkick             -> ->(X)
    14. Running Elbow        (Y), (X)
    13. Running Elbow        (Y), (X)
    12. Elbow Suicida        -> -> (B) opp. back near ropes, ->(X)
    11. Elbow Butt           (A), up(X)
    10. Surfboard Stretch    (A), up/dn (A), (B)...(X)
    9.  Arm Lock             (A), up/dn (A),  <-/->(X)
    8.  Missle Kick          -> ->(X) opp. down
    7.  Front Suplex         <-(B)
    6.  Spin Kick            ->(X)
    5.  Diving Body Press    up(B) opp. down
    4.  Elbow                up(X)
    3.  Jump Kick            (A), dn(X)
    2.  Spin Kick            ->(X)
    1.  German Suplex        (A), up/dn (A), (A), <-(B)
    Match 5
    Mitsuharu Misawa vs Stan Hansen 3/5/94
    Goal: 16300 Fans
          80% Accuracy
    12 Hits
    1.  Elbow Butt           (A), up(X)
    2.  Headlock             (A), (X)
    3.  Running Elbow        (Y), (X)
    4.  Sleeper Hold         (A), up/dn (A), (A), (X)
    5.  Arm Breaker          (A), up/dn (A), <-/->(B)
    6.  Elbow Rush           (A), ->(X)
    7.  Back Elbow           (A), up/dn (A), (A), ->(X)
    8.  Front Suplex         <-(B)
    9.  Diving Elbow         <-/->(X) opp. down
    10. Facelock             (A), up/dn(A), (B)...dn(X)
    11. Elbow Butt           (A), up(X)
    12. Rolling Elbow        <- ->(X)
    Match 6
    Mitsuharu Misawa  vs Toshiaki Kawada 12/9/95
    Kenta Kobashi        Akira Taue     
    Goal: 16300 Fans
          80% Accuracy
    16 Hits
    16. Kesagiri Chop        up(X)
    15. Rolling Chop         <-(X)
    14. Combo Kesagiri Chop  (A), <-(X)
    13. Power Bomb           (A), dn(B)
    12. Sleeper Hold         (A), up/dn (A), (A), (X)
    11. Elbow Rush           (A), ->(X)
    10. Release Tiger Suplex (A), up/dn (A), (A), ->(B)...(B)
    9.  Tiger Driver         -> dn(B)
    8.  Diving Body Press    up(B) opp. down
    7.  Face Lock            (A), up/dn (A), (B)...dn(X)
    6.  Rolling Elbow        <- -> (X)
    5.  Power Bomb           (A), dn(B)
    4.  Moonsault Press      up(B) opp. down
    3.  Guillotine Drop      dn(X) opp. down
    2.  Kobashi Backdrop     (A), up/dn (A), (A), (B)
    1.  Moonsault Press      up(B) opp. down
    Match 7
    Toshiaki Kawada vs Mitsuharu Misawa 1/22/99
    Goal: 3200 Fans
          80% Accuracy
    22 Hits
    22. Roundhouse            (A), ->(X)
    21. Elbow Rush            (A), <-(X)
    20. Dash High Kick        (Y), (X)
    19. Front Kick            dn ->(X)
    18. Elbow Stamp           (A), up/dn(A), (X)
    17. Dash High Kick        (Y), (X)
    16. Step Kick             (A), dn(X)
    15. Jumping Knee Drop     up(X) opp. down
    14. Rolling Back Chop     (A), up/dn(A), (A), <- ->(X)
    13. Release German Suplex (A), up/dn(A), (A), <-(B)...(B)
    12. Kamengiri             up(X)
    11. Dangerous Backdrop    (A), up/dn(A), (A), (B)...dn(B)
    10. German Suplex         (A), up/dn(A), (A), <-(B)
    9.  Stretch Plum          (A), up/dn(A), dn(X)
    8.  Step kicks            (A), dn(X)
    7.  Corner High Kick      (A), ->(B), (X) opp. back near corner
    6.  Ubisegiri              -> dn(X)
    5.  Sheer Drop Brainbuster ->(B)...dn(B)
    4.  Power Bomb            (A), dn(B)
    3.  Front kick            dn ->(X)
    2.  Yamengiri             up(X)
