______________________________ \ / \ / | ____ ____ | | | | | | | ___ __ | __ | |____|_ _|____| ___ ________ \ \ | | || || |\ __\ \___ | \ \ \___ / ___\ \ | | || || | \ \ | | | ___\ \ / / / / \ \ | | || || | \ \ | | | / / \ \ / / / /___\ \ | |___|| ||__ |___\ \ | | | / /___\ \ \ \ /______/ \__\ |_____/||_____/ /_______/ | |__| /______/ \__\ \__\ __ __ __ | | __ | __ | __ | ___| __ |__| |__| | | __ | |||__|||__ ||__ | | | | | |\ | | _ | | \ |__| |_||_||| \||__ | __|| | | |___ | | \| |__| | | | | | | | |____| |____| | / \ /____________________________\ ___________________________________________________________________________ /____________________________FAQ_&_MOVELIST________________________________/ By Jerrold Ng jiyau@yahoo.com Version 1.0 Disclaimer ========== This FAQ is for private and personal use only. It can only be reproduced or placed on a web site as long as it is completely unaltered, with this disclaimer notice appearing in full, and with permission granted by the author. The web site carrying this FAQ should make sure that it is the latest version, which can be obtained through http://www.gamefaqs.com. This FAQ is not to be used for profitable or promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in any way. With all that in mind, feel free to distribute this FAQ among the puro-gaming community :) New in Version 1.0 ================== - First version! ___________________________________________________________________________ /_________________________TABLE_OF_CONTENTS________________________________/ 1.0 Introduction [My rant/review, basically] 2.0 Game Modes [Translation for most of the menus] 3.0 Play Guide [Basic and advanced wrestling techniques] 4.0 Power Make [Create your rookie wrestler here] 5.0 Career Mode [Build up your rookie wrestler here] 6.0 Mini-Movelist [Wrestler's specialty and rush moves] 7.0 Miscellaneous Stuff [Tips, tricks and other odds and ends] 8.0 Acknowledgements [Acknowledgements, what else?] To quickly jump to a chapter of choice, press CTRL-F (Windows Browsers) or Command-F (Mac Browsers) and type in the section number followed by a single underscore e.g. 8.0_ to get to the Acknowledgements chapter. ___________________________________________________________________________ /__________________________1.0_INTRODUCTION________________________________/ When Square-Enix (back then just Square) unleashed All Star Pro Wrestling 2 into the puro gaming community, the reaction was decided mixed. There were a number of glaring faults with the game engine, most commonly mentioned being the flawed stomp-till-you-die gameplay. Also, the total absence of a create-a-wrestler mode is totally inexcusable, considering that just about every other wrestling game out at the time already have them, and have them done well. That being said, ASPW2 has an otherwise solid system. It had a well-built wrestling system core, and if you work at it, you have no problems coming up with four-star or higher matches at regular intervals. Though being such a perceived flop, one would believe that Square-Enix would have dropped the idea of ever touching the wrestling genre again. And then came ASPW3, which, in all sense of the word, is a remarkable effort. It's loaded with plenty of excellent features that many puro gamers have wished to be in a game. The boys at Square-Enix have done their homework; one can imagine them having this conversation at their little meetings :- "Create-a-wrestler is a must! The current best is that silly excuse of a wrestling game, Exciting Pro Wrestling." "Let's one up that game by being able to tweak every bloody MUSCLE on your CAW! And let 'em create massive giants and tiny midgets! I'd like to see other games try that!" "How about CAW spaces? That's going to be limiting right?" "Ah, just let 'em save separate CAWs using our patented wonder compression file. Then it'll fit dozens upon dozens of CAWs on every memory card!" "A lot of people wanted to put their CAWs faces on the select screen. How the hell do we do that?" "Put in photography mode, duh." "A lot of people like to rename their finishing moves." "We'll go one better and let 'em rename a whole bunch of moves in their entire movelist!" "A lotta people complain about that infinite stomping bit in ASPW2." "Hey, put in stamina! Swing too many punches and you'll get winded! And let 'em get up faster!" "Everybody complained that ASPW2 had no entrances, you know." "Hah! We'll put in the best freaking entrance sequence ever in a wrestling game! Just you watch!" "But what are we going to put in that will set it apart from all the other wrestling games out there?" "Well, easy! Put in a hot underage CG chick!" Well okay forget the last one. Seriously, the Square-Enix crew has put a lot of effort into improving the downfalls of ASPW3, and it shows. While it's still not the perfect wrestling game (I don't think any game will be, not for a while anyway), it's still an excellent addition to the sparse wrestling game genre. So what are the downers? Well, most