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                  WWF Wrestlemania - FAQ Version 6.2
                       Designed By Midway 1995
                    Tested On Arcade Version 1.30
              FAQ By: Goh_Billy ([email protected])
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Sections
--------
     1. Legend
     2. System
        2.1 Terms
        2.2 Universal Moves
     3. Concepts
        3.1 Skill Bonus
        3.2 Colors
     4. Characters
        4.1 Razor Ramon
        4.2 Doink
        4.3 Undertaker
        4.4 Yokozuna
        4.5 Bam Bam Bigelow
        4.6 Shawn Michaels
        4.7 Bret Hart
        4.8 Lex Luger
     5. Codes
        5.1 In Intercontinental Championship Mode
        5.2 In WWF Championship Mode
        5.3 In Head to Head Mode
        5.4 In Cooperative Mode
        5.5 MK3 Codes
        5.6 Codes Hidden In Programming
     6. General Bugs
        6.1 Bugs And Generally How To Cause Them
        6.2 Bugs With Apparent Random Cause
     7. Voice Sample List
        7.1 Razor Ramon
        7.2 Doink
        7.3 Bam Bam Bigelow
        7.4 Shawn Michaels
        7.5 Bret Hart
        7.6 Lex Luger
        7.7 Vince McMahon
        7.8 Jerry Lawler
        7.9 Howard Finkle
     8. Conclusion
        8.1 What's Missing/Needed
        8.2 Credits

===============================================================================
1. Legend
===============================================================================

F - Forward           HP - Heavy Punch         + - And
B - Back              LP - Light Punch         / - Or
U - Up                HK - Heavy Kick          , - Then
D - Down              LK - Light Kick          \ - Next
                     BLK - Block              x - Times
                     R - Run (LP+LK)
                       Any - Any button


([) - Tosses opponent outside when back is near the ropes
(]) - Tosses opponent outside when front is near the ropes
(H) - High risk attack
(R) - Reversal
(C) - Fills the character's combo meter when connected
(W) - Fills the character's combo meter when whiffed
(G) - Can also connect to grounded opponent
(!) - Move can be buffered at any time from a string
(A) - String finisher can be performed anytime during the window frame of
     when the mini combo finishes and when the opponent's feet touch the
     ground again
(B) - String finisher must be performed immediately after mini combo finishes
(F) - String finisher only works while the opponent is falling back to the
     ground after the mini combo is finished
(*) - Press button once and immediately go to the next
(N) - No damage to opponent



===============================================================================
2. System
===============================================================================

2.1 Terms
---------
Grapples - Grapples are performed by pressing F, F, HP.  You can also grab an
opponent off the floor by standing near their head and pressing HP.  It is here
you are able to perform super combos, grapple attacks, and strings.  You can be
reversed out of a grapple if the opponent beats you to the grappling attack.

Run - LK+LP allows you to run.  You have access to some new attacks while
running such as dropkicks or clotheslines, depending on your character.  To stop
running press B.  To switch and run the other direction press B+LK+LP.

Push - Performed by holding BLK and pressing LP, it gives your character space
from the opponent.  Pushing CAN do damage...but it's a very small amount.
Oddly enough, you cannot win the round from a push as no matter how many
times you try to execute it when the opponent is on the edge of losing, it will
no longer produce any damage.

Irish Whip - Performed by pressing B, B, HP.  It sends your opponent bouncing
off the ropes and they are unable to recover for a short period of time.  If
you are irish whipped, rapidly push the buttons to fill the recovery meter.
Once filled you will be able to freely move again.  If you irish whip the
opponent outside the ring into the barrier or the ring itself, they will run
into it and take damage.  Two quick consecutive irish whips into the barrier
or ring grounds the opponent.

Hiptoss - A throw activated outside a grapple.  Universally performed with
B, B, LP.  Can also be performed simply by the command B+LP/HP when the
opponent is running at you.

Turnbuckle - To climb the turnbuckle Press Up and Toward the turnbuckle to
climb it.  Only the top two turnbuckles can be used.  After you are on the
turnbuckle you can press an attack button to leap off (The attack is
unblockable).  Guide your character with the joystick. You can be kicked off
the turnbuckle, and may sometimes be knocked to the outside of the ring.  To
get off the turnbuckle without attacking simply press D.

Super Combos - As you perform attacks and land hits, a meter fills under your
life bar.  Once this meter is filled you have access to a super combo.  To
perform a super combo you must first grapple your opponent.  Then you must
enter the initiating command.  All initiators begin with F, F and then an
attack button (Each specific character’s commands are shown in the character
section).  You then proceed to each corresponding button listed to enter in
a combo.  Once the combo is ended, your combo meter empties and you must
build it again in order to perform another super combo. The best way to get
combos to work is to tap the button multiple times until the combo sequence
is complete, then go onto the next button in the combo branch.  Only when
labeled with a * symbol do you press the button once, and quickly proceed
to the next command.

Strings - Each character (With the exception of Yokozuna) has at least one
string attack.  This involves holding one direction and entering in an attack
button a set number of times from a grapple.  For example, you can perform a
string using Shawn by first grappling and then holding Forward and pressing LK
rapidly.  You can choose to continue to hold Forward as you tap LK, or you can
simply let go of Forward after the initiator has started and just press LK.
It works like this for all other strings.  Pausing in between taps will cause
the string to end early, so you must keep a decent tap rhythm.  Strings do not
require a combo meter.  Strings can also be reversed.  It is not until you
finish a string with a finishing attack that you are safe from reversals.
Strings can be ended a variety of ways.  One way is by buffering certain
grapple moves of the character you are using from the string.  Each move that
is able to be buffered from a string attack is marked with a ! symbol.  With
the exception of Shawn's F+LK string and Bret's F+LP string, all marked
grapple moves can be buffered within the time of window of directly after the
start of the string initiator to immediately after the mini combo ends.
Super combos can also be buffered from a sting.  Most of the time, however,
Super Combos buffered from strings will end early or will not start correctly
because of the opponent's placement at the time of execution.  Furthermore,
there are finishing attacks unique to a character’s string alone.  Some of
these are activated when the string initiator is performed a certain amount
of times.  Others are activated at any time within the string.  Finally, there
is the ability for your character to perform both normal moves and special moves
using a string.  Normal moves (things such as running and doing normal punches
or kicks) can be done at any time during the string including directly after.
They will, however, end the string's run if performed during the actual string
mini combo.  Special moves (which include uppercuts) cannot be done until
after the string is finished.  These can still be part of the string, as they
can be done before the opponent lands on the ground.  Hence there is nothing
an opponent can do to prevent these from hitting after the string.

High Risk Attacks - These are attacks that perform 2x damage.  They are labeled
with a (H) in the characters section.  Bouncing off the ropes and performing a
running attack will also cause it to become a high risk attack.

Power Up - Hold BLK and rotate the joystick clockwise 720 .  Your character
will brag and for a short time will inflict 4x more damage.  Can only be
performed once per match.

Speed Up - Rotate the joystick counter-clockwise 720 .  Your character will
blink and for seven seconds you will be faster.  You can do this as many times
as you want during the match.

Recovery - Sometimes after a hit you will stay down and a recovery meter
will appear.  Tap the buttons rapidly to fill the meter and get back up.  This
recovery meter also appears when you are irished whipped.

Second Wind - This allows your character to get up from a pin set within a
deciding round.  That is, a round where one pin fall was already lost, and the
next pinfall would decide the match.  To perform a second wind you must first
have a full combo meter.  You must mash the keys rapidly, and if successful,
your character will break the pin.  You do not, however, gain all your life
meter back. In fact, one attack and you'll end up on the ground ready to be
pinned again.


2.2 Universal Moves
-------------------
Grapple (C, N):            F, F, HP (See -note- on bottom)
Head Grab (C, N):          HP near floored opponent’s head (See -note2- on
                            bottom)
Run (N):                   LP+LK
Push:                      Hold BLK, LP
Irish Whip (C, N):         B, B, HP
Roll (N):                  Hold U or D when on the ground
Exit Ring Horizontally (N):Hold left on west ropes or hold right on east ropes
                            (Opponent must be outside of the ring)
Exit Ring Vertically (N):  Hold U on north ropes or hold D on south ropes
                            (Opponent must be outside of the ring)
Climb Turnbuckle (N):      UB/UF (D to climb down)
Hiptoss (C, [):            B, B, LP
Hiptoss Counter (C, [):    B+LP/HP when opponent is running
Homing Grapple (C, N):     F, F, HP when opponent is on turnbuckle (On all
                            opponents except Yokozuna; See -note- on bottom)
Power Up (N):              BLK+720 clockwise
Speed Up (N):              720 counter-clockwise

-Note- Combo meter will always fill for Yokozuna, Undertaker, Shawn, Bret, and
Lex.  Combo meter will only fill for Doink, Razor, and Bam Bam if the Grapple
is performed close.
-Note2- Combo meter fills for everyone except Razor.



===============================================================================
3. Concepts
===============================================================================

3.1 Skill Bonus
---------------
 Within the game, certain actions earn you a skill bonus after winning a
match.  As you build more and more skill bonuses, you are upgraded to
a new level.  Each level is awarded every 10 increments.  The \/ symbol
represents increments of one while the \V/ symbol represents increments of
five.  The following is a list of the skill bonuses awarded and the increments
of such:

Requirement                Symbol
```````````                ``````
                          __ __
No Blocking 1 Round        \/ \/
                          ___
No Blocking 2 Rounds       \V/
                          __
Fast Victory 1 Round       \/
                          __ __
Fast Victory 2 Rounds      \/ \/
                          __ __
Perfect                    \/ \/
                          ___
Double Perfect             \V/
                          __
2-Round Sweep              \/
                          __ __ __
5 Win Bonus                \/ \/ \/

This is a list of each level with a description of their symbol:

Level 10 - Circle
Level 20 - Pause sign
Level 30 - Triangle
Level 40 - Diamond
Level 50 - Pentagon
Level 60 - Hexagon
Level 70 - Bar with triangle under it
Level 80 - Octagon
Level 90 - Three triangles
Level 100 - Star

3.2 Colors
----------
 Color selection in this game is very strange.  As you have the ability to
choose certain colors for your character...there are other colors that only
2Player can use when creating a mirror match, certain assigned colors when
entering buddy mode, and even other colors that are not selectable at all.
To select different colors for your character you must hold the joystick
toward the direction your character icon appears (Left or right), and press
LP/LK/HP/HK.  2Player may do the same, however, if choosing the same character
as 1Player they cannot choose their color and are instead assigned a resulting
color no matter what is done when selecting their character.  Usually if
1Player selects their Right/Left+HK color, the 2Player gains access to a color
that 1Player cannot access.  Buddy mode also assigns specific colors to 1Player
and 2Player.  Say for example both players pick Razor and enter buddy mode...
1Player will be blue and 2Player will be red.  Now if 1Player picks Bam Bam
and 2Player chooses Razor and they enter buddy mode the 2Player's color will
still be a red Razor.  To top things off, the Computer can have a color that
neither 1Player or 2Player can choose.  You can see this if both players choose
the same character in Cooperative Mode or if you face more than one mirror
match in Championship Mode.  Lex and Undertaker seem to be the only ones able
to obtain these hidden colors.  It may be that the Computer has even more
hidden/unavailable colors, assuming you could face 3 mirrored opponents in
Championship mode, however due to the randomness of opponent selection, this
has not yet been confirmed.



===============================================================================
4. Characters
===============================================================================

*******************************************************************************
* 4.1 Razor Ramon                                                             *
*******************************************************************************
Profile                          Colors
-------                          ------
Height: 6'7"                     1Player Choice        Resulting 2Player Color
Weight: 262                      ``````````````        ```````````````````````
Origin: Miami, FL                Any:      Green       Purple
Quote: "Take a good look         Right+HP: Blue        Red
at the bad guy."                 Right+LP: Pink        Blue
Finisher: Razor's Edge           Right+HK: Gray        Orange
Explodes: Razors and gold        Right+LK: Red         Gray
chains
                                Unavailable Color: Yellow
Power:       ++++++++
Speed:       +++++++             Buddy Mode 1Player Color: Blue
Agility:     +++                 Buddy Mode 2Player Color: Red
Recovery:    ++++++


Regular Moves
-------------
Razor Swipe (C, W):        HP
Punch:                     LP
Lunging Kick (C, W):       HK
Kick:                      LK
Knee:                      LK/HK (Close)
Headbutt:                  LP (Close)

Running Moves
-------------
Dash. Razor Swipe (C, W):  R, LP/HP
Dash. Razor Swipe 2:       Charge LP for 3 seconds, release while
                            running
Dropkick (C, W):           R, LK/HK or charge HK for 3 seconds, release while
                            running
Turn Back Razor S. (C, W): When running away from opponent, D, DF, F, LP
                            (Forward being the direction you are running)
Rug Snap (C, W, G):        R, F, F, LK (LK/HP x3 for more slams)
Headbutt:                  R, LP/HP (Close)
Turn Back Headbutt:        When running away from opponent, D, DF, F, LP
                            (Close; Forward being the direction you are
                            running; It's possible to connect this move but
                            near impossible; To connect the move try
                            buffering the command in just as you run past
                            the opponent)

Opponent Running
----------------
Overhead Swipe (C, W):     HP (Tap HP again for another swipe)
Big Boot:                  HK (Can hold for a short while)
Hiptoss ([, C):            B+LP/HP

Opponent Down
-------------
Ground Punch (C, W):       LP/HP
Stomp:                     LK/HK
Rug Snap (C, W):           HP or F, F, LK, both near feet (LK/HP x3 for more
                            slams)
Elbow Drop (C, W):         R, HP/LP/HK/LK
Whiff Punch (N):           HP (Far)
Whiff Kick (N):            HK (Far)

Turnbuckle
----------
Elbow Drop (C, W, G):      Any

Opponent On Turnbuckle
----------------------
Kick:                      HK
Punch (C):                 HP (Close)
Lunging Kick (C):          HK (Close)
Uppercut (C):              D+HP (Close)
Headbutt:                  R, LP/HP (Close)
Turn Back Headbutt:        When running away from opponent, D, DF, F, LP
                            (Close; Forward being the direction you are
                            running; It's possible to connect this move but
                            near impossible; To connect the move try
                            buffering the command in just as you bounce off
                            the ropes right next to the turnbuckle)
Homing Razor Swipe (C, W): HP or R, LP/HP
Homing Razor Swipe 2:      Charge LP for 3 seconds, release (Can also release
                            while running)
Whiff Hom. Razor Swipe (N):Charge LP for 3 seconds, release while running away
                            from opponent (Will not connect, wrong direction)
Hom. Turn B. R. S. (C, W): When running away from opponent, D, DF, F, LP
                            (Forward being the direction you are running)
Homing Over. Swipe (C, W): D, DF, F, LP
Homing Drop Kick (C, W):   R, LK/HK or charge HK for 3 seconds,
                            release (Can also release while running)

Opponent Jumping From Turnbuckle
--------------------------------
Overhead Swipe (C, W):     HP (Tap HP again for another swipe)
Backstep Kick:             LK/HK

Special Moves
-------------
Uppercut (C):              D+HP (Close)
Grounding Knee:            F+HK (Close)
Punch\Uppercut (C):        HP x3-6 (Close)
Punch\Hiptoss ([, C):      HP around 7 or 8 times really fast (Close)
Overhead Swipe (C, W):     D, DF, F, LP
Dropkick (C, W):           Charge HK for 3 seconds, release
Quick Razor Swipe:         Charge LP for 3 seconds, release
Rug Snap (C, W, G):        F, F, LK (LK/HP x3 for more slams)

Grapple Moves
-------------
Kick:                      LP/LK
Uppercut (C):              D+HP
Overhead Swipe (C):        D, DF, F, LP
Rug Snap (#, !, C, R):     D, D, LK (LK/HP x3 for more slams)
Piledriver (#, !, C, R) :  D, D, HK
Razor’s Edge (#, !, C, R): F, F, HP
Alt. Edge/Driver (C, W, R):Tap HP/HK/BLK like a mad man (Few notes about this:
                            A) It is not a high risk move B) It seems you
                            will randomly get either the Razor's Edge or the
                            Piledriver C) There are sometimes glitches from
                            this, such as a totally whiffed Piledriver or an
                            "exit" leaving the opponent in a phantom grapple
                            D) Either insanely fast hands or a turbo method
                            is needed to do this)

Strings
-------
Initiators                 Finishes
``````````                 ````````
Razor Swipe (C): U+LP      Dropkick (C, B): LK after 3 swipes