    1.  Sheer Drop Brainbuster ->(B)...dn(B) 
    Match 8
    Mitsuharu Misawa vs Vader 5/2/95
    Goal: 65000 Fans
          80% Accuracy
    15 Hits
    15. Elbow Rush           (A), ->(X)
    14. Headlock             (A), (X)
    13. Combo Elbow          (X)(X)
    12. Elbow Rush           ->(X) opp. back near ropes
    11. Running Elbow        (Y),(X)
    10. Elbow Suicida        -> -> (B) opp. back near ropes, ->(X)
    9.  Running Elbow        (Y), (X)
    8.  Missile Kick         -> ->(X) opp. down
    7.  German Suplex        (A), up/dn(A), (A), <-(B)
    6.  Double Arm Superplex ->(B) opp. back near corner
    5.  Diving Body Press    up(B) opp. down
    4.  Top Rope DDT         -> <-(B) opp. back near corner
    3.  Rolling Elbow        <- ->(X)
    2.  Mount Elbow          up(X) opp. down, near feet
    1.  Burning Combination  L+R at MAX, L+R near opp.
    Match 9
    Jun Akiyama vs Takao Omori 9/4/99
    Goal: 16300 Fans
          80% Accuracy
    16 hits
    16. Head Lock             (A), (X)
    15. Elbow                 (X)
    14. Jumping Knee Attack   (Y), (X)
    13. Jumping Knee Attack   (Y), (X)
    12. Arm Breaker           (A), up/dn(A), ->(B)
    11. Low Dropkick          -> dn(X)
    10. Double Arm Facebuster -> dn(B)
    9.  Corner Jumping Knee   (A), ->(B) opp. back near corner, up(X)
    8.  Release German Suplex (A), up/dn(A), (A), <-(B)...(B)
    7.  Jumping Knee Attack   (Y), (X)
    6.  Exploder              -> <-(B)
    5.  Jumping Knee Attack   (Y), (X)
    4.  Sheerdrop Brainbuster ->(B), dn(B)
    3.  Diving Knee Attack    dn ->(X) opp. down
    2.  Exploder              -> <-(B)
    1.  Exploder              -> <-(B)
    Match 10
    Kenta Kobashi/Jun Akiyama vs Takao Omori/Yoshihiro Takayama 10/30/99
    Goal: 16300 Fans
          80% Accuracy
    16 hits
    16. Jumping Knee         (Y), (X)
    15. Corner Jumping Knee  (A), ->(B) opp. back near corner, up(X)
    14. Double Tackle        (A) near your corner, (Y), (A)+(B)
    13. Kitchen Sink         <-(X) your back near ropes
    12. Charging Chop        ->(X)
    11. Hold Kesagiri Chop   (A), <-(X)
    10. Rolling Chop         (A), up(X)
    9.  Jumping Shoulder     (A), ->(B), (X)
    8.  Thrash Kick          dn(X)
    7.  Machine Gun Chop     ->(X) opp. back to corner
    6.  Corner Jumping Knee  (A), ->(B) opp. back near corner, (X)
    5.  Thrash Kick          dn(X)
    4.  Power Bomb           (A), dn(B)
    3.  Combo Elbow          (X)(X)
    2.  Rope Elbow           ->(X) opp. back near ropes
    1.  Burning Lariat       L+R at MAX, L+R near opp.
    Match 11
    Jun Akiyama vs Mitsuharu Misawa 2/27/00
    Goal: 16300 Fans
          80% Accuracy
    17 Hits
    17. Elbow                    (X)
    16. Jumping Knee Attack      (Y), (X)
    15. Elbow Stamp              (A), up/dn(A), (X)
    14. Jumping Knee Attack      (Y),(X)
    13. Exploder                 -> <-(B)
    12. DDT                      (A), <-(B)
    11. Sleeper Hold             (A), up/dn(A), (A), (X)
    10. Tombstone Pile Driver    dn(B)
    9.  Diving Elbow             ->(X) opp. down
    8.  Exploder                 -> <-(B)
    7.  Neck & Arm Bridge        -> <-(X) opp.down
    6.  Exploder                 -> <-(B)
    5.  Exploder                 -> <-(B)