have to do with the new Power Make mode. It's powerful when in comes to body shapes and faces, but it's incredibly sparse when it comes to costumes. You won't be making any fancily dressed wrestlers in the game, that's for sure. Also, everyone in Power Make starts of weak as a puppy, so you will need to play through career mode with each and every one of them to get them to the point where they can challenge for titles or even have an entrance for that matter. Sure, career mode is fun, but do you need to go through it so many times? But what really comes down to it is this - it's got the same basic engine of ASPW3, and it's capable of creating some classic matches. That's perhaps the most important part of any wrestling game, in my opinion. ASPW3 does it, and does it well. I'd go as far as to say that if you're a wrestling game fan, you need to check this title out pronto! Gameplay - 8/10 [Some nitpicking here and there, otherwise solid gameplay] Sound - 9/10 [Great sound effects! You'll feel every slap] Music - 8/10 [All the official themes are in] Graphics - 9/10 [Graphically unmatched by any other wrestling game thus far] Replay - 7/10 [Not many wrestlers, but you can create tons more] Overall - 9/10 [If you're a wrestling game fan, get this game now!] Now that my little review/rant is done, lets get down to the game proper! ___________________________________________________________________________ /_____________________2.0_GAME_MODE_EXPLANATION____________________________/ The main menu of All Star Pro Wrestling III consists of the following (this part is in English, so it's not hard to figure out) :- __________________ |_NORMAL_GAME______| - Goes to the main game mode for normal matches |_POWERMAKE________| - Goes to the Power Make menu |_OPTION___________| - Goes to the option menu |_DATA_____________| - Save/Load game data and delete your Power Make data |_SPECIAL_(LOCKED)_| - Allows you to edit existing wrestlers This section will explain the details of NORMAL GAME, OPTION and DATA. POWERMAKE is too massive to explain here, so it's got its own section a little below this one. NORMAL GAME =========== Upon selecting NORMAL GAME, you'll get three options :- ______________ |_SINGLE_______| - One-on-one match |_TAG__________| - Two-on-two match |_BATTLE_ROYAL_| - Four-way elimination match Select one of these are two small options appear below them :- ______________ |_NORMAL_MATCH_| - A normal player match |_CPU_MATCH____| - Everyone is computer-controlled After this you'll get to the big list of match options. The options are mostly the same for all three match types :- ___________________ |_BEGIN_____________| - Select this only after you've set every other option | | in this menu. Brings you to character select |___________________| |_SELECT_PLAYER_____| - Decides what player will control what. This game | | supports up to 5 players with multi-tap; four | | wrestlers and the referee. To switch control of | | the ref press down. Note that when you select COM | | as the player you'll get to choose COM 1 to COM 5. | | This is the COM difficulty of that particular | | wrestler. The lower the COM level, the dumber the | | opponent. And yes, you can choose different COM | | levels for different COM controlled wrestlers |___________________| |_MATCH_TYPE________| - The type of match | -> EXHIBITION | - A basic exhibition match | -> TECHNICAL | - This one only appears in Singles and Battle Royal. | | More info on this below | -> TITLE MATCH | - A title match. More info below | -> TORNAMENT | - Joins a tournament. More info below |___________________| |_MATCH_TIME________| - Choose from 15, 20, 30, 45, 60 minutes or | | Unlimited Time for your match |___________________| |_NO._OF_FALLS______| - Choose from one fall or two-out-of-three falls |___________________| |_MATCH_RULES_______| - Changes the match rules | -> PINFALLS | - Whether you can win by pin fall or not | -> SUBMISSIONS | - Whether you can win by submission or not. Don't | | switch off both pins and submissions or the game | | will warn you that you can't finish the match! | -> KO | - Turns on or off KOs in the match | -> ROPE BREAK DQ | - Turns on or off the five count disqualification for | | pinning or submission holds near the ropes. Loose | | means the count will still be made, but the count | | restarts a few times before the ref actually | | disqualifies you | -> REFEREE STOP | - Turns on or off referee stop. If on, the referee | | will stop the match due to either a wrestler is | | bleeding too much or can't defend himself anymore. | | Loose means the ref will only stop the match in | | very extreme circumstances | -> RING OUT COUNT | - Sets the ring out count to 10 count or 20 count or | | Loose. In the case of loose, the ref will count and | | restart the count a few times before actually | | disqualifying you for staying out of the ring too | | long | -> REFEREE HIT | - Allows to hit the referee, if you're feeling mean | -> NO TAG DQ | - This option only