Overhead Swipe (C): D+LP   Super Piledriver (C, B): HP after 4 swipes

Combos
------
Initiators                 Combo Branches
``````````                 ``````````````
Punch Start: F, F, HP      LP, LK, *HK, HP (24 hits) - Kick, Slash, Rug
                            Snap, Con. Rug Snap
                          LP, LK, HP (21 Hits) - Kick, Slash, Piledriver
                          LP, *HP, HK, LP (17 Hits) - Kick, Hiptoss ([),
                            Con. Hiptoss, Uppercut
                          LP, *HP, HK, LK (17 Hits) - Kick, Hiptoss ([),
                            Con. Hiptoss, Razor’s Edge
                          LP, LP (13 Hits) - Kick, Dropkick
                          LP, HK (13 Hits) - Kick, Knee
                          HK (9 Hits) - Dropkick
                          LK (9 Hits) - Knee

Kick Start: F, F, LK       LP, LK, *HK, HP (23 Hits) - Headbutt, Slash,
                            Rug Snap, Con. Rug Snap
                          LP, LK, HP (20 Hits) - Headbutt, Slash,
                            Piledriver
                          LP, *HP, HK, LK (16 Hits) - Headbutt, Hiptoss
                            ([), Con. Hiptoss, Razor’s Edge
                          LP, *HP, HK, LP (16 Hits) - Headbutt, Hiptoss
                            ([), Con. Hiptoss, Uppercut
                          LP, LP (12 Hits) - Headbutt, Dropkick
                          LP, HK (12 Hits) - Headbutt, Knee
                          HK (5 Hits) - Knee
                          LK (5 Hits) - Dropkick

Notes and Bugs
--------------
-Bug- Sometimes performing the Alternate Edge/Driver causes Razor to miss and
     leave the opponent in a phantom grapple.
-Bug- If Razor is performing a Super Piledriver (From his string) when time is
     over he will be followed by an orange shadow the next round.  As soon as
     he is hit, the shadows disappear.
-Bug- Buffering in either the Razor's Edge (F, F, HP) or the Piledriver (D, D,
     HK) directly after the third Razor Swipe (U+LP) in his mini combo will
     result in Razor missing those moves and falling onto the mat with a
     missed grab animation.  Performing the Rug Snap (D, D, LK) under the
     same conditions will have him touch his toes and miss the grab as well.

Ending
------
 Razor took the World Wrestling Federation gold back to Cuba with him.  He
showed the good people there what America has to offer to anyone who is willing
to work hard to make their American dream come true.  Razor became an
inspiration to all as he toured the world as a motivational speaker, talking
about his American dream-come-true, and showing them "the gold".  One night
after a seminar, while walking back to his car, Razor got jumped by four thugs
who beat him to an inch of his life and ran off with "the gold"... all of it,
including the stuff around his neck and his now broken fingers.  After that
incident, Razor’s spirit was shattered and he fell into a state of deep
depression.  He wallowed in musty sea-side taverns and slept on benches in
train stations, until one day he just disappeared.  He wasn’t seen for three
years.  Recent reports indicate that "the bad guy" is alive and well and
running a small pawn shop in Chile.





*******************************************************************************
* 4.2 Doink                                                                   *
*******************************************************************************
Profile                          Colors
-------                          ------
Height: 6'0"                     1Player Choice        Resulting 2Player Color
Weight: 243                      ``````````````        ``````````````````````
Origin: The Circus               Any:     Blue         Purple
Quote: "Life’s a Joke!"          Left+HP: Green        Yellow
Finisher: Whoopie Cushion        Left+LP: Pink         Green
Explodes: Bowling pins and       Left+HK: Gray         Red
balls                            Left+LK: Yellow       Gray

Power:       +++++               Unavailable Color: Orange
Speed:       +++++++++
Agility:     ++++++++            Buddy Mode 1Player Color: Blue
Recovery:    +++++++++           Buddy Mode 2Player Color: Red


Regular Moves
-------------
Glove Slap (C, W):         HP
Punch:                     LP
Roundhouse Kick (C, W):    HK
Kick:                      LK
Knee (C):                  LK/HK (Close)
Headbutt (C):              LP (Close)

Running Moves
-------------
Super Clothesline (C ,W):  R, LP/HP
Dropkick (C, W):           R, LK/HK
Dropkick\Run (C, W):       Charge HK for 3 seconds, release while running (Will
                            get up and continue running whether he hits
                            opponent or not; Will not continue to run if one
                            of the follow ups is done)
  Dropkick Cancel (N):    BLK
  Double Jump D. (C, W):  LK/HK
  Double Jump C. (C, W):  LP/HP
Sliding Joy Buzzer:        Charge LP for 3 seconds, release while running
Boxing Glove\Run (N):      When opponent's back is against ropes, R and tap LP
                            just before you reach the ropes (Will continue to
                            run; I've yet to connect this move;  Will not
                            charge meter because you run into the ropes before
                            the move fully comes out)
Retreat. Box. Glove (C, W):When running away from opponent, tap LP (He will
                            keep running whether he connects or not; It is
                            possible to connect this move although near
                            impossible; Most likely way to connect is having
                            the opponent's back to the ropes and tapping like
                            a mad man just after bouncing off the ropes where
                            they are located)
Big Hand Clap\Run (C):     When opponent's back is against ropes, R, D, DF, F,
                            LP just before you reach the ropes (Will continue
                            to run whether he hits or not; It is possible to
                            connect this move, although very unlikely; Will
                            not charge meter if whiffed because you will run
                            into the ropes before the move fully comes out)
Retreat. B. H. Clap (C, W):When running away from opponent, D, DF, F, LP
                            (Forward being the direction you are running; He
                            will continue to run whether he hits or not; It is
                            possible to connect this move, although very
                            unlikely)
Retreat Happy Ham. (C, W): When running away from opponent, F, F, HK (Forward
                            being the direction you are running; It's possible
                            to connect this move but near impossible; To
                            connect the move try buffering the command in just
                            as you run past the opponent)

Opponent Running
----------------
Big Boot:                  HK (Can hold for a short while)
Hiptoss ([, C, W):         B+LP/HP

Opponent Down
-------------
Elbow Drop:                LP/HP
Stomp:                     LK/HK
Butt Drop (C, W):          R, HP/LP/HK/LK
Whiff Punch (N):           HP (Far)
Whiff Kick (N):            HK (Far)

Turnbuckle
----------
Elbow Drop (C, W, G):      LP/BLK
Stomp (C, W, G):           LK/HK
Whoopie Cushion (C, W, G): HP

Opponent On Turnbuckle
----------------------
Homing Glove Slap (C, W):  HP
Whiff Kick (N):            HK
Headbutt (C):              LP (Close)
Roundhouse Kick (C):       HK (Close)
Homing Joy Buzzer:         Charge LP for 3 seconds, release while running
Homing B. Hand Clap (C, W):D, DF, F, LP
Hom. Big Hand C.\R. (W, N):R, D, DF, F, LP just before you reach the ropes
                            (Will continue to run after move; I have yet to
                            get this move to connect; If you hit the ropes
                            before the first slap can come out, it will not
                            charge your combo meter)
Hom. R. B. H. Clap (W, N): When running away from opponent, D, DF, F, LP
                            (Forward being the direction you are running; He
                            will continue to run after move; I've yet to get
                            this move to connect)
Whiff H. H. Hammer (W, N): F, F, HK (Will not connect; Will jump backwards if
                            done near the vertical running ropes that run
                            to the turnbuckle the opponent is on)
W. H. R. Happy Ham. (W, N):When running away from opponent, F, F, HK (Forward
                            being the direction you are running; He will
                            continue to run after move; Will not connect;
                            If you hit the ropes before the move can finish
                            it will not charge your combo meter)
Homing Dropkick (C, W):    R, LK/HK or charge HK for seconds, release
Homing Dropkick\Run (C, W):Charge HK for 3 seconds, release while running (Will
                            get up and continue running if he misses the
                            opponent; Will not continue to run if one of the
                            follow ups is done)
  Dropkick Cancel (N):    BLK
  H. D. J. Drop. (C, W):  LK/HK
  H. D. J. Cloth. (C, W): LP/HP
To Heaven (N):             R, F, F, HP (Have a tad bit of distance between you
                            and opponent on turnbuckle; Works best if running
                            along the northern ropes; Major glitch)
  Drop From The Sky (N):  LK/HK (Opponent will be stuck in air)
     Turnbuckle Chan. (N):Wait about 4 seconds before activating the Drop
                            From The Sky.  Immediately after falling, climb
                            the glitch turnbuckle and do nothing.  If correct
                            you will float over to the other turnbuckle.
        Flying E. D. (C): After you have moved over to the other turnbuckle,
                            LP/BLK
           Fall (C):      Hold B
        Flying Stomp:     After you have moved over to the other turnbuckle,
                            LK/HK
           Fall (C):      Hold B
        Flying W. C.:     After you have moved over to the other turnbuckle,
                            HP
           Fall (C):      Hold B
  Safe Fall (N):          BLK (Opponent will be stuck in air)
     Turnbuckle Float (N):Wait about 4 seconds before activating the Safe
                            Fall.  Immediately after falling, climb the
                            glitch turnbuckle.  If right, you should move
                            off the turnbuckle to slightly outside the
                            ring and float in air.
        Flying E. D. (C): LP/BLK
           Fall (C):      Hold B
        Flying Stomp:     LK/HK
           Fall (C):      Hold B
        Flying W. C.:     HP
           Fall (C):      Hold B

Opponent Jumping From Turnbuckle
--------------------------------
Backstep Roundhouse (C, W):LK/HK

Special Moves
-------------
Uppercut (C):              D+HP (Close)
Grounding Knee (C):        F+HK (Close)
Headbutts (C):             HP x4 (Close)
Boxing Glove (C, W):       Tap LP
Big Hand Clap (C, W):      D, DF, F, LP (LP x3 for more claps)
Dropkick (C, W):           Charge HK for 3 seconds, release
Joy Buzzer  (C, W):        Charge LP for 3 seconds, release
Happy Hammer (C, W, G):    F, F, HK (LK x3 for more hits)

Grapple Moves
-------------
Big Boot:                  LK
Big Glove Swing:           LP
Joy Buzzer (!, C):         D, DF, F, LP
Happy Hammer (C):          F, F, HK (LK x3 for more hits)
  Joy Buzzer Cancel (C):  D, DF, F, LP
  Head Drop Cancel (#, C):D, D, HP
  Face Slam Cancel (#, C):D, D, HK (LK x3 for more slams)
Head Drop (#, !, C, R) :   F, F, HP
Face Slam (#, !, C, R):    D, D, HK (LK x3 for more slams)
Alt. Slam/Drop (!, C, R):  Tap HP/HK/BLK like a mad man (Few notes about this:
                            A) It is not a high risk move B) It seems you
                            will randomly get either the Head Drop or the
                            Face Slam; Can still do more slams for the Face
                            Slam C) It's possible to buffer from a string,
                            although just as near impossible as performing
                            this alternate method D) There are sometimes
                            glitches from this, such as a totally whiffed
                            Head Drop or an "exit" leaving the opponent in
                            a phantom grapple E) Either insanely fast hands
                            or a turbo method is needed to do this)

Strings
-------
Initiators                 Finishes
``````````                 ````````
Big Glove Swing (C): F+LP  Dropkick (C, B): LK after 4 punches
                          Head Drop (C, A): D+HP after 4 punches (performing
                            too early will make Doink "miss")
                          Hiptoss ([, C, A): B+HP/LP after 4 punches
                          Initiator Restart (C, A): HP after 4
                            punches, then perform initiator again for 4 more
                            punches, HP, then perform initiator again (can end
                            with HP for final punch or use another finisher;
                            if HP is performed late after the 4 punch mini
                            combo is finished, then Doink will only perform
                            one extra glove swing which can not be moved into
                            another initiator.  He can, however, perform
                            normal or special moves while they fall)