    4.  Jumping Knee Attack      (Y), (X)
    3.  Exploder                 -> <-(B)
    2.  Sheer Drop brainbuster   ->(B)...dn(B)
    1.  One Hand Clutch Exploder <- dn(B)
    Match 12
    Kenta Kobashi vs Vader 2/27/00
    Goal: 16300 Fans
          80% Accuracy
    19 hits
    19. Jumping Shoulder Tackle (A), ->(B), (X)
    18. Thrash Kick             dn(X)
    17. DDT                     (A), <-(B)
    16. Corner Jumping Knee     (A), ->(B) opp. back near corner, (X)
    15. Corner Knee             (A), ->(B) opp. back near corner, (X)
    14. Bodyslam                (A), (B)
    13. Guillotine Drop         dn(X) opp. down
    12. Sleeper Hold            (A), up/dn (A), (A), (X)
    11. Horizontal Chop         (A), ->(X)
    10. Diving Shoulder Attack   -> ->(X) opp. down
    9.  Kobashi Back Drop       (A), up/dn(A), (B)
    8.  Thrash Kick             dn(X)
    7.  Machine Gun Chops       ->(X) opp. back near corner
    6.  Rolling Chop            <-(X)
    5.  Rolling Horizontal Chop (A), up(X)...(X)
    4.  Release German Suplex   (A), up/dn(A), <-(B)...(B)
    3.  Rolling Chop            <-(X)
    2.  Moonsault Press         up(B) opp. down
    1.  Dash Lariat             (Y), (X)
    Match 13
    Giant Baba vs Stan Hansen 4/2/1982
    Goal: 90% Accuracy
    10 Hits
    10. Elbow Stamp          (A), up/dn(A), (X)
    9.  Knee Lift            (A), <-(X)
    8.  Elbow Stab           (A), up/dn(A), (B)...(X)
    7.  Stomach Kick         dn(X)
    6.  Sleeper Hold         (A), up/dn(A), (A), (X)
    5.  Counter Elbow        (A), ->(B), (X)
    4.  Hansen Elbow Drop    up(X) opp. down
    3.  Western Lariat       <- ->(X)
    2.  Hammer Throw to Post 1. -> ->(B) opp. back near ropes 
                             2. (Y) exit ring
                             3. (A), ->(B) Hammer Throw to railing
                             4. Run after opp. and (A), ->(B) HT to Post 
    1.  Apron Sleeper Hold   ->(X) in ring, as opp. climbs onto apron 
    Match 14
    Stan Hansen   vs  Jumbo Tsuruta  4.20.82 
    Bruiser Brody     Giant Baba
    Goal: 90% Accuracy
    12 Hits
    Stan Hansen
    12. Elbow Butt           <-(X)
    Bruiser Brody
    11. One Arm Bodyslam     (B)
    Stan Hansen
    10. Elbow Stab           (A), up/dn(A), (B)...(X)
    9.  Knee Lift            (A), <-(X)
    Bruiser Brody
    8.  One Arm Bodyslam     (B)
    Stan Hansen
    7.  Dropkick              -> ->(X)
    Bruiser Brody
    6.  Stomping Rush         ->(X) opp. back to corner
    5.  Guillotine Drop       dn(X) opp. down
    Stan Hansen
    4.  Hansen Elbow Drop     up(X) opp. down
    Bruiser Brody
    3.  Dropkick              (A), ->(B), -> ->(X)
    Stan Hansen
    2.  Knee Drop             dn(X) opp. down
    1.  Hansen Elbow Drop     (X) opp. down
    2nd Pinfall               do whatever moves you need to win
    Match 15
    Stan Hansen vs Jumbo Tsuruta 4.18.89
    Goal: 90% Accuracy
          14 Hits
    14. Head Lock            (A), (X)
    13. Arm Lock             (A), up/dn (A), ->(X)
    12. Outside Throw        -> ->(B) opp. back to ropes
    11. Hammer Throw to Post 1. -> ->(B) opp. back near ropes 
                             2. (Y) exit ring
                             3. (A), ->(B) Hammer Throw to railing
