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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