Kicks (C): F+HK            Head Drop (C, B): HP after 4 kicks

Combos
------
Initiators                 Combo Branches
``````````                 ``````````````
Punch Start: F, F, HP      HK, LP, *HK, LK (19 Hits) - Headbutt, Big Hand
                            Clap, Face Slam, Con. Face Slam
                          HK, *LK, LP, HP, HK (18 Hits) - Headbutt,
                            Hiptoss ([), Con. Hiptoss, Happy Hammer,
                            More Hammers
                          HK, LP, LK (16 Hits) - Headbutt, Big Hand Clap,
                            Joy Buzzer
                          HK, LP, HP (16 Hits) - Headbutt, Big Hand Clap,
                            Dropkick
                          HK, HK (11 Hits) - Headbutts, Boxing Glove
                          HK, HP (11 Hits) - Headbutt, Knee
                          LK (5 Hits) - Boxing Glove
                          LP (5 Hits) - Knee

Kick Start: F, F, HK       HP, LP, *HK, LK (19 Hits) - Roundhouse Kick,
                            Big Hand Clap, Face Slam, Con. Face
                            Slam
                          HP, *LK, LP, HP, HK (18 Hits) - Roundhouse Kick,
                            Hiptoss ([), Con. Hiptoss, Happy Hammer,
                            More Hammers
                          HP, LP, LK (16 Hits) - Roundhouse Kick, Big
                            Hand Clap, Joy Buzzer
                          HP, LP, HP (16 Hits) - Roundhouse Kick, Big
                            Hand Clap, Dropkick
                          HP, HK (11 Hits) - Roundhouse Kicks, Boxing
                            Glove
                          HP, HP (11 Hits) - Roundhouse Kicks, Knee
                          LK (5 Hits) - Knee
                          LP (5 Hits) - Boxing Glove

Notes and Bugs
--------------
-Note- Climbing the turnbuckle builds Doink’s combo meter.
-Note- Grappling and Head Grabs do not build Doink's combo meter.
-Note- When running, just about when you get to the ropes, you cannot perform
      the Super Clothesline.
-Note- Performing a Joy Buzzer on Doink's many colors presents interesting
      results.  The color of the opposing Doink yields the color of the x-ray
      shock sprite.  For example, shocking a yellow Doink has a yellow x-ray
      sprite, while shocking a red Doink has a red x-ray sprite.
-Note- Doink's Happy Hammer cancels must be activated immediately.  In other
      words, the initial hammer must not connect.
-Note- Doink's 2player default color has blue hair while all the rest of
      Doink's colors have green hair.
-Note- When using the Speed Up technique, Doink will produce a sound clip of
      horn honks instead of the usual "What's this?" sound clip of Vince.
-Bug- Certain moves performed on Doink (ala Undertaker’s Tombstone Piledriver)
     as a final blow leave Doink on his stomach looking towards the screen
     instead of knocked out.
-Bug- Doing the Boxing Glove, Big Hand Clap, or Happy Hammer while running
     away from opponent causes Doink to slide backwards.
-Bug- Sometimes performing the Alternate Slam/Drop causes Doink to miss and
     leave the opponent in a phantom grapple.
-Bug- Performing Doink's Head Drop string finish too early after the mini
     combo will make Doink miss the maneuver.
-Bug- Buffering in Doink's Head Drop right after the forth hit of his F+LP
     string will make him miss the manuever.
-Bug- If facing a number of Doink CPUs, they will all use the same color.
-Bug- Having Doink as your buddy in buddy mode will sometimes crash the game.
     This seems to most often occur if A) One of the players is already using
     Doink B) Both computer buddies end up being Doink C) 1Player and 2Player
     pick the same character.  Buddy Doink will be seen with messed up colors
     and the game will crash.
-Bug- Performing the Homing Happy Hammer will whiff the opponent as long as
     they stay on the turnbuckle.
-Bug- Performing a running grapple to an opponent on the turnbuckle causes a
     huge glitch where both you and the opponent will float up into the air.
     You can exit leaving the opponent to be stuck in the air, and perform a
     slew of follow up glitches such as hopping, being "pulled", floating
     around, and so on.
-Bug- If Doink is performing a Joy Buzzer as the time runs out and the opponent
     is in the frame of "flashing", then the opponent will be a white
     silhouette the next round.  They will turn back to normal as soon as
     they are hit.
-Bug- Same as the above bug, however sometimes yields different results such
     as completely messed up colors.

Ending
------
 The Crowd went wild in celebration of Doink’s Victory!  For an encore, Doink
dished out a few final blows with his hammer to each of his unconscious
opponents.  While the circus blared, Dink and some clown friends bumbled into
the arena on elephants and drew laughter from the audience.  Everyone was
dancing and having a great time as the fireworks went off all around them...
until one of the skyrockets exploded too close to the elephants and caused them
to panic.  They trampled down the entire ring and a sizable percentage of the
audience as well.  It took a few hours and several hundred tranquilizer darts
to get the situation under control, but the survivors of the audience claimed
to have had the time of their lives that night.  That was Doink’s ultimate
reward!





*******************************************************************************
* 4.3 Undertaker                                                              *
*******************************************************************************
Profile                          Colors
-------                          ------
Height: 6'11"                    1Player Choice        Resulting 2Player Color
Weight: 322                      ```````````````       ```````````````````````
Origin: Death Valley, CA         Any:     Purple       Gray
Quote: "Rest in Peace."          Left+HP: Blue         Yellow
Finisher: Tombstone Piledriver   Left+LP: Pink         Blue
Explodes: Bats, skulls, and      Left+HK: Red          Orange
bones                            Left+LK: Yellow       Red

Power:       +++++++++           Buddy Mode 1Player Color: Blue
Speed:       +++++               Buddy Mode 2Player Color: Red
Agility:     ++++++++
Recovery:    +++++++


Regular Moves
-------------
Power Punch (C):           HP
Chin Jab:                  LP
Power Kick (C, W):         HK
Kick:                      LK
Knee (C):                  LK/HK (Close)
Headbutt:                  LP (Close)

Running Moves
-------------
Dashing Power Punch (C):   R, LP/HP
Dropkick (C, W):           R, LK/HK
Shadow Neckbreaker (C):    Charge LP for 3 seconds, release while running
Evil Ghosts:               R, D, DF, F, LK
Turn Back Evil Ghosts:     When running away from opponent, D, DF, F, LK
                            (Forward being the direction you are running)
Tombstone Hit (C, W, G):   R, F, F, HK (LK x3 for more hits)
Turn Back T. H. (C, W, G): When running away from opponent F, F, HK (LK x3 for
                            more hits; Forward being the direction you are
                            running)
Headbutt:                  R, LP/HP (Close)

Opponent Running
----------------
Big Boot:                  HK (Can hold for a short while)
Snap Mare ([, C):          B+LP/HP

Opponent Down
-------------
Diving Punch (C, W):       LP/HP
Stomp (C, W):              LK/HK
Butt Drop (C, W):          R, HP/LP/HK/LK
Whiff Punch (N):           HP (Far)
Whiff Kick (N):            HK (Far)

Turnbuckle
----------
Butt Drop (C, W, G):       Any

Opponent On Turnbuckle
----------------------
Homing Power Punch (C):    HP or R, LP/HP
Whiff Kick (N):            HK
Headbutt:                  LP (Close)
Power Kick (C):            HK (Close)
Headbutt 2:                R, LP/HP (Close)
Phantom Snap Mare (C):     B, B, LP (Close; Does not activate on
                            Shawn)
Homing Tomb. Hit (C, W):   F, F, HK (Can also do while running)
Hom. Turn B. T. H. (C, W): When running away from opponent F, F, HK (Forward
                            being the direction you are running)
Homing Dropkick (C, W):    R, LK/HK

Opponent Jumping From Turnbuckle
--------------------------------
Backstep Kick (C, W):      LK/HK

Special Moves
-------------
Super Uppercut (C):        D+HP (Close)
Grounding Knee (C):        F+HK (Close)
Headbutts (C):             HP x4 (Close)
Stun Ghost (N):            D, DB, B, LK (Stuns opponent)
Evil Ghosts:               D, DF, F, LK
Tombstone Hit (C, W, G):   F, F, HK (LK x3 for more hits)
Neckbreaker (C):           Charge LP for 3 seconds, release
Sliding Choke Lift (C, N): D, DF, F, LP (Acts as a grapple but cannot do
                            super combos unless buffered from a string.
                            However, super combos are glitched from this
                            method as they most likely will not execute
                            fully; All reversals from normal grapples
                            apply)
  Headbutt:               LP/HP
  Knee (C):               LK/HK
  Run Escape (N):         LP+LK
  Super Uppercut (C):     D+HP
  Super Chokeslam (C):    D+HK
  Tombstone Hit (C):      F, F, HK (LK x3 for more hits; The extra hits
                            will only activate against Shawn, Yokozuna,
                            and Bam Bam)
  Chokeslam (#, !, C):    D, D, LK (Press LP x3 for more slams)
  Neck Breaker (#, !, C): F, F, HP
  Tomb. Pile. (#, !, C):  D, D, HK

Grapple Moves
-------------
Knee (C):                  LP/LK
Super Uppercut (C):        D+HP
Tombstone Hit (C):         F, F, HK (LK x3 for more hits)
Chokeslam (#, !, C, R):    D, D, LK (Press LP x3 for more slams)
Neckbreaker (#, !, C, R):  F, F, HP
Tomb. Pile. (#, !, C, R):  D, D, HK
Alt. Breaker/Driver (C, R):Tap HP/HK/BLK like a mad man (Few notes about this:
                            A) It is not a high risk move B) It seems you
                            will randomly get either the Neckbreaker or the
                            Tombstone Piledriver C) There are sometimes
                            glitches from this, such a totally whiffed
                            Neckbreaker or an "exit" leaving the opponent in
                            a phantom grapple D) Either insanely fast hands
                            or a turbo method is needed to do this)

Special Pins
------------
Darkness Pin:              Any (above and near the waist)
Fatality:                  D, U, D, U, LP (Must be the second pinfall,
                            opponent and character must be in the
                            ring, and works best if performed at
                            the left part of the ring)

Strings
-------
Initiators                 Finishes
``````````                 ````````
Knee/Headbutts (C): F+LP   Snap Mare ([, C, B): HP after 4 headbutts
                          Dropkick (C, B): LK after 4 headbutts
                          Tombstone Piledriver (C, A): D+HP after 4
                            headbutts (performing too early will
                            either make The Undertaker miss or perform
                            the move with the opponent "falling" into
                            his grasp)

Knee/Headbutts (C): U+LP   Snap Mare ([, C, B): HP after 4 headbutts
(Activated in Sliding      Dropkick (C, B): LK after 4 headbutts
Choke Lift)                Tombstone Piledriver (C, A): D+HP after 4
                            headbutts (performing too early will
                            either make The Undertaker miss or perform
                            the move with the opponent "falling" into
                            his grasp)

Knee/Headbutts (C): U+HP,  Snap Mare ([, C, B): HP after 4 headbutts
                   LP     Dropkick (C, B): LK after 4 headbutts
(Activated in Sliding      Tombstone Piledriver (C, A): D+HP after 4
Choke Lift)                  headbutts (performing too early will
                            either make The Undertaker miss or perform
                            the move with the opponent "falling" into
                            his grasp)