appears in the Tag menu. Turns on or | | off the five count disqualification for non-active | | tag partner staying in the ring too long |___________________| |_VENUE_____________| - Chooses your venue, ring and mat | -> VENUE SELECT | - Choose a venue (Tokyo, Nagoya, Osaka or Fukuoka) | -> RING SELECT | - Choose the ring designs of NJPW, ZERO-ONE or NOAH | -> MAT TYPE | - Choose the available mat types |___________________| |_RING ANNOUNCER____| - Choose from the two ring announcers, Hidekazu Tanaka (NJPW Announcer) or Ryu Nakata (NOAH Announcer) Upon selecting all your match options, choose the BEGIN (the first option). For exhibition matches, you can now pick your wrestler and referee, then the ass-kicking begins! If you had picked a Technical Match, you have to defeat your opponent using a specific action. The menu for this appears after you have selected your wrestler of choice. From left to right, they are :- Win By Pin Only, Win By Submission Only, Win by KO Only, Win By Weapon Strike Only, Win By Performing Specified Moves Only. These are pretty much self-explanatory. If you had chosen a Title Match, you would have picked the titles you are to defend. The titles available are the IWGP titles from NJPW, the GHC titles from NOAH, and the fictional ASWG (All Star Wrestling Glory) titles. When you choose a tournament match, you'll be brought to a totally separate menu. First option is NEW GAME or CONTINUE. CONTINUE obviously lets you resume a previously started tournament. NEW GAME takes you to the tournament brackets. Here you can enter where your player appears in the bracket. After entering your player or players, the rest will be filled up with CPU players. Now select which wrestler the player(s) will control. After that, you can enter everyone else in the tournament one-by-one or just select AUTO to chuck in random wrestlers into the brackets. Finally select END when you're all done. During the tournament, if you decide to exit, you can save the tournament thus far and resume at a later time. OPTION ====== These are the available options here :- ________________________ |_ENTRANCE_[ON/OFF]______| - On or off the wrestler entrance |_RING_INTRO_[ON/OFF]____| - On or off ring introductions |_COCKPIT_[ON/OFF]_______| - On or off the tension bars and portrait |_COUNT_DISPLAY_[ON/OFF]_| - On or off the count display |_MOVE_NAME_[ON/OFF]_____| - On or off the move name display |_CAMERA_FLASH_[ON/OFF]__| - On or off the flashing cameras in the crowd |_CAMERA_CHANGE_[ON/OFF]_| - On or off dramatic camera angles for moves |_VIBRATION_[ON/OFF]_____| - On or Off joypad vibration |_GAME_BGM_[ON/OFF]______| - On or off the background music during matches |_CAREER_VOICE_[ON/OFF]__| - On or off voices during career mode |_BGM_VOLUME_____________| - Adjust the background music volume |_SE_VOLUME______________| - Adjust the sound effects volume Thanks go to Muka of the Gamefaqs board for the initial translation of this menu. DATA ==== The available options here are :- __________________ |_DATA_LOAD________| - Loads game data |_DATA_SAVE________| - Saves game data |_AUTO-SAVE_ON/OFF_| - On or off automatically saving after changes are made |_DELETE_POWERMAKE_| - Deletes a Power Make Wrestler off your save file. You cannot delete a wrestler that is in the current four Power Make slots. Go there and vacate him from his slot first PAUSE MENU ========== When you pause the game during a match (with the START button, naturally) you'll get to the Pause Menu. It's pretty much the same as the OPTION main menu for the most part :- ________________________ |_COCKPIT_[ON/OFF]_______| - On or off the tension bars and portrait |_COUNT_DISPLAY_[ON/OFF]_| - On or off the count display |_MOVE_NAME_[ON/OFF]_____| - On or off the move name display |_CAMERA_FLASH_[ON/OFF]__| - On or off the flashing cameras in the crowd |_CAMERA_CHANGE_[ON/OFF]_| - On or off dramatic camera angles for moves |_VIBRATION_[ON/OFF]_____| - On or Off joypad vibration |_GAME_BGM_[ON/OFF]______| - On or off the background music during |_RESTART________________| - Restarts the current match |_QUIT___________________| - Quit the match and go back to the main menu SPECIAL (LOCKED) ================ This menu becomes available once you have cleared all four paths in career mode (see that chapter for more info). ___________________________________________________________________________ /___________________________3.0_PLAY_GUIDE_________________________________/ The game has changed a little from ASPW2, but the main controls stay pretty much the same. Here are the basics :- Controls ======== Direction Pad - Give directions to your partner during tag team matches Analog Left - Moves your wrestler about Analog Right - Crowd Reactions [] (Square) - For pinning and entering/exiting the ring >< - Light Attacks Button () (Circle) - Medium Attacks Button /\ (Triangle) - Strong Attacks Button R1 - Pick up an enemy to a face front capture R2 - Pick up an enemy to a reverse capture L1 - Taunt 1 L2 - Taunt 2 