                             4. Run after opp. and (A), ->(B) HT to Post
    10. Sleeper Hold         (A), up/dn(A), (A), (X)
    9.  Knee Lift            (A), <-(X)
    8.  Elbow Butt           <-(X)
    7.  Knee Lift            (A), <-(X)
    6.  Back Drop            (A), up/dn(A), (A), (B)
    5.  Knee Drop            dn(X) opp. down
    4.  Elbow Butt           <-(X)
    3.  Over the Rope        1. -> ->(B) opp. back near ropes
         Brainbuster         2. ->(B) as opp. climbs onto apron 
    2.  Counter Elbow        (A), ->(B), (X)
    1.  Hansen Elbow Drop    up(X) opp. down
    Match 16
    Jumbo Tsuruta vs Mitsuhara Misawa 6.8.90
    Goal: 90% Accuracy
          21 Hits
    21. Head Lock               (A), (X)
    20. Bodyslam                (A), (B)
    19. Jumbo Lariat            (A), ->(B), (X)
    18. Bodyslam                (A), (B)
    17. Jumping Knee Butt       (A), ->(B), <- ->(X)
    16. Severe Cobra Twist      (A), up(X)
    15. Hammer Throw to Railing (A), ->(B) outside ring 
    14. Double Underhook Suplex (A), <-(B)
    13. Sleeper Hold            (A), up/dn(A), (A), (X)
    12. Jumping Piledriver      -> dn(B)
    11. Flying Bodypress        (A), ->(B), ->(B)
    10. Dropkick                -> ->(X)
    9.  Bodyslam                (A), (B)
    8.  Ultra Jumping Knee      dn -> (X) opp. down
    7.  Power Bomb              (A), dn(B)
    6.  Bodyslam                (A), (B)
    5.  Boston Crab             ->(X) opp. down, near feet
    4.  Jumbo Lariat            (A), ->(B), (X)
    3.  Jumbo Lariat            (A), ->(B), (X)
    2.  Delayed Back Drop       (A), up/dn(A), (A), (B)
    1.  Jumping Knee            (Y), (X)
    Match 17
    Stan Hansen vs. Mitsuharu Misawa
    Goal: 90% Accuracy
          16 Hits
    16. Arm Lock             (A), up/dn(A), (X)
    15. Stomping             (X) opp. down
    14. Kneelift             (A), <-(X)
    13. Arm Breaker          (A), up/dn(A), <-/->(B)
    12. Sledge Hammer        (A), dn(X)
    11. Hansen Elbow Drop    up(X) opp. down
    10. Outside Throw        -> ->(B) opp. back near ropes
    9.  US Football Tackle   dn ->(X)
    8.  Bodyslam             (A), (B)
    7.  Hansen Elbow Drop    up(X) opp. down
    6.  Stomach Kick         dn(X)
    5.  Drop Kick            -> ->(X)
    4.  Football Tackle      dn ->(X)
    3.  DDT                  (A), <-(B)
    2.  Elbow Stamp          up(X)
    1.  Power Bomb           (A), dn(B) charge for pin if you want
    Match 18
    Toshiaki Kawada  vs Mitsuharu Misawa 12.9.95
    Akira Taue          Kenta Kobashi
    Goal: 90% Accuracy
          20 Hits
    20. Back Drop             (A), up/dn(A), (A), (B)
    19. Yamengiri            up(X)
    18. Cross Armbar          -> <-(X) opp. on ground near head
    17. Knuckle Punch         -> <-(X)
    16. Ubisegiri             -> dn(X)
    15. Arm Breaker           (A), up/dn (A), ->(B)
    14. High Angle Bodyslam   (A), (B)
    13. Atomic Whip           (A), up/dn(A), (A), ->(B)
    12. Enzuiguri             (A), dn(X)
    11. Dynamic DDT           (A), <-(B)
    10. Dynamic Kick          dn ->(X)
    9.  Corner Nodowa Otoshi  -> ->(B) opp. back to corner
    8.  Nodowa Otoshi         -> <-(B)
    14. Dash High Kick        (Y), (X)
    15. Power Bomb            (A), dn(B)