Combos
------
Initiators                 Combo Branches
``````````                 ``````````````
Kick Start: F, F, LK:      HK, LP, *HP, HK (19 Hits) - Power Punch,
                            Power Kick, Choke Slam, Con.
                            Choke Slam
                          HK, LP, HK (16 Hits) - Power Punch,
                            Power Kick, Neckbreaker
                          HK, *HP, LP, *LK, HK (15 Hits) - Power
                            Punch, Tombstone Hit, Con.
                            Tombstone Hit, Tombstone
                            Piledriver, Butt Drop
                          HK, *HP, LP, HK (14 Hits) - Power Punch,
                            Tombstone Hit, Con. Tombstone
                            Hit, Super Uppercut
                          HK, LK (10 Hits) - Power Punch,
                            Dropkick
                          HK, HK (10 Hits) - Power Punch, Snap
                            Mare ([)
                          HP (4 Hits) - Snap Mare ([)
                            LP (4 Hits) - Dropkick

Punch Start: F, F, HK      LK, LP, *HP, HK (21 Hits) - Headbutt,
                            Power Kick, Choke Slam, Con.
                            Choke Slam
                          LK, LP, HK (18 Hits) - Headbutt, Power
                            Kick, Neckbreaker
                          LK, *HP, LP, *LK, HK (17 Hits) -
                            Headbutt, Tombstone Hit, Con.
                            Tombstone Hit, Tombstone
                            Piledriver, Butt Drop
                          LK, *HP, LP, HK (16 Hits) - Headbutt,
                            Tombstone Hit, Con. Tombstone
                            Hit, Super Uppercut
                          LK , HK (12 Hits) - Headbutt, Snap Mare ([)
                          LK, LK (12 Hits) - Headbutt), Dropkick
                          HP (9 Hits) - Snap Mare ([)
                          LP (8 Hits) - Dropkick

Notes and Bugs
--------------
-Note- Undertaker doesn’t necessarily have to "pin" the opponent.  He’ll
      usually raises his hand for the victory without even going for the pin.
-Note- Undertaker will have the urn in his hand after winning the last
      match for the Intercontinental/World title.
-Bug- Although the Chokeslam can be buffered from a string, it will not
     connect.
-Bug- Performing The Undertaker's Tombstone Piledriver string finish too
     early after the mini combo will make The Undertaker either miss the
     maneuver or perform it when the opponent "falls" into his grasp.
-Bug- Buffering a Neckbreaker after the fourth headbutt in any of the
     Undertaker's strings will make him miss the move.
-Bug- Doing a Snap Mare on an opponent that's on the turnbuckle seems to
     "float" then pull them.
-Bug- A Tombstone Hit out of a Sliding Choke Lift will not setup up properly
     with certain characters, thus the inability to add more hits.
-Bug- Super combos can only be done from the Sliding Choke Lift by buffering
     them from a string.  However, the opponents will tend not to setup
     right, thus the super combo will either not connect fully or not even
     start at all.  If the super combo glitches and won't work, you still
     lose your combo meter and have no other indication that a super combo
     was even started (There is no hit message).
-Bug- Undertaker is seen using his 2Player default color during his entrance
     for the next CPU versus match.</pre><pre id="faqspan-2">
-Bug- Sometimes performing the Alternate Breaker/Driver causes Undertaker to
     miss and leave the opponent in a phantom grapple.
-Bug- His fatality is known to freeze the game.
-Bug- This fatality glitch occurs in buddy mode.  Say your buddy pins the
     opponent and you perform the fatality...if that pinned opponent is
     chosen to be sent to the coffin they will rise up from the pin and your
     buddy will still be in his pin frame.  After the fatality, your buddy
     will then pop back up from his pin frame, and the opponent who went under
     during the fatality will also reappear from the grave.
-Bug- Perform Undertaker's Fatality just after finishing the opponent with a
     Super Uppercut.  The camera will be stuck in air until the gravestone
     comes up for the fatality.  If done very early after the Super
     Uppercut...blue fire will be next to the gravestone.
-Bug- It is possible to connect a Stun Ghost from outside the ring while the
     opponent is still in the ring.
-Bug- The CPU does NOT use a color that's unavailable to the player.  If
     facing multiple Undertakers in Championship Mode, or having both
     players choose Undertaker for Cooperative Mode, the CPU will use the
     color blue.  This even occurs if 1Player or 2Player are already using
     blue as their costume color.
-Bug- If a Super Uppercut is being perform at time over, a blue cloud will
     follow the opponent the next round.  The cloud will disappear eventually
     as moves are performed or if they are hit.  I've also had this happen in
     a buddy match where I finished them with a Super Uppercut and they got
     second wind right away.
-Bug- If performing a Shadow Neckbreaker, the Sliding Choke Lift, or a
     Chokeslam when the time runs out, the Undertaker will have shadows
     following him the next round.  The shadows will disappear if these moves
     are performed again or if you are hit.  This bug will also occur if
     reverse with a Chokeslam.
-Bug- If performing a Super Chokeslam when time runs out, you will be trailed
     by an orange shadow the next round.  It will disappear if the move is
     performed again or you are hit.

Ending
------
 After the dust settled and the smoke cleared, the Undertaker stood alone in
the spotlight, silent.  He approached his last victim slowly, knelt down on one
knee and stared deeply into his eyes.  It was a stare so intense, it seemed to
go past the man’s eyes, past the flesh itself... straight to the soul.  Taker
lowered his head and covered the man’s heart with his hand.  The lights
mysteriously went black, and all that could be seen through the darkness was a
mist-like shape rising up from the beaten man and dissipating into the
Undertaker.  Without any hesitation or remorse, he did this systematically to
each of his foes that evening, as if in some hypnotic trance.  It’s a shame,
too, because he actually liked some of those guys.  It’s not surprising though,
as no one ever could understand the ways of the Undertaker, except maybe Paul
Bearer.  After all was done, the Undertaker disappeared into the blackness and
headed off to Death Valley, where he may rest in peace.





*******************************************************************************
* 4.4 Yokozuna                                                                *
*******************************************************************************
Profile                           Colors
-------                           ------
Height: 6'4"                      1Player Choice        Resulting 2Player Color
Weight: 568                       ```````````````       ```````````````````````
Origin: Tokyo, Japan              Any:      Red         Purple
Quote: "Banzai!"                  Right+HP: Blue        Green
Finisher: Banzai Drop             Right+LP: Pink        Blue
Explodes: Chicken, fish, and      Right+HK: Gray/Black  Orange
ham                               Right+LK: Green       Gray/Black

Power:       ++++++++++           Unavailable Color: Yellow
Speed:       +++
Agility:     +++++                Buddy Mode 1Player Color: Blue
Recovery:    +++++++              Buddy Mode 2Player Color: Red


Regular Moves
-------------
Bucket Swing (C, W):       HP
Punch (C, W):              LP
Side Kick (C, W):          HK
Kick (C, W):               LK
Knee (C):                  LK/HK (Close)

Running Moves
-------------
Dash Bucket Swing (C, W):  R, LP/HP
Butt Scissors (C, W):      R, LK/HK
Belly Hit:                 R, and run into opponent
Salt Throw (C, W):         Charge LP for 3 seconds, release while running
                            (Stuns opponent)
Turn Back Salt T. (C, W):  Charge LP for 3 seconds, release while running
                            (Stuns opponent)
Retreat Belly Hit (C, W):  When running away from opponent, F, F, LP (Forward
                            being the direction you are running; He will
                            continue to run whether he connects move or not.
                            It's possible to connect this move but near
                            impossible; To connect the move try buffering the
                            command in just as you run past the opponent)
Retreat Jab (C, W):        When running away from opponent, D, DF, F, HK
                            (Forward being the direction you are running;
                            It's possible to connect this move but near
                            impossible; To connect the move try buffering the
                            command in just as you run past the opponent)

Opponent Running
----------------
Hiptoss ([, C, W):         B+LP/HP

Opponent Down
-------------
Elbow Drop (C, W):         LP/HP
Stomp (C, W):              LK/HK
Butt Drop (C, W):          R, HP/LP/HK/LK
Whiff Punch (W, N):        HP (Far)

Turnbuckle
----------
Banzai Drop (C, W, G):     Any (Can’t do to the outside of the ring)
T. Around Banzai (C, W, G):F, F, LP (Can't do to the outside of the ring;
                            Forward being the direction your front is facing)

Opponent On Turnbuckle
----------------------
Homing Bucket Swing (C, W):HP or R, LP/HP (The follow ups can only occur if the
                            first Homing Bucket Swing misses;  If you cancel
                            from a Homing Bucket Swing, you must wait 3
                            seconds before you are able to perform another
                            cancel, of course it's highly unlikely the
                            opponent would stay on the turnbuckle that long;
                            For the sake of space, not all the possible
                            outcomes are listed, for example, it is possible
                            to Float Escape, Float Pursue, and add a cancel
                            attack)
  Float Run Escape (N):   B+LP+LK
     Float Run Persue (N): F+LP+LK
        <etc>
  Second Bucket S. (C, W):HP
  Mid Air Punch (C, W):   LP
  Mid Air Side K. (C, W): HK
  Mid Air Kick (C, W):    LK
  Mid Air P. G. (C, W, N):HP+HK
     Slam In Front (C):   Any
     Slam Behind (C):     B+Any
     Toss Out ([/], C):   U+Any with front facing ropes or UB+Any with back
                            facing ropes
     Doll Spin (C):       D+Any (Does not activate on Razor or Doink)
     Phantom Float (C, N):D, DF, F, LP
        Run Escape (N):   LP+LK
        Yoko Seizure (N): Hold BLK (Only activates with Undertaker and Razor)
        Yoko Strut (N):   Hold any direction (Only activates with Undertaker
                            and Razor)
        Yoko Con. (N):    Do nothing (Only activates with Undertaker and
                            Razor)
     Phantom F. 2 (C, N): F, F, HK (Only activates with Doink, Lex, Shawn,
                            and Yokozuna)
  Descending B. H. (C, W):F, F, LP
  Dashing Jab (C, W):     D, DF, F, LP
  Descending S. T. (C, W):Charge LP for 3 seconds, release after Homing Bucket
                            Swing (Stuns opponent)
  Butt S. Cancel (C, W):  F, F, HK
  Float Run Pursue (N):   LP+LK
     Float Run Escape (N):B+LP+LK
     S. Bucket S. (C, W): LP/HP
     Butt Scissors (C, W):LK/HK
     Desc. S. T. (C, W):  Charge LP for 3 seconds, release after Float Run
                            Persue (Stuns opponent)
Homing B. Scissors (C, W): R, LK/HK or F, F, HK
Phantom Hiptoss (C):       B, B, LP (Close; Does not activate on Bret or
                            Shawn)

Opponent Jumping From Turnbuckle
--------------------------------
Power Grab (C, W, N):      LK/HK
  Slam In Front (C):      Any
  Slam Behind (C):        B+Any
  Toss Out ([/], C):      U+Any with front facing ropes or UB+Any with back
                            facing ropes
  Doll Spin (C):          D+Any (Does not activate on Razor or Doink)
  Phantom Float (C, N):   D, DF, F, LP
     Run Escape (N):      LP+LK
     Yoko Seizure (N):    Hold BLK (Only activates with Undertaker and Razor)
     Yoko Strut (N):      Hold any direction (Only activates with Undertaker
                            and Razor)
     Yoko Confusion (N):  Do nothing (Only activates with Undertaker and
                            Razor)
  Phantom Float 2 (C, N): F, F, HK (Only activates with Doink, Lex, Shawn, and
                            Yokozuna)

Special Moves
-------------
Uppercut (C):              D+HP (Close)
Grab\Headbutt (C):         LP x4 (Close)
Jabs (C):                  HP x3 (Close)
Belly Hit (C, W):          F, F, LP
Dashing Jab (C, W):        D, DF, F, LP (LP/HP x2 for more hits)
Salt Throw (C, W):         Charge LP for 3 seconds, release (Stuns opponent)
Butt Scissors (C, W):      F, F, HK
Power Grab (C, W, N):      HK+HP
  Slam In Front (C):      Any
  Slam Behind (C):        B+Any
  Toss Out ([/], C):      U+Any with front facing ropes or UB+Any with back
                            facing ropes
  Doll Spin (C):          D+Any (Does not activate on Razor or Doink)
  Phantom Float (C, N):   D, DF, F, LP
     Run Escape (N):      LP+LK
     Yoko Seizure (N):    Hold BLK (Only activates with Undertaker and Razor)
     Yoko Strut (N):      Hold any direction (Only activates with Undertaker
                            and Razor)
     Yoko Confusion (N):  Do nothing (Only activates with Undertaker and
                            Razor)
  Phantom Float 2 (C, N): F, F, HK (Only activates with Doink, Lex, Shawn, and
                            Yokozuna)

Grapple Moves
-------------
Knee (C):                  LP/LK/HK
  Salt Throw Cancel (C):  D, DF, F, LP (Stuns opponent)
Uppercut (C):              D+HP
  Salt T. Cancel (C, N):  D, DF, F, LP (Uppercut)
Salt Throw (C, R):         D, DF, F, LP (Stuns opponent)
Butt Scissors (#, C, R) :  F, F, HP
  Salt Throw Cancel (C):  D, DF, F, LP (Stuns opponent)
  Salt Freeze (C, N):     D, DF, F, LP (Salt must miss; Opponent frozen)
Hanging Suplex (#, C, R):  D, D, HK
  Salt Throw Cancel (C):  D, DF, F, LP (Stuns opponent)
  Salt Freeze (C, N):     D, DF, F, LP (Salt must miss; Opponent frozen)
Alt. S./S./J./E.(C, W, R): Tap HP/BLK like a mad man (Few notes about this:
                            A) It is not a high risk move B) It seems you
                            will randomly get either the Butt Scissors, the
                            Hanging Suplex, or the Dash Jab; With BLK you
                            can also get a Block Escape C) The Dash Jab is
                            where Yoko goes for a series of jabs; If the move
                            whiffs he can continue to jab for a long time
                            until the opponent recovers from his phantom
                            grapple; This builds meter fast D) The Block
                            Escape is where Yokozuna performs a block, and
                            completely escapes the opponent, leaving them in
                            a phantom grapple E) You can also tap HK to
                            perform a reversal, but you cannot use it as a
                            regular grapple alternate F) There are sometimes
                            glitches from this, such as a totally whiffed Butt
                            Scissors or an "exit" leaving the opponent in a
                            phantom grapple G) Either insanely fast hands or
                            a turbo method is needed to do this)

Strings
-------
None

Combos
------
Initiators                 Combo Branches
``````````                 ``````````````
Punch Start: F, F, HP      LP, *LK, *HK, *HP, LP (14 Hits) - Kick, Belly
                            Hit, Salt Throw, Butt Scissors, Butt Drop
                          LP, *HK, LK, *LP, HP (14 Hits) - Kick, Hiptoss
                            ([), Con. Hiptoss, Doll Spin, Bucket Swing
                          LP, *HK, LK, *LP, HK (12 Hits) - Kick, Hiptoss
                            ([), Con. Hiptoss, Doll Spin, Butt Scissors
                          LP, HP (11 Hits) - Kicks, Uppercut
                          LP, LP (11 Hits) - Kicks, Knee
                          HK (5 Hits) - Uppercut
                          LK (5 Hits) - Knee