Striking - Easy. Simply hit any of the three attack buttons to strike an opponent. >< produces weak strikes, () produces medium strikes, and /\ produces strong strikes. If you hold towards an opponent on your Analog Left while pressing the buttons you'll have another set of strikes. Strikes will also differ with the position of your enemy, whether his back is turned, or the stance he is in (standing, kneeling, in the corner, down on the mat, and so on). Capture and Grappling - To grapple your opponent you first have to capture him. To do so, press R1 or R2. R1 is a normal capture. R2 is a reverse capture, meaning if you press R2 while he's facing back you'll turn him to the front, and if you press R2 while he's facing you, you will turn him to his back. After that, press the three attack buttons or three attack buttons plus forward on the Analog Left to put on the hurting. Pressing away on the Analog Left and one of the three attack buttons will allow you to perform hammer throws, discussed in more details below. Knockdown - Like the previous game, if you're a little away from your opponent, press towards him and R1 or R2 to tackle him and knock him down to the ground. You opponent can counter that with an R1 or R2 press of his own, resulting in you being knocked face down in front of hi instead, not a good position to be in. Test of Strength & Headlock - If both you and your opponent hit R1 or R2 at the same time, you'll enter either the Test of Strength or the Grapple Clutch. Now, simply tap any attack buttons as fast as humanly possibly to win the grapple. The odds of you winning depends largely on how fast you tap and how much stamina you have left. Tension - Like before, tension plays a major part in how your match flows. Both wrestlers start off at low tension, and as you exchange blows, your tension will increase. The more damage you suffer, the faster your tension goes up. Also, the more often you do strikes without any pause, you tension will go up as well. If your tension goes past HIGH due to damage, you will get GROGGY. When groggy you cannot perform captures and move very slowly. If an opponent catches you while you're groggy he can perform more powerful maneuvers on you. If your tension goes past HIGH due to you attacking non-stop, you will get TIRED. When tired, you will have to pause to catch your breath, and this allows your opponent to attack your defenseless self. This, and the quick opponent get up, removes the greatest flaw of ASPW2; the unlimited stomps. This also discourages you from repeatedly using strikes of any sort; you have to mix it up now. Stamina - If you look at heads up display a little more, you will notice two bars below the tension indication. The first bar is the Rush Bar, which is explained in more detail just below. The second is the Stamina Bar. As you get injured your stamina bar drops. When it's near empty (almost all red) you will get GROGGY much easier, and will find it hard to kick out of pins. Basically, you're pretty much dead. Finally, you'll also see a little green figure indicating body part damage. Damaged body parts go from green to yellow to red. Once these hit the red zone, it's fairly likely you will submit if your opponent locks on a submission on that part. There's a tell-tale sign when that body part goes out; the injured wrestler will writhe in agony while clutching that injured body part when he's down. Rush Mode - As you get your ass handed to you in a match, you'll notice the top little green bar going up. This is your rush indicator. When it hits max, you'll see RUSH Ready at the tension indicator. Now comes the newest feature of ASPW3! To manually activate Rush Mode, press all four of the top shoulder buttons (L1 + L2 + R1 + R2) at once. Your wrestler will then do a quick Goldberg impression and you'll be in Rush Mode. At this time, you will get up much faster after getting knocked down, and counter grapples much easier. Rush also lets you perform Rush moves, last-ditch desperation moves and finishers only available when in Rush Mode. Finally, Rush also lets you steal an opponent's finisher (more on that below). There's a time limit for Rush Mode; once you're out of it you'll be in TIRED mode for a little bit. Also, getting nailed by an opponent's "Favorite Hold" (his specialties; they're marked "F/H" if you turn move names on) decreases your Rush Bar. The first F/H you perform on your opponent depletes his Rush Bar completely, after that the amount depleted from the Rush Bar decreases with each application of a favorite hold. Getting busted open also causes the rush bar to drop a substantial amount. Steal Finisher - Here's a neat little trick you can use as well during Rush Mode. Upon entering Rush Mode, press R1+R2 and your wrestler will perform a little taunt. Now you can steal your opponent's finisher! First of all, you need to know how his finisher is done. For instance, Misawa's Favorite Hold is the Tiger Driver, done with Front Grapple and /\. So press R1 and R2 