    16. Stretch Plum          (A), up/dn(A), (A), dn(X)
    17. Enzui Lariat          (A), up/dn(A), (A), ->(X)
    18. Yamengiri             up(X)
    19. Dynamic Bomb          (A), dn(B)
    20. Nodowa Otoshi         -> <-(B)
    Match 19
    Mitsuharu Misawa vs Toshiaki Kawada 1.22.99
    Goal: 90% Accuracy
          21 Hits
    21. Arm Lock             (A), up/dn(A), <-/->(X)
    20. Elbow Rush           (A), ->(X)
    19. Running Elbow        (Y), (X)
    18. Elbow Butt           (A), up(X)
    17. Elbow Stamp          (A), up/dn(A), (X)
    16. Elbow Suicida        1. -> -> (B) opp. back to ropes
                             2. -> (X)    opp. outside
    15. Elbow Rush           (A), ->(X)
    14. Spinning Backdrop    (A), up/dn(A), (A), (B)
    13. Running Elbow        (Y), (X)
    12. Elbow Butt           (A), up(X)
    11. Rolling Elbow        <- ->(X)
    10. Elbow Rush           (A), ->(X)
    9.  Elbow Stamp          (A), up/dn(A), (X)
    8.  Tiger Driver         (A), dn(B)
    7.  Tiger Driver '91     -> dn(B)...dn(B)
    6.  Tiger Suplex '85     (A), up/dn(A), (A), -> <-(B)
    5.  Rear Elbow           (A), up/dn(A), (A), ->(X)
    4.  Elbow Butt           (A), up(X)
    3.  Missile Kick         -> ->(X) opp. down
    2.  Rolling Elbow        <- ->(X)
    1.  German Suplex        (A), up/dn(A), (A), <-(B)
    Match 20
    Vader vs Mitsuharu Misawa 5.2.1999
    Goal: 90% Accuracy
          14 Hits
    14. Corner Body Blows      ->(X) opp. back near corner
    13. Front Suplex           <-(B)
    12. Vader Attack           (Y), (X)
    11. Corner Vader Hammer    -> ->(X) opp. back near corner
    10. Corner Vader Attack    (A), ->(B), (X) opp. back near corner
    9.  Short Range Lariat     <- ->(X)
    8.  Big Crunch             (A), dn(B)
    7.  Lariat                 (A), ->(B), (X)
    6.  Sheer Drop Brainbuster ->(B)...dn(B)
    5.  Big Van Crush          -> ->(B) opp. down, near head
    4.  Sheer Drop Brainbuster ->(B)...dn(B)
    3.  3rd Degree German      (A), up/dn(A), (A), -> <-(B)
    2.  Moonsault Press        up(B) opp. down
    1.  Short Range Lariat     <- ->(X)
    Match 21
    Takao Omori vs. Jun Akiyama 9.4.1999
    Goal: 90% Accuracy
          19 Hits
    19. Elbow Smash           up(X)
    18. Grapple Elbow Smash 2 (A), up(X)...(X)
    17. Arm Lock              (A), up/dn(A), <-/->(X)
    16. Arm Breaker           (A), up/dn(A), <-/->(B)
    15. Kushi Elbow Smash     (X), (X), (X)
    14. Axe Bomber            (Y), (X)
    13. DDT                   (A), <-(B)
    12. Elbow Smash           up(X)
    11. DDT                   (A), <-(B)
    10. Piledriver            (A), dn(B)
    9.  Bodyslam              (A), (B)
    8.  Diving Elbow Drop     up(X) opp. down
    7.  Top Rope Brain Buster ->(B) opp. back near corner            
    6.  Grapple Elbow Smash   (A), up(X)
    5.  Flying Heel Kick      <- ->(X)
    4.  Axe Bomber            (Y),(X)
    3.  Full Nelson Bomb      (A), up/dn(A), (A), up(B)
    2.  Diving Knee Drop      dn(X) opp. down
    1.  Axe Bomber            (Y),(X)
    Match 22
    Takao Omori         vs.  Kenta Kobashi 10.30.1999
    Yoshihiro Takayama       Jun Akiyama
    Goal: 90% Accuracy
          23 Hits
    Takayama (must tag in)