Kick Start: F, F, LP       HP, *LK, *HK, *HP, LP (13 Hits) - Grab/Headbutt,
                            Belly Hit, Salt Throw, Butt Scissors, Butt
                            Drop
                          HP, *HK, LK, *LP, HP (13 Hits) - Grab/Headbutt,
                            Hiptoss ([), Con. Hiptoss, Doll Spin, Bucket
                            Swing
                          HP, *HK, LK, *LP, HK (11 Hits) - Grab/Headbutt,
                            Hiptoss ([), Con. Hiptoss, Doll Spin, Butt
                            Scissors
                          HP, HP (10 Hits) - Grab/Headbutt, Uppercut
                          HP, LP (10 Hits) - Grab/Headbutt, Knee
                          HK (5 Hits) - Uppercut
                          LK (5 Hits) - Knee

Notes and Bugs
--------------
-Note- Climbing the turnbuckle builds Yokozuna’s combo meter.
-Note- Yokozuna has no strings.
-Note- Yokozuna's Irish Whip charges his combo meter if whiffed.
-Note- Yokozuna's regular LP knocks the opponent down.
-Note- To get the Salt Throw Cancels to work you need to perform them
      relatively quick after initial move.
-Note- If the opponent runs and collides with you while you are holding
      the turnbuckle you will fall off.
-Note- Moves listed in this guide for attacks against an opponent on the
      turnbuckle do not always apply to Yoko.  Most "homing attacks" will
      connect normally as if Yoko was still standing.  However things such
      as HK becoming a normal kick attack still apply.  Most characters who
      whiff those kicks on higher turnbuckle climbers will find that they
      will connect on Yokozuna.
-Note- Yokozuna can cancel from his turnbuckle climb into a Salt Throw.
      That is, have LP charging while climbing the rope, then release it.
-Bug- You are able to perform a Salt Throw (D, DF, F, LP) immediately after
     a Butt Scissors or a Hanging Suplex.  If the salt misses it causes the
     opponent to freeze in air.  Usually performing Butt Scissors (F, F, HK)
     is enough to unfreeze the opponent and get them back to normal.
-Bug- Using the above glitch, you are able to KO the opponent while they are
     stuck in air.  If outside the ring, grapple and perform a missed Salt
     Throw to the opponent.  Once they are frozen in air, get back inside
     the ring.  Eventually the game will drain all the remaining energy
     from the opponent's lifebar for being outside the ring.  They will be
     KOed, but still be frozen in the air until the next round.
-Bug- This glitch is very unpredictable, but I'll list it anyway.  After
     freezing an opponent in air using a missed Salt Throw, try climbing
     the turnbuckle.  Sometimes the frozen opponent's sprite will move
     slightly.  It will move right when climbing the left turnbuckle, and
     it will move left when climbing the right turnbuckle.  You can continue
     to move the frozen sprite around the ring.  Try moving it as far over
     toward a set of ring ropes as you can by getting on the turnbuckle
     over and over.  A slew of follow up bugs will happen including falling
     out of the ring when trying to climb the turnbuckle.  Again, the results
     of this glitch are very random, so any number of things is possible.
-Bug- You are able to cancel a Salt Throw from the super combo initiators.
     This ends the super combo, but you retain your combo meter.  You also
     recieve no hit count message.
-Bug- No reversal message for using the Salt Throw as a reversal.
-Bug- Performing a Belly Hit or Dashing Jab when running away from opponent
     causes Yokozuna to slide backwards.
-Bug- Sometimes performing the Alternate S./S./J./E. causes Yoko to miss and
     leave the opponent in a phantom grapple.
-Bug- Yokozuna can connect with his Salt Throw from outside the ring while
     the opponent is in the ring.
-Bug- You can't perform the Doll Spin on Razor or Doink.  This also means
     that any super combo that involves a doll spin will not activate fully
     on Doink or Razor.
-Bug- Doing a Hiptoss on an opponent that's on the turnbuckle seems to
     "float" then pull them.
-Bug- The Homing Bucket Slam is glitched in that Yoko can do floating follow
     ups.
-Bug- D, DF, F, P in the Power Grab causes opponent to float above your head.
     Can link a Banzai Drop from the turnbuckle to the helpless opponent.
     Use Run (LP+LK) to get out from underneath them.  All attacks to
     opponent after "exiting" from underneath them act like attacks to a
     grounded opponent.  A running Butt Drop will connect with opponent, the
     other attacks will not.
-Bug- This bug has some tricky timing but will work once you get it down.  As
     with above, this involves the use of the Power Grab glitch.  The basic
     idea of this glitch is to finish the match with a running Butt Drop onto
     a floating opponent (float opponent by performing D, DF, F, P in the
     Power Grab, then "exit" with LP+LK).  The running Butt Drop must touch
     the opponent just as they are getting "down" from the phantom Power
     Grab.  So you will have to run around a bit before performing the move
     to get the opponent in the right time frame to hit them in.  If done too
     early, the opponent will be struck and fall straight down out of the
     sky.  If done too late the Butt Drop will act as a normal Butt Scissors
     catching the opponent out of the sky.  Both these will end up in normal
     KOs.  The special KO occurs between these two.  If performed correctly,
     the opponent will be KOed and continue to stand up, frozen.  The comp
     will try to push your Yoko toward them to elbow drop them, but you can
     avoid this by using the run...leaving the opponent standing up while
     losing the match.  This can be done on any round...even both rounds if
     you want.  To practice the timing, you can try performing it during the
     match.  You will notice that it is possible to hit the opponent with
     a running Butt Drop while they are getting "down" and they will not be
     knocked off their feet, but will take damage.  This is why the glitch
     activates when used at the end of the match.
-Bug- If caught doing a Bucket attack as the clock reaches time over, Yokozuna
     will be followed by a "dust" cloud the next round.  As soon as he
     performs a move it disappears.

Ending
------
 With conquest comes honor for Yoko.  He has accomplished his mission to defeat
the greatest of the world’s wrestlers, and to prove that his sumo style of
wrestling is superior to all others.  By stripping the United States of its
championship belt and its dignity, Yokozuna will be revered as one of his
country’s greatest champions.  The consequences of this victory will no doubt
be the undoing of American culture as we know it: there will be years of
adversity.  American productivity will disintegrate.  Industries will collapse.
The people will wallow in mindless depravity, mere shadows of their former
selves.  Oh, well.  It was bound to happen eventually anyway.





*******************************************************************************
* 4.5 Bam Bam Bigelow                                                         *
*******************************************************************************
Profile                           Colors
-------                           ------
Height: 6'4"                      1Player Choice        Resulting 2Player Color
Weight: 400                       ``````````````        ```````````````````````
Origin: Asbury Park, NJ           Any:      Blue        Yellow
Quote: "The beast from the        Right+HP: Red         Green
east! Yeah!"                      Right+LP: Pink        Red
Finisher: Greetings From Asbury   Right+HK: Gray        Orange
Park                              Right+LK: Green       Gray
Explodes: Fireballs
                                 Unavailable Color: Purple
Power:       +++++++++
Speed:       +++++++              Buddy Mode 1Player Color: Blue
Agility:     ++++++               Buddy Mode 2Player Color: Red
Recovery:    ++++


Regular Moves
-------------
Flaming Headbutt (C, W):   HP
Punch:                     LP
Flaming Kick (C, W):       HK
Kick:                      LK
Knee (C):                  LK (Close)
Headbutt (C):              LP (Close)

Running Moves
-------------
Super Clothesline (C , W): R, LP/HP
Dropkick (C, W):           R, LK/HK
Fire Punches (C, W):       Charge LP for 3 seconds, release while running
                            (Tap LP for more punches)
Shadow Neck. (C, W, G):    Charge HP for 3 seconds, release while running

Opponent Running
----------------
Backdrop ([, C, W):        B+LP/HP

Opponent Down
-------------
Elbow Drop (C, W):         LP/HP
Stomp (C, W):              LK/HK
Butt Drop (C, W):          R, HP/LP/HK/LK
Set On Fire:               D, D, LP (Above fallen opponent)
Whiff Punch (N):           HP (Far)
Whiff Kick (N):            HK (Far)

Turnbuckle
----------
Greet. F. A. P. (C, W, G): Any

Opponent On Turnbuckle
----------------------
Homing F. Headbutt (C, W): HP
Kick:                      HK
Flaming Kick (C):          HK (Close)
Homing Fire Punches (C, W):Charge LP for 3 seconds, release (Can also release
                            while running)
Whiff H. F. Punches (W, N):Charge LP for 3 seconds, release while running away
                            from opponent (Will not connect, wrong direction)
Homing Snapkick (C, W):    B, B, HK
Homing Dropkick (C, W):    R, LK/HK
To Heaven (N):             R, F, F, HP (Have a tad bit of distance between you
                            and opponent on turnbuckle; Works best if running
                            along the northern ropes; Major glitch)
  Dropkick To Earth (C):  LK/HK
  Safe Fall From Low (N): BLK right after performing To Heaven (Can get
                            opponent down with Greetings From Asbury Park)
  Safe Fall From High (N):BLK (Opponent will be stuck in air)
     Turnbuckle Chan. (N):Wait about 4 seconds before activating the Safe
                            Fall.  Immediately after falling, climb the glitch
                            turnbuckle and do nothing.  If correct you will
                            float over to the other turnbuckle.
        Fly. A. P. (C, N):After you have moved over to the other turnbuckle,
                            Any

Opponent Jumping From Turnbuckle
--------------------------------
Backstep Kick (C, W):      LK/HK

Special Moves
-------------
Headbutts\Knee (C):        HP x4 (Close)
Snapkick (C, W):           B, B, HK
Neckbreaker (C, G):        Charge HP for 3 seconds, release
Fire Punches (C, W):       Charge LP for 3 seconds, release (Tap LP for
                            more punches)
Power Grab (C, W, N):      HP+HK
  Slam In Front (C):      Any
  Slam Behind (C):        B+Any
  Backbreaker (C):        D+HK
  Quick Phantom Float (N):Charge HP for 3 seconds, release

Grapple Moves
-------------
Knee (C):                  LP/LK
Hammer. Pogo (#, !, C, R): D, D, HK (HP x3 for more slams)
Pogo Pile. (#, !, C, R):   F, F, HP
Alt. Pogo/Break. (!, C, R):Tap HP/HK/BLK like a mad man (Few notes about this:
                            A) It is not a high risk move B) It seems you
                            will randomly get either the Hammering Pogo or the
                            Neckbreaker; Can still do more slams for the
                            Hammering Pogo; Neckbreaker is unique as it can
                            only be performed in a grapple using this method
                            C) It's possible to buffer from a string,
                            although just as near impossible as performing
                            this alternate method D) There are sometimes
                            glitches from this, such as a totally whiffed
                            Hammering Pogo or an "exit" leaving the opponent
                            in a phantom grapple E) Either insanely fast hands
                            or a turbo method is needed to do this)

Strings
-------
Initiator                  Finishes
`````````                  ````````
Kicks (C): F+HK            Power Grab (C, N): HP anytime after initiator (if
                             performed late after the mini combo is finished,
                             you will get a Knee instead of a Power Grab)
                               Slam In Front (C): Any button
                               Slam Behind (C): B+Any button
                               Backbreaker (C): D+HK
                               Quick Phantom Float (N): Charge HP for 3
                                 seconds, release
                          Knee (C, F): HP after 3 kicks
                          Pogo Piledriver (C, F): D+HP after 3 kicks
                          Backdrop ([, C, B): HK+LK after 3 kicks

Combos
------
Initiators                 Combo Branches
``````````                 ``````````````
Kick Start: F, F, HP       LP, LK, *HK, HP (20 Hits) - Fire Punch, Fire
                            Headbutt, Power Grab/Backbreaker, Con.
                            Backbreaker
                          LP, LK, HP (17 Hits) - Fire Punch, Fire
                            Headbutt, Pogo Piledriver
                          LP, *HK, LK, LP (17 Hits) - Fire Punch,
                            Hammering Pogo, Con. Hammering Pogo, Butt
                            Drop
                          LP, HP (13 Hits) - Fire Punch, Backdrop <No
                            combo number message and don’t lose combo
                            meter>
                          LP, LP (13 Hits) - Fire Punch, Dropkick
                          HK (5 Hits) - Dropkick
                          LK (5 Hits) - Backdrop ([) <Don’t get combo
                            number message and don’t lose combo meter
                            if opponent stays in the ring>

Punch Start: F, F, LP      HP, LK, *HK, HP (22 Hits) - Fire Kick, Fire
                            Headbutt, Power Grab/Backbreaker, Con.
                            Backbreaker
                          HP, LK, HP (19 Hits) - Fire Kick, Fire Headbutt,
                            Pogo Piledriver
                          HP, *HK, LK, LP (19 Hits) - Fire Kick,
                            Hammering Pogo, Con. Hammering Pogo,
                            Butt Drop
                          HP, LP (15 Hits) - Fire Kicks, Dropkick
                          HP, HP (15 Hits) - Fire Kick, Backdrop ([)
                            <Don’t get combo number message and don’t
                            lose combo meter if opponent stays in the
                            ring>
                          HK (11 Hits) - Dropkick
                          LK (11 Hits) - Backdrop ([) <Don’t get combo
                            number message and don’t lose combo meter
                            if opponent stays in the ring>