simultaneously, the grab Misawa and press /\. Instead of doing your own /\ move you will now do the Tiger Driver. Note that you can only steal moves that are Favorite Holds (marked with "F/H" in the move names) and nothing else, so it helps if you know your opponent's movelist very well. Though if you grappled and didn't get his favorite hold right you can keep trying. Once you have stolen his finisher once you cannot doing it again for the rest of the match. By the way, stealing a finisher totally depletes your opponent's Rush Bar. Hammer Throw - To hammer throw an opponent, capture him then press any other direction other than forward on the Analog Left then press any of the three attack buttons. If the direction of the stick is to the ropes, you will whip him to the ropes then perform a running counter. If the direction of the stick is to the corner, you will whip him there and then do a running corner attack. You can also press [] instead of the attack buttons, in which case you will only whip him and not run to attack. Manual Running - New to ASPW3 is manual running. Simply hold down [] and move to do manual running. This helps you get around the ring much faster. Countering - To counter strikes, simply press R1 or R2 when the opponent's strikes are just about to hit you. Strikes from all directions (near, behind, running, top rope, apron side, etc) can be countered this way. When an opponent is running at you, you can also press an attack button or attack button plus Analog Left towards him to perform a running counter. To counter a grapple simply mash the attack button until your fingers are sore when the word Reversal appears. Same with trying to break out of a submission hold. Ground Techniques - These are done exactly the same way as strikes, except the opponent is down on the ground. Just like ASPW2, the variations of moves that can be locked on is staggering. Attacking face up at head, left arm, right arm, left leg, right leg, feet, all can differ. There's another set when your opponent is face down as well. Each section can potentially have six different attacks (just the attack buttons or press towards plus attack buttons) though most wrestlers don't have them all filled up with different attacks, obviously. If you are a little away from the prone body and attack you'll do running attacks. Believe if or not, these can ALSO differ depending on which direction you run at him at. That's a hell of a lotta ways to hurt a grounded opponent. Corner Attacks - Once you've chucked your opponent to the corner and he's staying put, you can then perform corner attacks. Pressing strike buttons at different distances to your opponent will have you perform different strike or running strike attacks. To perform corner grapples like the Superplex, press towards your opponent and an attack button. Another new feature of ASPW3 is the Tree of Woe position. To get him in this position, when he's in the corner, capture him with R1 then press []. To perform corner to corner attacks, once he's in the corner, capture him with R1 then whip him towards the furthest turnbuckle. Not everyone has a corner to corner attack though. Aerial Attacks - To climb a turnbuckle and perform an aerial attack, just press towards a vacant turnbuckle and an attack button and you'll climb it. The attacks will differ depending on whether your opponent is standing or flat down on the ground. Certain attacks require your opponent to be down in a specific position. His body must be lying perpendicular to you standing on the turnbuckle; I call this the Splash Position. Don't worry too much if he's a little out or not facing up; he will flip over if necessary and re-adjust himself to better take your moves (wrestling is fake after all, even in a video game). This is of course assuming your wrestler has that sorta move in his arsenal in the first place. If you climbed the turnbuckle and suddenly decide not to perform an aerial attack, press towards the center of the ring to cancel it. Jump Out of the Ring - If an opponent is standing nonchalantly outside, you can perform an attack to him while still in the ring. Simply press towards him and any attack button. The attack varies when you are near the ropes or far away from it. Rope Attacks - A new category of attacks in ASPW3 is the rope attack. Go near the ropes and press towards the rope on the Analog Left then []+/\. Your wrestler will climb out then slingshot back in. Not all wrestlers have it of course, if you want to try it, use light heavyweights like Marufuji or Kanemaru. Jump Out From Top Rope - To jump out to the opponent from the top rope to the outside, you'll need your opponent near the outside corner. Assuming your wrestler has that move, press towards the corner and he'll climb the turnbuckle then do a suicide dive to the outside. Outside - Bored of staying in the ring? To go outside, walk to the ropes and press [] and the direction towards the rope. When you're outside, things to try include whipping your opponent into