    23. Big Boot             dn ->(X)
    22. Corner Jumping Knee  (A), ->(B), (X) opp. back near corner
    21. Knee Lift            <- ->(X)
    20. Big Boot             dn ->(X)
    19. Drop Kick            -> ->(X)
    18. Axe Bomber           (Y), (X)
    17. DDT                  (A), <-(B)
    16. Piledriver           (A), dn(B)
    15. Sleeper Hold         (A), up/dn(A), (A), (X)
    14. Big Boot             dn ->(X)
    13. Guillotine Legdrop   dn(X) opp. down
    12. Elbow Smash           up(X)
    11. Grapple Elbow Smash 2 (A), up(X)...(X)
    10. Kushi Elbow Smash     (X),(X),(X)
    9.  Full Nelson Bomb      (A), up/dn(A), (A), up(B)
    8.  Diving Elbow Drop     up(X) opp. down
    7.  Big Higher Demolition  1. Put opp. in submission hold
                               2. Spirit Attack both opp.
                               4. (A)+(X)/(Y)+(B) both MAX
    6.  Flying Heel Kick      <- ->(X)
    5.  Dropkick              -> ->(X)
    4.  Crossface Lock combo  (A), up/dn(A), (A), dn(X)...<- ->(X)
    3.  Sandwich Axe Bomber   1. Tag to Omori, put opp. in submission hold
                              2. Spirit Attack
                              3. (Y)+(B)/(A)+(X) United Attack 3
    2.  Big Boot              dn ->(X)
    1.  Corner Jumping Knee   (A), ->(B), (X) opp. back near corner
    Match 23
    Mitsuharu Misawa vs. Jun Akiyama  2.27.2000
    Goal: 90% Accuracy
          18 Hits
    18. Elbow Rush          (A), ->(X)
    17. Dropkick            -> ->(X)
    16. Elbow Suicida       ->(X) opp. outside
    15. Missile Kick        -> ->(X) opp. down
    14. Flying Lariat       (A), ->(B), (X)
    13. Elbow               (X)
    12. Sleeper Hold        (A), up/dn(A), (A), (X)
    11. Elbow Stamp         (A), up/dn(A), (X)
    10. Running Elbow       (Y), (X)
    9.  Facelock            (A), up/dn(A), (B)...dn(X)
    8.  Diving Bodypress    up(B) opp. down
    7.  German Suplex       (A), up/dn(A), (A), <-(B)
    6.  Kushizashi Elbow    (A), ->(B), (X) opp. back near corner
    5.  Elbow Butt          (X),(X),(X)
    4.  Tiger Driver        (A), dn(B)
    3.  Release German      (A), up/dn(A), (A), <-(B)...(B)
    2.  Tiger Driver        (A), dn(B)
    1.  Rolling Elbow       <- ->(X)
    Match 24
    Vader vs. Kenta Kobashi 2.27.2000
    Goal: 90% Accuracy
          16 Hits
    16. Corner Vader Hammer  -> ->(X) opp. back near corner
    15. Short Range Lariat   <- ->(X)
    14. Hook Punch           ->(X)
    13. Front Suplex         <-(B)
    12. Body Blow            dn(X)
    11. Vader Hammer         (X)
    10. Vader Attack         -> ->(X)
    9.  Headbutts            (A), up(X)...(X)
    8.  Reverse Splash       (A), ->(B), (X),wait for hit dn(B) <corner>
    7.  Short Range Lariat   <- ->(X)
    6.  Vader Hammer         (X)
    5.  Head First German    (A), up/dn(A), (A), -> <-(B)
    4.  Head First German    (A), up/dn(A), (A), -> <-(B)
    3.  Corner Vader Hammer  -> ->(X) opp. back near corner
    2.  Chokeslam            -> <-(B)
    1.  Vader Attack         -> ->(X)
    7.                                VS. MODE
    VS. Mode is where you can play a quick match with a friend or two, or set
    up an entire tournament or carnival for some longer lasting action. The
    First two options are simple enough, your basic Single and Tag Match.
      The One Night Tournament is where you can setup a single elimination
    tournament for up to 8 players.
      The Champion Carnival is like a mini-league. You select up to 8 
    wrestlers, who then have a series of matches against each other. Instead
    of single eliminaton, each wrestler is awarded points for the outcome of
    his matches. 
    A Win is 3 points
    A Draw is 1 point
    A Loss is 0 points
      The World's Strongest Tag Team is just like the Champion Carnival, 
    except with Tag Teams.
    Starting from the Single option, hitting Left on the DPad would scroll
    through the match options in this order:
    Singles Match
    Select Player/COM setup
    Select Wrestlers
    Select Arena or Hall
    Tag Match
    Select Player/COM setup
    Select Wrestlers
    Select Arena or Hall
    One Night Tournament
    Select 4 or 8 Man Tournament
    Select Left 2/4 Slots
    Select Right 2/4 Slots
     A Button toggles between player controlled wrestler slot(PLY) or 
    computer controlled wrestler slot(COM). Up/dn moves cursor from slot to
    slot, and <-/-> scrolls through list of wrestlers.
    Champion Carnival
    Select 4, 6, or 8 Man Carnival
     A Button toggles between player controlled wrestler slot(PLY) or
    computer controlled wrestler slot(COM). Up/dn moves cursor from slot to
    slot, and <-/-> scrolls through list of wrestlers.
    World's Strongest Tag Team
    Select 4, 6, or 8 Team Carnival
     A Button toggles between player controlled team slot(PLY) or computer
    controlled team slot(COM). Up/dn moves cursor from slot to slot, and <-/
    -> scrolls through list of wrestlers.
    8.                               EDIT MODE
      Edit Mode is where you can create and train a wrestler, it's much
    improved over the original game's Edit Mode. There's more moves to learn,
    costume accessories, and there's a couple key additions like the ability
    to unlearn moves. Much of the information in this Section was generously
    sent to me by Alvin Muolic, the creator of the FAQ for the original GG,
    and I just did some simple rearranging, renaming, or additional bits of
    info. A big, Big, BIG THANK YOU to Alvin for the info.