Notes and Bugs
--------------
-Note- Bam Bam’s combo meter fills when he climbs the turnbuckle.
-Note- When running, just about when you get to the ropes, you cannot perform
      the Super Clothesline.
-Note- Both the Neckbreaker and Shadow Neckbreaker can connect to a grounded
      opponent.  Just release near the fallen wrestler.
-Bug- Four branches of Bam Bam’s super combos do not drain his combo meter (So
     as long as the opponent stays in the ring from the Backdrop).  If this
     happens, the combo is also not registered with a hit count message.
-Bug- After a Power Grab (HK+HP), release HK but continue to hold onto HP, then
     release HP after 3 seconds and if timed right, the opponent will float
     in air above Bam Bam's head.  You can also do this from his string by
     holding HP when pressing it after the initiator, and then releasing it
     3 seconds later.  This glitch activates far too late to play with the
     bugged effects.
-Bug- Sometimes performing the Alternate Pogo/Breaker causes Bam Bam to miss
     and leave the opponent in a phantom grapple.
-Bug- Performing a running grapple to an opponent on the turnbuckle causes a
     huge glitch where both you and the opponent will float up into the air.
     You can exit leaving the opponent to be stuck in the air, and perform a
     slew of follow up glitches such as hopping, being "pulled", floating
     around, and so on.
-Bug- If performing the Greetings From Asbury Park or the Shadow Neckbreaker
     when the time runs out you will be followed by an orange shadow the
     next round.  It will disappear if those moves are performed again or
     you are hit by the opponent.
-Bug- If you are connecting a Dropkick as the time runs out, your opponent
     will be followed by a flame the next round.  It will disappear if they
     perform a move or get hit.
-Bug- First, you must avoid the pin by climbing the turnbuckle instead of
     going for the pin.  Once you're up there, wait until the victory message
     comes up, and as soon as the WWF symbol snaps under your lifebar for the
     victory, jump off the turnbuckle.  If timed right, you should hit the
     opponent just as the next round begins, and they will have a mess of
     orange and yellow in their color pallette.  This lasts on the opponent
     until they are hit.

Ending
------
 The remains of his final opponents cooled down to smoldering ashes.  However,
Bam Bam did not.  Still fired up from the heat of battle with eyes glaring,
chest heaving, and licks of flame dancing up from his hands, Bam Bam turned to
the audience and delivered a vigilant stare.  His eyes scanned back and forth
and a sinister smile crept across his face.  He raised his hands and without
warning came a blast of flames which engulfed the entire stadium.  The audience
was charred to flakes, the stadium was reduced to pebbles, and the WWF title
belonged to Bam Bam Bigelow.  The undisputed champion stood among the silent
ruins of the now shattered amphitheater, master of all he surveyed.





*******************************************************************************
* 4.6 Shawn Michaels                                                          *
*******************************************************************************
Profile                           Colors
-------                           ------
Height: 6'1"                      1Player Choice        Resulting 2Player Color
Weight: 235                       ``````````````        ```````````````````````
Origin: San Antonio, TX           Any:     Red          Purple
Quote: "I’m the greatest thing    Left+HP: Blue         Yellow
on God’s green earth!"            Left+LP: Pink         Blue
Finisher: Sweet Chin Music        Left+HK: Gray         Green
Explodes: Hearts                  Left+LK: Yellow       Gray

Power:       ++++                 Unavailable Color: Orange
Speed:       ++++++++++
Agility:     +++++++++            Buddy Mode 1Player Color: Blue
Recovery:    ++++++++             Buddy Mode 2Player Color: Red


Regular Moves
-------------
Baseball Bat (C, W):       HP
Punch:                     LP
Turn Kick (C, W):          HK
Kick:                      LK
Knee (C):                  LK (Close)
Headbutt:                  LP (Close)

Running Moves
-------------
Sunset Flip (C , W):       R, HP
Sunset Flip 2 (N, W):      When running away from opponent, U, F, HP (Forward
                            being the direction you are running; Will not
                            connect)
Frankensteiner ([, C, W):  R, HK
Dropkick (C, W):           R, LK or charge HK for 3 seconds, release while
                            running
Sweet Chin Music (C, W):   R, D, DF, F, LK (LK x3 for more kicks)
Turn Back S. C. M. (C, W): When running away from opponent, D, DF, F, LK (LK x3
                            for more kicks; Forward being the direction you
                            are running)
Kicktoss (C, W):           R, F, F, LK
Suplex (C, W):             Charge LP for 3 seconds, release while running

Opponent Running
----------------
Frankensteiner ([, C, W):  HK
Hiptoss ([, C):            B+LP/HP

Opponent Down
-------------
Elbow Drop (C, W):         LP/HP
Stomp (C, W):              LK/HK
Stomach Stomp (C, W):      R, HP/LP/HK/LK (LK/HK x3 for more stomps)
Whiff Punch (N):           HP (Far)
Whiff Kick (N):            HK (Far)

Turnbuckle
----------
Elbow Drop (C, W, G):      LP/HP/BLK
Foot Stomp (C, W, G):      LK/HK

Opponent On Turnbuckle
----------------------
Homing Baseball Bat (C, W):HP
Homing Turn Kick (C, W):   HK
Phantom Hiptoss (C):       B, B, LP (Close; Only works on Bam Bam,
                            Undertaker, and Razor)
Homing Snapkick (C):       B, B, HK (The follow ups can only occur if the
                            first Homing Snapkick misses)
  Float Run Escape (N):   B+LP+LK
  Second Snapkick (C):    B, B, HK
  Mid Air B. Bat (C, W):  HP
  Mid Air Punch:          LP
  Mid Air Turn K. (C, W): HK
  Mid Air Kick:           LK
  Franken. Cancel (C, W): F, F, HK
  Sweet Chin Music (C, W):D, DF, F, LK
  Whiff Hom. S. F. (W, N):U, F, HP
  Float Run Persue (N):   LP+LK
     Frank. Cancel (C, W):F, F, HK
     Whiff S. F. (W, N):  U, F, HP
     Drop. Cancel (C, W): LK/HK
     Sweet Chin M. (C, W):D, DF, F, LK
Homing Franken. (C, W):    F, F, HK (Can also do while running)
Whiff Homing S. F. (W, N): U, F, HP (Can also do while running)
Homing Dropkick (C, W):    R, LK/HK or charge HK for 3 seconds, release (Can
                            also release while running)
To Heaven (N):             R, F, F, HP (Have a tad bit of distance between you
                            and opponent on turnbuckle; Works best if running
                            along the northern ropes; Major glitch)
  Drop From The Sky (N):  LK/HK (Opponent will be stuck in air)
     Turnbuckle Chan. (N):Wait about 4 seconds before activating the Drop
                            From The Sky.  Immediately after falling, climb
                            the glitch turnbuckle and do nothing.  If correct
                            you will float over to the other turnbuckle.
        Flying E. Drop:   After you have moved over to the other turnbuckle,
                            LP/HP/BLK
           Fall (C):      Hold B
        Flying F. Stomp:  After you have moved over to the other turnbuckle,
                            LK/HK
           Fall (C):      Hold B
  Safe Fall (N):          BLK (Opponent will be stuck in air)
     Turnbuckle Float (N):Wait about 4 seconds before activating the Safe
                            Fall.  Immediately after falling, climb the
                            glitch turnbuckle.  If right, you should move
                            off the turnbuckle to slightly outside the
                            ring and float in air.
        Flying E. Drop:   LP/HP/BLK
           Fall (C):      Hold B
        Flying F. Stomp:  LK/HK
           Fall (C):      Hold B

Opponent Jumping From Turnbuckle
--------------------------------
Backstep Turn Kick (C, W): LK/HK

Special Moves
-------------
Punch\Headbutt (C):        HP x4-6 (Close)
Punch\Hiptoss ([, C):      HP around 7 or 8 times really fast (Close)
Sweet Chin Music (C, W):   D, DF, F, LK (LK x3 for more kicks)
Snapkick (C):              B, B, HK
Sunset Flip (C, W):        U, F, HP
Dropkick (C, W):           Charge HK for 3 seconds, release
Suplex (C):                Charge LP for 3 seconds, release
Kicktoss (C, W):           F, F, LK
Frankensteiner ([, C, W):  F, F, HK

Grapple Moves
-------------
Knee (C):                  LP/LK
Jumping Headbutt (C):      F+HP
Run Escape (N):            LP+LK
Headbutts (#, !, C, R):    F, F, HK (HK x3 for more hits)
Arm Breaker (#, !, C, R):  F, F, LP (Using F, F, LP as a reversal when Shawn
                             has a full combo meter will produce a glitch:
                             A) Does a weak kick instead B) No reversal
                             message C) Does NOT lose his combo meter)
Kicktoss (#, !, C, R):     F, F, LK
Sunset Flip (#, C):        U, F, HP
Dropkick (C):              D, DF, F, LK
Suplex (#, !, C, R):       D, D, HK
Franken. ([, #, !, C, R):  F, F, HP
Alt. Toss/Stein. (C, W, R):Tap HP/HK/BLK like a mad man (Few notes about this:
                            A) It is not a high risk move B) It seems you
                            will randomly get either the Kicktoss or the
                            Frankensteiner C) If a Frankensteiner comes out,
                            it has ([) properties D) There are sometimes
                            glitches from this, such as a totally whiffed
                            Kicktoss or an "exit" leaving the opponent
                            in a phantom grapple E) Either insanely fast hands
                            or a turbo method is needed to do this)

Strings
-------
Initiators                 Finishes
``````````                 ````````
Kicks (C): F+HK            Hiptoss ([): HP anytime after initiator (Drains
                            combo meter completely)
                          Frankensteiner ([, C, B): LK+HK after 4 kicks

Sweet Chin M. (C): F+LK    Dropkick (C): HK any time after initiator
                          Turn Kick (B): LK+LP after 4 kicks

Combos
------
Initiators                 Combo Branches
``````````                 ``````````````
Kick Start: F, F, LP       HP, *HK, *LP, BLK (17 Hits) - Headbutt, Kick
                            Toss, Sunset Flip, Stomach Stomp
                          HP, *HK, *LK, BLK (17 Hits) - Headbutt, Kick
                            Toss, Frankensteiner ([), Stomach Stomp
                          HP, LP (12 Hits) - Headbutt, Dropkick
                          HP, LK (12 Hits) - Headbutt, Hiptoss ([)
                          HK (8 Hits) - Dropkick
                          LK (8 Hits) - Hiptoss ([)

Punch Start: F, F, LK:     HK, *HP, LP, BLK (20 Hits) - Turn Kick, Hiptoss,
                            Con. Hiptoss, Stomach Stomp
                          HK, LK (13 Hits) - Turn Kick, Dropkick
                          HK, LP (13 Hits) - Turn Kick, Suplex
                          HK, HK (12 Hits) - Turn Kick, Knee <Last hit
                            misses>
                          HP (9 Hits) - Dropkick
                          LP (9 Hits) - Knee

Notes and Bugs
--------------
-Note- Shawn has no attack for pressing LP while running.
-Note- Shawn cannot perform a running Sunset Flip in a one on one match if
the opponent is on the turnbuckle.  Pressing LP/HP while running produces
no effect.
-Note- Shawn cannot buffer any grapple moves directly after the fourth hit of
      his f+LK string.  He can, however, buffer them in before that point.
-Bug- The Hiptoss during the F+HK string empties Shawn's combo meter
     completely.
-Bug- The last hit of Shawn's Combo (F, F, K, HK, HK) always misses.
-Bug- If performing a Hiptoss to an opponent on the turnbuckle (Bam Bam,
     Undertaker, or Razor), the opponent will get touched and fly off as if
     they were hit.
-Bug- In a Shawn versus Shawn match, the 2Player cannot complete the combo
     with the starting initiator F, F, LP.
-Bug- Performing Shawn's Arm Breaker as a reversal when he has a full combo
     meter will produce a small kick instead with no reversal message
     present.
-Bug- Shawn's Homing Sunset Flip will not connect with the opponent as long
     as they stay on the turnbuckle.
-Bug- Shawn's Homing Snapkick causes a glitch in that he can perform mid air
     cancels.
-Bug- Sometimes performing the Alternate Kicktoss/Frankensteiner causes Shawn
     to miss and leave the opponent in a phantom grapple.
-Bug- Rare bug where Shawn will perform a running Suplex and the opponent
     will move out of his reach, but get phantom slammed.
-Bug- Performing a running grapple to an opponent on the turnbuckle causes a
     huge glitch where both you and the opponent will float up into the air.
     You can exit leaving the opponent to be stuck in the air, and perform a
     slew of follow up glitches such as hopping, being "pulled", floating
     around, and so on.

Ending
------
 Shawn strutted around the ring arrogantly for several minutes, flexing and
chewing his gum with an obnoxious smirk on his face.  He had always bragged
that he was the greatest thing to grace the World Wrestling Federation, and now
he has finally proven it.  The ladies in the audience reached out their arms to
him and screamed his name.  With that, Shawn thought he’d be cute by teasing
them with a little hip action.  The ladies, in an uncontrollable lust-crazed
frenzy, stampeded the ring like cattle, trying to get hold of him.  Shawn
scrambled to escape the clutches of the horde, but to no avail.  They quickly
cornered him and proceeded to ravage him, mercilessly.  When they were through,
Shawn was left lying motionless, sans his clothing and some hair, yet with a
big ol’ grin stamped on his face.  He loved the attention, and more so, he
loved the women.  His craving for attention and multiple women led him to
leave wrestling and become a politician, where he could get his fill of both.