the side barricades (and watch them dent) or whip him head first into the corner post (and watch him dent). When you are on the ramp, you can even jump off the ramp and attack him when he's on the floor below. If you want your opponent to be outside instead of you, hurl him out by capturing him while your back is to the ropes, then press towards the rope and any attack button or []. Assuming you've punished him enough on the outside, you can also attack him as he's coming back in... Apron Side Attack - When he's climbing back into the ring (not rolling back in, that doesn't work) press towards him and an attack button to perform apron-side attacks. Most wrestlers have the simple suplex to inside ring, but some others have more spectacular ones like Misawa's Apron Side Tiger Driver. The spectacular ones are a little harder to do though, since the time frame for you to perform these are a lot shorter. Down for the Count - When you are downed and your opponent pins you, tap any attack button rapidly to kick out. The odds of you kicking out depends on how fast you tap and how much stamina you have left, of course. When you're down on the mat after a particularly long battle, you can stay unconscious on the mat, pinned or otherwise. A little picture of the rotating stick and the tapping buttons will clue you in as to how to get back to conscious state. When downed you can also roll around the ring and even right out of it to avoid getting pinned. Simply hold the Analog Left in the direction of where you want to roll to. Rolling is disabled if the KO Rule is turned on. Pinning and Flipping Over - To pin an opponent, press towards him and [] when he's down. You can run over from just about any position close by and pin him. If you're near and you press [] without pressing the stick in his direction, you'll flip him over instead. By the way, like ASPW2, in order to keep the pin on you must hold down the [] button. This also applies to moves that end with a pin, but in those cases hold down the button you used to initiate the move. Submissions - Just like with pins, to keep a submission on you must hold down the button used to initiate the move. If you are the one being locked in a submission, just wail at the attack buttons. Screaming profanities at the screen also seems to help. Combo - Performing certain moves will result in a big word COMBO appear at the bottom of the screen. When the word is still there press an attack button to combo into another move or turn your current move into something else entirely. For certain combo moves, pressing different attack buttons can result is different combinations of moves. Bleeding - If you repeatedly strike your opponent's head with strong moves, chances are he'll start bleeding. If you keep attacking the same spot while he's still losing the red the referee may call off the match due to excessive bleeding. Wanna do a Groggy? - Many of the wrestler's best moves can only be done on a groggy opponent. So how do you get an opponent groggy? Sadly, there isn't any shortcut method thus far anymore unlike ASPW2. He won't be considered groggy if you pick him off the ground or out of the corner anymore. However, the groggy state appears much more often when your opponent's stamina is down to around one-quarter or so. Weapons - If you're feeling a little hardcore every now and then, you can grab weapons and attack with those instead of the usual boring suplexes and headlocks. Go outside and go to the part of the railing where there is an announce table nearby. Then press R1 or R2 and you'll reach in and fish out a random weapon. Tag Team Tactics - Like the previous game, the partner control system is still intact. Basically, the game will use the four direction pad err... directions as button commands. Pressing DOWN on the pad and your partner will come in and stand in position ready for a double-team attack (just perform any grapples when he's in the right position and it'll turn into a double-team attack). Pressing RIGHT calls in your partner to attack the active opponent (the one who's in the ring). Pressing LEFT calls in your partner to attack the inactive opponent (the one who's on the apron on the other side of the ring most of the time). Finally, after enough double-teaming, you can press UP and your partner will hurry on back to his corner. Note that these controls assume you are the active wrestler; these don't work when you're not. When you're in the corner, you can cheer him on with the L1 or L2 taunt buttons or press [] will call out to your partner to tag you in (which he may or may not do, depending on how much fun he's having in the ring at the moment). Or you can just go into the ring illegally and raise hell if it tickles your fancy. Technical Matches - If you're bored of normal matches, Technical Matches are also pretty fun. Select this in the match type option (only for single and battle royal). Then after you've selected your wrestler, a Win Method menu appears. From the left to the right, they