      After selecting Edit Mode from the Title Menu, you have the following
    four choices:
    -Wrestler Create (Select the look, fighting style, and name of your 
     --Select Technical, Power, or Submission type of wrestler
      ---Name wrestler
       ----Name wrestler's Catch Copy("THe Great One", etc)
        -----Do you want to keep this wrestler? <Yes> <No>
    -Load Wrestler (Load a previously created and saved wrestler from GG2K)
    -Load Edit Wrestler from original Giant Gram (If you have a created
     wrestler from the original Giant Gram saved on a VMS, you can load it
     from here)
    -Title Menu (Go back to the Main Menu)
    There are three screens to play with after you load your wrestler:
    -The default screen is called the "status" screen
    -The screen you get by pushing the L trigger is called the "locker room"
    -The screen you get by pushing the R trigger is where you edit your 
    Status Screen
    At the status screen, the orange bars (from left to right) are:
    -train wrestler (pick an opponent and learn moves/improve your wrestler)
    -save wrestler
    -load wrestler
    -delete wrestler
    -return to main game menu
    On the left side of the screen, the following information is shown:
    -Amount of time you've played this wrestler
    -The wrestler's level
    -Popularity (roughly corresponds to the fans you've won over)
    -Power (from E to SS (E, D, C, B, A, S, SS), though I suspect that SSS
     is available)
    -Wrestler affliation/alliance(the guy you've trained with the most)
    -Signature Moves (max of two; the two moves you've used the most)
    On the right side of the screen, the wrestler type is shown (e.g., 
    "suplex type"), underneath that is a graph showing your wrestler's
    ability in the 4 move categories:
    On the very bottom right corner of the screen is a graph of your 
    wrestler's body, if you are damaged in a certain part of your body
    the graph will turn red in that area. You should wait and heal a 
    little if any of your boy parts get too damaged.
    Locker Room
    At the locker room screen, the following options are:
    -Shop (select masks, shirts, elbow pads, gloves, pants, boots for 
     your wrestler; as your wrestler goes up in experience, the number 
     of choices you have for each category increases. At the bottom of
     the screen is the percentage in the category you've unlocked)
    -Change Signature Move Name (the two moves you've used the most)
    -"Serif" (change your burning move text, interview speech text, and
     eye-catch copy text)
    -Name (modify or change your name)
    -Catch Copy (your wrestler's "other" name or description; an example 
     would be calling The Rock, "The Great One", or some other wrestler 
     "Crusher of Dragons")
    -Modify Wrestler's Weight
    Moves Screen
    The edit moves screen lists the following:
    -Combine/Trade Moves (pick two moves you don't want and get a new one;
     if you get the option to select "yes" or "no" (hai/iie)then it's 
     worked, and you get a level one version of some move. 
    -Delete Move(don't like a move you've learned? delete it)
    -Appeal (pick your appeal moves)
    -Two "Platon" (Covers a range of moves you can assign: Hammer Throw 
     Attack, Double Attack, Spirit Attack, and two United Attacks)
    -Tag Attacks (pick your two tag attacks: one for when you're tagged 
     in by your partner, the other for when the opponent is down)
    -Tactics (assuming this is for AI controlled wrestlers; notice the 
     color corresponds to the life bar. Reads from top to bottom as  
     "aggressive", "normal", and "defensive").
      To use your Edit Wrestler in different game modes, load him from the
    blank boxes at the bottom of the wrestler select screen.
    9.                             PRACTICE MODE
      Practice Mode is where you can hone your skills. If you're having
    trouble pulling off a certain manuver, or want to learn the Reversal
    timing of something, or just fool around, Practice Mode is here for you.
    Select Single or Tag Match
    Select wrestlers
    Once the Practice Mode starts, hitting Pause will bring up the following
    1P Pause
    Return to Game
    Your Position
     -stay the same
     -center of the ring
     -near the ropes
     -near the corner
     -edge(opponent outside ring, you near ropes)
     -Apron side(you near ropes, opponent climbing onto apron)
    Opponent's Position
     -down, face up
     -down, face down
    Wrestler Select
    Style Select
    Title Menu
    While the game is paused in Practice Mode you can up the Stamina Bars by
    holding down the L Trigger, and increase the Burning Guage by holding 
    down the R Trigger.
    10.                              WATCH MODE
      Watch Mode lets you watch the computer go up against itself in a Single
    or Tag match. Watch mode is good for finding out new moves, learning the 
    timing of various manuvers, and it;s good for getting familiar with the
    gameplay as well. I'll definitely be using it to watch some of the secret
    wrestlers I unlock.
    Select Single or Tag style match
    Select wrestlers
    Select Arena or Hall
    11.                                BACK UP
                   (Save)  (Load)
    [File Description]
    /Port A\  /Port B\  /Port C\  /Port D\
     slot 1    slot 1    slot 1    slot 1
     slot 2    slot 2    slot 2    slot 2
    *The game doesn't auto load or save, so be sure to always Load when you
    first start the game, and Save when you're about to quit.