*******************************************************************************
* 4.7 Bret Hart                                                               *
*******************************************************************************
Profile                           Colors
-------                           ------
Height: 6'1"                      1Player Choice        Resulting 2Player Color
Weight: 234                       ``````````````        ```````````````````````
Origin: Calgary, Alberta          Any:     Pink         Blue
Quote: "I’m the excellence of     Left+HP: Green        Purple
execution."                       Left+LP: Red          Green
Finisher: Sharpshooter            Left+HK: Gray         Yellow
Explodes: Hearts and shades       Left+LK: Purple       Gray

Power:       +++++                Unavailable Color: Orange
Speed:       ++++++++++
Agility:     ++++++++++           Buddy Mode 1Player Color: Blue
Recovery:    ++++                 Buddy Mode 2Player Color: Red


Regular Moves
-------------
Flying Headbutt (C):       HP
Punch:                     LP
Lunging Kick (C, W):       HK
Kick:                      LK
Knee (C):                  LK/HK (Close)
Headbutt:                  LP (Close)

Running Moves
-------------
Flying Neckringer (C, W):  R, LP/HP or charge HP for 3 seconds,
                            release while running
Turn Back F. Neck. (C, W): When running away from opponent, D, D, LP
Dropkick (C, W):           R, LK/HK or charge HK for 3 seconds, release while
                            running
Eye Rake (C, W):           Charge LP for 3 seconds, release or D, DF, F, LP,
                            both while running
Backwards Eye Rake (C, W): Charge LP for 3 seconds, release or D, DF, F, LP,
                            both while running away from opponent (Forward
                            being the direction you are running)
Rolling Uppercut (C):      R, D, DF, F, HP
Rolling Retreat (N):       When running away from opponent, D, DF, F, HP
                            (Forward being the direction you are running)

Opponent Running
----------------
Hip Toss ([, C):           B+LP/HP

Opponent Down
-------------
Ground Punch (C, W):       LP/HP
Stomp (C, W):              LK/HK
Sharpshooter:              HP near feat (LP x4 for longer hold)
Knee Drop (C, W):          R, HP/LP/HK/LK
Whiff Punch (N):           HP (Far)
Whiff Kick (N):            HK (Far)

Turnbuckle
----------
Elbow Drop (C, W, G):      Any

Opponent On Turnbuckle
----------------------
Homing Flying Headbutt (C):HP (The follow ups can only occur if the first
                            Homing Flying Headbutt misses;  If you cancel
                            from a Homing Flying Headbutt, you must wait 3
                            seconds before you are able to perform another
                            cancel, of course it's highly unlikely the
                            opponent would stay on the turnbuckle that long;
                            For the sake of space, not all the possible
                            outcomes are listed, for example, it is possible
                            to Float Escape, Float Pursue, and add a cancel
                            attack)
  Float Run Escape (N):   B+LP+LK
     T. F. Neck. (C, W):  D, D, LP
     Float Run Persue (N):F+LP+LK
        <etc>
  Roll Escape (N):        D, DF, F, HP
  S. Hom. F. Headbutt (C):HP
  Mid Air Punch:          LP
  Mid Air Kick:           LK/HK
  Knockdown K. C. (C, W): B, B, HK
  Eye Rake Cancel (C, W): Charge LP for 3 seconds, release after Homing Flying
                            Headbutt or D, DF, F, LP
  Dashing U. Can. (C, W): D, D, LP
  Dropkick Cancel (C, W): Charge HK for 3 seconds, release after Homing Flying
                            Headbutt
  Float Run Persue (N):   LP+LK
     Roll Escape (N):     D, DF, F, HP
     Flying N. C. (C, W): LP/HP
     Dropkick C. (C, W):  LK/HK
     Eye Rake C. (C, W):  Charge LP for 3 seconds, release after Float Pursue
                            or D, DF, F, LP
Whiff Kick (N):            HK
Headbutt:                  LP (Close)
Lunging Kick (C):          HK (Close)
Phantom Hiptoss (C):       B, B, LP (Close) <Does not activate on Bret>
Homing Knock. Kick (C, W): B, B, HK
Homing Eye Rake (C, W):    Charge LP for 3 seconds, release or D, DF, F, LP
                            (Can also do both while running)
Hom. Back. Eye Rake (C, W):Charge LP for 3 seconds, release or D, DF, F, LP,
                            both while running away from opponent (Forward
                            being the direction you are running; Unlikely
                            to connect unless just bouncing off ropes)
Homing F. Neck. R. (C, W): R, LP/HP or charge HP for 3 seconds, release
                            while running
Hom. T. F. Neck. R. (C, W):When running away from opponent, D, D, LP
Hom. Back. Neck. R. (C, W):Charge HP for 3 seconds, release while running away
                            from opponent (Unlikely to connect unless just
                            bouncing off ropes)
Homing Dropkick (C, W):    R, LK/HK or charge HK for 3 seconds, release

Opponent Jumping From Turnbuckle
--------------------------------
Backstep Kick (C, W):      LK/HK

Special Moves
-------------
Uppercut (C):              D+HP (Close)
Grounding Knee (C):        F+HK (Close)
Headbutt\Uppercut (C):     HP x4 (Close)
Knockdown Kick (C, W):     B, B, HK
Dashing Uppercut (C, W):   D, D, LP
Rolling Uppercut (C):      D, DF, F, HP
Eye Rake (C, W):           Charge LP for 3 seconds, release or D, DF, F, LP
Dropkick (C, W):           Charge HK for 3 seconds, release
Bulldog (C, G):            Charge HP for 3 seconds, release

Grapple Moves
-------------
Knee (C):                  LP/LK
Uppercut (C):              D+HP
Head Smash (#, !, C, R):   D, DF, F, LP (LP x3 for more slams)
Bulldog (#, !, C, R):      D, D, HK
Shoulder B. (#, !, C, R):  F, F, HP
Alt. Bul./Break. (C, R):   Tap HP/HK/BLK like a mad man (Few notes about this:
                            A) It is not a high risk move B) It seems you
                            will randomly get either the Bulldog or the
                            Shoulder Breaker C) There are sometimes glitches
                            from this, such as a totally whiffed Bulldog or an
                            "exit" leaving the opponent in a phantom grapple
                            D) Either insanely fast hands or a turbo method
                            is needed to do this)

Strings
-------
Initiators                 Finishes
``````````                 ````````
Uppercuts (C): F+LP        Dropkick (C, B): HP after 4 punches

Kicks (C): F+LK            Shoulder Breaker (C, B): HK after 4 kicks

Combos
------</pre><pre id="faqspan-3">
Initiators                 Combo Branches
``````````                 ``````````````
Punch Start: F, F, LP      *HP, HK, LK (12 Hits) - Eye Rake, Rolling
                            Uppercut, Flying Neckringer
                          *HP, *LP, LK, HK (12 Hits) - Eye Rake, Hiptoss
                            ([), Con. Hiptoss, Shoulder Breaker
                          *HP, LK (9 Hits) - Eye Rake, Knee
                          *HP, HP (9 Hits) - Eye Rake, Dropkick
                          HK (8 Hits) - Dropkick
                          LK (8 Hits) - Knee

Kick Start: F, F, HK       HP, HK, LK (16 Hits) - Headbutt, Rolling
                            Uppercut, Flying Neckringer
                          HP, *LP, LK, HK (16 Hits) - Headbutt, Hiptoss
                            ([), Con. Hiptoss, Shoulder Breaker
                          HP, LK (13 Hits) - Headbutt, Knee
                          HP, HP (13 Hits) - Headbutt, Dropkick
                          LP (8 Hits) - Dropkick
                          LK (8 Hits) - Knee

Notes and Bugs
--------------
-Note- Bret's Bulldog move (Charge HP for 3 seconds, release) will connect
      to a grounded opponent.  You need to release it near the fallen
      wrestler.
-Note- Bret cannot buffer any grapple moves directly after the fourth hit of
      his f+LP string.  He can, however, buffer them in before that point.
-Bug- If performing a Hiptoss to an opponent on the turnbuckle the opponent
     will get touched and fly off as if they were hit.
-Bug- Sometimes performing the Alternate Bulldog/Breaker causes Bret to miss
     and leave the opponent in a phantom grapple.
-Bug- Sometimes connecting a Homing Backwards Eye Rake will have Bret Rake
     the back of the opponent's head instead, but still have the eyeball
     after effects.
-Bug- A Homing Flying Headbutt glitches to the effect that Bret can perform
     mid air cancels

Ending
------
 Through the excellence of execution, Bret finished off the last of the bunch.
His victory made newspaper and magazine headlines throughout the world and
Bret’s popularity grew to outrageous proportions.  While defending his title
for five years straight, he became a star of stage and screen as well as the
ring, appearing in several weekly television dramas and Broadway productions.
Unbeatable, he retired as champion to pursue a big screen career in Italy,
where he became the greatest spaghetti-western star in film history, winning
six Academy Awards over his lifetime, and grossing over 300 million dollars
on each of his films.





*******************************************************************************
* 4.8 Lex Luger                                                               *
*******************************************************************************
Profile                           Colors
-------                           ------
Height: 6'4"                      1Player Choice        Resulting 2Player Color
Weight: 270                       ``````````````        ```````````````````````
Origin: Atlanta, GA               Any:      Blue        Purple
Quote: "Lex is an all             Right+HP: Pink        Orange
American hero."                   Right+LP: Green       Pink
Finisher: Torture Rack            Right+HK: Gray        Yellow
Explodes: Stars and weights       Right+LK: Orange      Gray

Power:       ++++++++++           Buddy Mode 1Player Color: Purple
Speed:       ++++++               Buddy Mode 1Player Color: Red
Agility:     +++++
Recovery:    ++++++++


Regular Moves
-------------
Power Axel Smash (C, W):   HP
Punch:                     LP
Lunging Kick (C):          HK
Kick:                      LK
Knee (C):                  LK/HK (Close)
Headbutt:                  LP (Close)

Running Moves
-------------
Dashing Kick (C):          R, Any
Bionic Elbow (C):          R, F, F, LP
Axel Smash (C, G):         Charge LP for 3 seconds, release while running
Turn Back Axel S. (C, G):  Charge LP for 3 seconds, release while running away
                            from opponent
Retreating Flail (C, W):   When running away from opponent, F, F, HK (Forward
                            being the direction you are running; It's possible
                            to connect this move but near impossible; To
                            connect the move try buffering the command in
                            just as you run past the opponent)

Opponent Running
----------------
Big Boot:                  HK (Can hold for a short while)
Hip Toss ([, C):           B+LP/HP

Opponent Down
-------------
Ground Axel (C, W):        LP/HP
Stomp (C, W):              LK/HK
Axel Drop (C, W):          R, HP/LP/HK/LK
Whiff Punch (N):           HP (Far)
Whiff Kick (N):            HK (Far)

Turnbuckle
----------
Diving Axel (C, W, G):     Any

Opponent On Turnbuckle
----------------------
Homing P. A. Smash (C, W): HP
Whiff Kick (N):            HK
Headbutt:                  LP (Close)
Lunging Kick (C):          HK (Close)
Homing Axel Smash (C):     Charge LP for 3 seconds, release (Can also release
                            while running)
Hom. Turn Back Axel S.(C): Charge LP for 3 seconds, release while running
                            away from opponent
Homing Dashing Kick (C):   R, Any

Opponent Jumping From Turnbuckle
--------------------------------
Backstep Kick:             LK/HK

Special Moves
-------------
Grounding Knee (C):        F+HK (Close)
Headbutts (C):             HP x4 (Close)
Bionic Elbow (C):          F, F, LP
Axel Smash (C, G):         Charge LP for 3 seconds, release
Flail (C, W, G):           F, F, HK (LK x3 for more hits)
Power Grab (C, N):         HP+HK
  Slam In Front (C):      Any (Unless front is against ropes)
  Slam Behind (C):        B+Any (Unless back is against ropes)
  Side Dump ([, C):       U+HP
  Torture Rack (C):       U+HK
  Phantom Float (N):      Charge LP for 3 seconds, Power Grab, then release LP
     Run Escape (N):      LP+LK
     Flail (C):           F, F, HK (Works on everyone except Razor)
     Lex Seizure (N):     Hold BLK (Only activates with Razor)
     Lex Separation (N):  Hold any direction (Only activates with Razor)
     Lex Confusion (N):   Do nothing (Only activates with Razor)

Grapple Moves
-------------
Knee (C):                  LP/LK/HK
Power Grab (!, C, R, N):   D, DF, F, LK
  Slam In Front (C):      Any (Unless front is against ropes)
  Slam Behind (C):        B+Any (Unless back is against ropes)
  Side Dump ([, C):       U+HP
  Torture Rack (C):       U+HK
  Phantom Float (N):      Charge LP for 3 seconds, grapple and Power Grab,
                            then release LP
     Run Escape (N):      LP+LK
     Flail (C):           F, F, HK (Works on everyone except Razor)
     Lex Seizure (N):     Hold BLK (Only activates with Razor)
     Lex Separation (N):  Hold any direction (Only activates with Razor)
     Lex Confusion (N):   Do nothing (Only activates with Razor)
Bionic Elbow (C):          F, F, LP
Flail (C):                 F, F, HK (LK x3 for more slams)
  Power G. Cancel (C, N): D, DF, F, LK
     Slam In Front (C):   Any (Unless front is against ropes)
     Slam Behind (C):     B+Any (Unless back is against ropes)
     Side Dump ([, C):    U+HP
     Torture Rack (C):    U+HK
     Phantom Float (N):   Charge LP for 3 seconds, grapple, Flail, Power Grab
                            (D, DF, F, LK) cancel, then release LP
        Run Escape (N):   LP+LK
        Flail (C):        F, F, HK (Works on everyone except Razor)
        Lex Seizure (N):  Hold BLK (Only activates with Razor)
        Lex Sep. (N):     Hold any direction (Only activates with Razor)
        Lex Confusion (N):Do nothing (Only activates with Razor)
Eye Poker (#, !, C, R):    D, D, HK
V. Suplex ([, #, !, C, R): F, F, HP
Alt. P./S./E. (!, C, R):   Tap HP/BLK like a mad man (Few notes about this:
                            A) It is not a high risk move B) It seems you
                            will randomly get either the Power Grab or the
                            Vertical Suplex; With BLK you can also get a
                            Block Escape C) The Block Escape is where Lex
                            performs a block, and completely escapes the
                            opponent, leaving them in a phantom grapple D) If
                            If a Vertical Suplex comes out, it has ([)
                            properties  E) You can also tap HK to perform a
                            reversal, but you cannot use it as a regular
                            grapple alternate F) It's possible to buffer from
                            a string, although just as near impossible as
                            performing this alternate method G) There are
                            sometimes glitches from this, such as a totally
                            whiffed Power Grab or an "exit" leaving the
                            opponent in a phantom grapple H) Either insanely
                            fast hands or a turbo method is needed to do this)

Strings
-------
Initiator                  Finishes
`````````                  ````````
Knees (C): F+HK            Vertical Suplex ([, C, B): LK+HK after 4 knees

Combos
------
Initiators                 Combo Branches
``````````                 ``````````````
Kick Start: F, F, LK       *HK, *HP, LP, LK (17 Hits) - Bionic Elbow, Rebel
                            Rack, Con. Rack, Flail
                          *HK, *LP, HP, HK (16 Hits) - Bionic Elbow, Hiptoss
                            ([), Con. Hiptoss, Eye Poker\Axel Smash
                          *HK, *LP, HP, LK (13 Hits) - Bionic Elbow, Hiptoss
                            ([), Con. Hiptoss, Vertical Suplex
                          *HK, LK (10 Hits) - Bionic Elbow, Power Axel Smash
                          HP (9 Hits) - Power Axel Smash
                          LP (9 Hits) - Knee

Punch Start: F, F, HK      LK, *HP, LP, LK (20 Hits) - Headbutt, Rebel
                            Rack, Con. Rack, Flail
                          LK, *LP, HP, HK (19 Hits) - Headbutt, Hiptoss ([),
                            Con. Hiptoss, Eye Poker/Axel Smash
                          LK , *LP, HP, LK (16 Hits) - Headbutt, Hiptoss ([),
                            Con. Hiptoss, Vertical Suplex
                          LK, HK (13 Hits) - Headbutt, Power Axel Smash
                          HP (9 Hits) - Power Axel Smash
                          LP (9 Hits) - Knee

Notes and Bugs
--------------
-Note- 2Player can select Lex's hidden color by entering buddy mode.
-Note- Lex's Power Grab cancel must be done immediately after the Flail.  In
      other words, the initial hit of the Flail must not hit.
-Bug- Activating the Axel Smash within a Power Grab causes opponent to
     float above your head.  Use Run (LP+LK) to get out from underneath
     opponent.  All attacks to opponent after "exiting" from underneath them
     act like attacks to a grounded opponent.  A Flail outside the float will
     connect with opponent, any other attacks will not.  This is just like
     Yokozuna's bug, however you have significantly less time before the
     opponent falls back to the ground.
-Bug- Buffering the Eye Poker from Lex's string (F+K) will sometimes miss.
     This actually happens a lot if done after the third or fourth kick.
-Bug- Performing Lex's Flail (F, F, HK) very close to the opponent will have
     Lex jump backwards and miss the move.
-Bug- Sometimes performing the Alternate Power Grab/Suplex/Escape causes Lex
     to miss and leave the opponent in a phantom grapple.
-Bug- In a Lex versus Lex match, the 2Player cannot complete the combo with the
     starting initiator F, F, HK.
-Bug- If Lex performs the Flail while running away from his opponent, he will
     slide backwards.

Ending
------
 A star spangled celebration for the ultimate American symbol.  Lex Luger’s
victory was renowned throughout the country and was recognized as one of the
greatest triumphs of the 20th Century.  A new national holiday was named, and
people everywhere from coast to coast threw open their windows and chanted his
name.  This was more than just a victory for Lex, it was a victory the good ol’
U.S. of A... Americans could once again hold their heads high and stand proud.
Lex represents all the people in this great land.  When he toured the United
States in his "Lex Express", he brought back a piece of every person in every
town he visited.  Lex views himself as the product of all Americans who, in his
mind, made him what he is: America’s "All American."





===============================================================================
5. Codes
===============================================================================

Player1 Random Select: Hold U on Doink and press start (done at select screen)
Player2 Random Select: Hold U on Razor and press start (done at select screen)


5.1 In Intercontinental Championship Mode
-----------------------------------------
Drone Meter On: Select your character with any button <will activate
                 automatically in one on one matches.  Will not
                 activate in matches with more opponents than one>
Move Names On: Tap LP before the match


5.2 In WWF Championship Mode
----------------------------
Move Names On: Tap LP before the match


5.3 In Head to Head Mode
------------------------
Move Names On: Tap LP (done at versus screen)
No Blocking: BLK x3 (done by both players at versus screen)
Buddy Mode: BLK x5 (done by both players at versus screen)


5.4 In Cooperative Mode
-----------------------
Move Names On: Tap LP (done at versus screen)


5.5 MK3 Codes
-------------
Each 25 matches won in a row brings up a cheat screen.  Here are the
following codes given:
                   _______________________________
                   | ?  |Goro|Goro| ?  |Goro|Goro|
                   -------------------------------
                   _______________________________
                   |Goro|Shao|Shao| ?  |Yin |Yin |
                   -------------------------------

5.6 Codes Hidden In Programming
-----------------------------------
Instant Combo: One move and you get a full combo meter
Ring Out Match: First one to be tossed to the outside loses
Sans Ring: Effects unknown
Hyper Speed: Characters move very fast

There could be more, and whether or not there is a manual way to activate
these is still unknown.




===============================================================================
6. General Bugs
===============================================================================

6.1 Bugs And Generally How To Cause Them
----------------------------------------
-It's possible to have two people climb the turnbuckle at the same time.
Success seems random, but if you try to climb the turnbuckle relatively at
the same time, it is possible to get them both on it.  Seems to work best
using Doink or Shawn.  Yokozuna also has a more reliable time with the
opponent climbing on the turnbuckle just as he sets up for the Banzai Drop.
-Avoiding pins.  When it says pin him, climb the turnbuckle and just stay there.
Eventually you'll get the winning message without actually pinning them.
-A similar glitch with avoiding pins can be performed with the opponent on the
outside, while your character is in the ring.  To perform this glitch, have
the opponent KO by running themself into the barrier as you are standing on the
turnbuckle.  It will take a few seconds before the match will end and for the
victor message will be displayed.
-Grapple glitches.  Most notably when someone is in a head hold and something
pushes the two apart, the person being grappled will still be bent over for
a second or two, despite no one holding their head.  I've had a follow up
glitch to this happen where my character suddenly moved very quickly to the
left side of the screen until I was actually outside the ring.  I regained
control of my character and was able to get back into the ring.
-Camera not moving.  While playing buddy mode, if either 1Player or 2Player get
KOed on the outside of the ring, the camera will stick and not pan back to the
ring until the next round.  A follow up glitch to this is the frozen sprite
you can get.  Simply run into the "cut off" point and your sprite will freeze
in animation.  You can even move it up and down while still running into the
cut off zone and you'll have a frozen sprite sliding around.

6.2 Bugs With Apparent Random Cause
-----------------------------------
-Having the select screen music carry over to the first round of the match.
-Pin Him appears again after pinfall and winning message have already occurred.
-Time over message appears over and over as game becomes stuck.
-Running "backwards."




===============================================================================
7. Voice Sample List
===============================================================================

7.1 Razor Ramon
---------------
Hey, watch it!
Man!
No, no, no, wait not at the <gibberish>, not that!
Nobody-messes-with the-bad guy!
Woa, <long gibberish>!
You picked the right guy chico.

7.2 Doink
---------
Hey, woa!
I...don't think so!
<Laugh>
No, no, no, no don't do it, no, no, no, woa!
Put er' there pal!
<Horn Honks>

7.3 Bam Bam Bigelow
-------------------
Bam Bam! Bam Bam! Yeah!
Get outta my ring!
Hey!
The beast from the east, yeah!

7.4 Shawn Michaels
------------------
No you don't!
Oh, what there!
Shawn Michaels, the wrestler of the 90s.

7.5 Bret Hart
-------------
Is that right?
Oh no you don't!

7.6 Lex Luger
-------------
Not this time!
Woa, watch the pecs!

7.7 Vince McMahon
-----------------
A capacity crowd here tonight!
A miss!
A very impressive maneuver by ________.
Almost.
And...
And ho!
Anything can happen here in the World Wrestling Federation.
Awesome!
Boomshakalaka!
Can anyone stop him?
Can you believe that?
Did you hear that?
Did you see that?
Forget about it!
Good evening everyone this is Vince McMahon.
Goodnight!
He can't do that!
He's clear out of the ring!
He's going to the top rope!
He's got him!
He's just gone berserk!
Hello!
Here it comes.
Here we go!
Here's the setup.
High risk maneuver!
I can't watch this!
I'd hate to be on the receiving end of that one!
Incredible combination move!
Into the ropes.
Is that legal?
It's a total debacle!
It's pandemonium in the ring!
I've never seen anything like that!
Just awesome!
Kaboom!
Listen to the crowd!
Look at this!
Look out!
Magnificent!
Misses.
Most impressive.
Nice execution.
Nicely done.
No!
Not a good idea!
Now that was cheap!
Off the top rope!
Oh!
Oh my!
Oh my goodness!
Rejected!
Shocking!
Sign here please.
Somebody call security!
Some how, I'd don't think this grudge will end here!
That's gotta hurt!
That's not very fair!
That's not very nice!
There's the bell.
This could be it.
This is a complete disaster!
To the face!
To the mid section!
Tonight in the squared circle __________ versus __________.
Unbelievable!
Un-be-lievable!
Very impressive move by __________!
Wait a minute...
What a beating!
What a blow!
What a match up this is!
What a slam!
What a turn of events this is!
What power!
What skill!
What the?
What was he thinking?
What's keeping these two guys up?
What's this?
Who will be the victor at WrestleMania? It's anybody's guess!
Who will be the victor?
Whoa!
With authority.
With reversal.
Wow!
Yes!
You have to give credit to __________!

7.8 Jerry Lawler
----------------
A taste of his own medicine.
Ah, come on!
And me, Jerry "The King" Lawler.
Anything can happen here at Wrestlemania.
Anything can happen here in the World Wrestling Federation.
Awesome!
Back to the sandbox!
Did you see that?
Don't bother.
Game over!
Get up, _________!
He did it!
He got exactly what he deserved!
Heaves him over the ropes!
He's going for the top rope!
Hey, I didn't see anything!
Hey, what's going on?
Hit him! Hit him!
I can't believe he pulled that off!
I could watch this all day long.
I think he broke it.
I think I saw some teeth pop out!
If I didn't see it, I wouldn't believe it!
Incredible!
I've never seen anything like that!
Listen to the crowd!
Look at this.
Mr. Fuji? (In sound test mode)
No one can touch him!
No, wait a minute!
Nobody gets up from that.
Not a good idea!
Oh, I can't watch this!
Oh, what a scam!
Oh yes!
Oooo, that hurt!
Quite McMahon I'm trying to watch this!
Sign your name to the Midway hall of fame.
Somebody call security!
Sure it was.
That could cost him the match.
That was beautiful!
That was cheap!
That was close!
That was dumb!
That was great!
That wasn't even a challenge.
That's right!
They're cheering for me McMahon!
This could be it!
What a jerk!
What a moron!
What a move by _________!
What a ripoff!
What kind of cheap move was that?
What morons!
What power!
What speed!
What was he thinking?
What's he up to?
What's that cheater up to?
Who does he think he is?

7.9 Howard Finkle
-----------------
Good evening ladies and gentlemen.  This is Howard Finkle, and welcome to
 Wrestlemania by Midway.
Ladies and gentlemen, we have a winner!
This match is scheduled for two falls.



===============================================================================
8. Conclusion
===============================================================================

8.1 What's Missing/Needed
-------------------------
-Any missing moves (I kind of rushed so I might have overlooked some)
-More bug listings and causes (This game has a barrel load of them)
-Any missing voice listings (Might have missed some)
-Possibly a way to access hidden colors
-A way/condition in getting the black/purple/red ring with blue barrier cloth
-Explanation/reason for skill bonus
-Corrections and general cleaning up

If you have anything at all to add or correct on this FAQ, please email me at
[email protected]


8.2 Credits
-----------
-Midway for making the game and not play testing it apparently
-My bro for playing the game with me and helping me find things
-Red.Tide ([email protected]) for pointing out Shawn's Armbreaker glitch,
explanation and addition of String Finisher time frames, writing pretty much
the rest of the string section, helping find mistakes in my faq and correcting
them, and being a great support in making this guide possible
-And me for writing this FAQ