    12.                                OPTIONS
    Level:          Easy  Medium  Hard 
    Stamina:        1P 50% 75% 100% 125% 150%
                    2P 50% 75% 100% 125% 150%
                    3P 50% 75% 100% 125% 150%
                    4P 50% 75% 100% 125% 150%
    Stamina Guage:  Showing    Hidden
    Reversal Point: Showing   Hidden
    Time Limit:     30min 60min No limit
    Screen:         Normal    Wide
    Puru Puru Pack: Off    On
    3 Pinfall Mode: Off    On
    All Japan Mode: Off    On
    Sound:         (Hit A for sub menu)
                    Audio:      Stereo/Mono
                    Sound Test: Sound Effect
                                Background Music
                    Volume:     Sound Effect
                                Background Music
                    Return to Defaults
                    Exit Sound Menu
    Key Assign:    (Hit A for sub menu)
                    1P Type 1/Type 2/Type 3
                    2P Type 1/Type 2/Type 3
                    3P Type 1/Type 2/Type 3
                    4P Type 1/Type 2/Type 3
                    Type 1  Y: Various
                            B: Throw
                            A: Grapple
                            X: Strike
                          L/Z: Appeal
                          R/C: Appeal
                      Burning: L/Z+R/C or A+B+X+Y
                  Double Team: A+B/A+X/B+Y/X+Y
                    Type 2  Y: Grapple
                            B: Appeal
                            A: Various
                            X: Strike
                          L/Z: Throw
                          R/C: Appeal
                      Burning: B+R/C or A+X+Y+L/Z
                  Double Team: A+X/X+Y/A+L(Z)/Y+L(Z)
                    Type 3  Y: Appeal
                            B: Grapple
                            A: Strike
                            X: Various
                          L/Z: Appeal
                          R/C: Throw
                      Burning: Y+L/Z
                  Double Team: A+B/A+X/B+R(C)/X+R(C)
                    Return to Defaults
                    Exit Key Assign Menu
    Return To Defaults 
    Exit Options
    13.                          MISC. TIPS AND TRICKS
      This is the section for any little tidbits of info that I don't know
    where else to put.
    From RiGGS(johnnyclef@earthlink.net):
      I found this out by accident the 2nd day I had it.  After the second
    wrestler(s) step(s) into the ring, hold all A+B+X+Y until the formal
    introductions.  Instead of the introductions, you'll bumrush the 
    opponent(s) and then taunt to add insult.  When you start the match,  
    they'll have a chunk taken off their life.   Pretty funny IMO
    14.                              THANK YOU'S
    Alvin Muolic--For the big, large, huge amount of info on the Edit Mode.
                  Be sure to check out his FAQ for the original Giant Gram
                  game on the DC. I seriously can't thank you enough^_^
    RiGGs(johnnyclef@earthlink.net)--For the skip intro trick
    GameFAQs--For the Hidden Wrestler list, and for just being a great site
              to boot!
    15.                             NEXT REVISION
      So, I'm playing GG2K again. My next big update will deal with the Edit
    Mode. I intend to get a huge amount of info about it in here, so it 
    might take a while. I know, I know, it's a couple years too late for all
    that you say. Better late than never I say :)
    16.                       ABOUT THE AUTHOR
    This is just one of a few FAQs I've written, all of which are 
    available at GameFAQS. A few my FAQs are on various other websites
    (usually with proper creditO_o) as well. I hope this or any of the other 
    FAQs I've written help you in some way, or allow you to enjoy a game 
    more than before, or maybe just get a good read out of it. 
      If you have any questions about this game, or any other I've 
    written a FAQ for, feel free to drop me an E-Mail. BUT keep in 
    mind a few things:
    1. Please don't ask when the next revision will be out, or if I 
    can send it to you, or if I can help you with a part not covered in the
    FAQ yet.  I don't really have a set schedule for these things, and you 
    can pick up the FAQ(s) at GameFAQs. 
    2. Please don't ask about something already covered in the FAQ. 
    Usually once a FAQ comes out I'm swamped with E-Mails and skip 
    ones that are covered in the FAQ. 
    3. Don't mail asking for codes, I don't have a Gameshark or keep 
    track of cheat codes or anything.
      Other than that, I try to answer every single E-Mail I get and 
    am usually pretty good at getting back to people quickly, but 
    sometimes I lose letters in my computer or forget to keep them as 
    new. If I don't answer in a week or so it's safe to say I won't
    be getting back to you, sorry.
    My E-Mail address: ProfRev@cox.net

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