are :- WIN BY PINS ONLY (submissions, KOs, bleeding all will not end the match), WIN BY SUBMISSION ONLY (only submissions nets you the victory), WIN BY KO ONLY (win by knocking your opponent flat on his back for a ten count), WIN BY WEAPON STRIKE ONLY (the first wrestler to strike his opponent with a weapon wins) and WIN BY PERFORMING SPECIFIED MOVES ONLY (you'll only win the match after performing the move specified randomly by the game). You can set different wrestlers to have different winning conditions. Tactics - This little section I'll share some general game tips for ASPW3. If you have played ASPW2, you'll notice the game flows much faster than before, which is a good thing. It's still built on the same wrestling principle as the previous games, so the general rules still apply. This game tries it's hardest to emulate a real wrestling match (and it's done quite well, I might add) so in order to get anywhere in this game you must understand that as well. Basically, you have to start off the match slow with simply strikes and weak attacks. As your opponents start wearing down, you can start transitioning to stronger and stronger attacks. When he's near death, you'll see him appear groggy fairly often, and that means it's time to unleash your best moves. It helps that you know what is your wrestler's finishing maneuver, of course. Avoid completely owning your opponent. While it's obviously not too much fun to be completely one-sided, it also does damage to your tension, and repeated attacks can get you tired out. So pause a while, and let your opponent have a go at you for a bit. If you don't let him attack you often enough, your Rush Bar will never fill up and you'll never see your wrestler's cool Rush Moves. Also, for a more fun experience, vary your moves. Many players I know only stick to grappling, and then complain there's not much moves, and the match is boring. Realize that wrestling matches don't involve only doing grapples in the center of the ring! Every now and then take down your opponent, go for ground holds, whip him all over the ring, go for some top rope maneuvers, heck, even toss him outside and whip him into the barricades. Once you get down to it, there are PLENTY of things you can do to your opponent in a match, so it's always far from boring. And proper flow is important in a match. If you repeatedly hit your opponent with nothing but grapples, it's not going to damage him all that much; and that seems to be a major complain many people have ("I gave him twenty powerbombs and he kicked out of all of them!"). This game punishes repetition; so mix in different strikes, holds and grapples and you can see the clear difference. Oh, and finally, the old saying still holds true - practice makes perfect. If you have trouble playing the game, fight lousier opponents to get a good feel for the basic game engine. You're going to get owned and be real frustrated if you try to battle a COM5 Kobashi on the get go without any knowledge of the game system. Even if you're familiar with the ASPW2 system, the updated COM is much more dangerous, so you'll probably need practice as well. A COM1 opponent isn't going to give you much offence, so use him as your tackling dummy until you are sure of how the moves are done. That's it from me at the moment, but if you've got better tips, I'd like to hear them too... ^_^ ___________________________________________________________________________ /____________________________4.0_POWER_MAKE________________________________/ Probably the most impressive new feature of ASPW3 is, of course, Power Make. That's just typical Japanese Engrish for the game's Create-A-Wrestler mode. Though note that this one is a little different from most in that it's really more of a Career Mode than a CAW mode, because all your CAWs start off weak and you have to build them up from jobber to ace one match at a time. When you select POWER MAKE from the main menu, you'll be brought to a screen showing all the four available slots for a Power Make. As far as I know there is no real limit to how many Power Make Wrestlers (henceforth in this FAQ called PMWs) you can make, but you can only put four into the game at anyone time. Though emptying a slot and putting another PMW in doesn't take all that long, really. Well, when you first start off the game, there's obviously no PMWs in any slot. There's only two options at this moment, MENU and EXIT. I'll let you figure out what EXIT means, but MENU will take you to the Power Make Menu. The Power Make Menu for an empty slot isn't too hard to figure out either, since there's only two options and both of them are in English. NEW lets you create a new PMW, and LOAD lets you load a PMW from your memory card. First, let's go make ourselves a PMW! Select NEW then choose YES to the box basically saying "Make a new wrestler?". You'll get a new menu :- NEW POWER MAKE MENU ------------------- _____________ |_NAME________| - Green colored menu |_BODY_TYPE___| - Blue colored menu |_FIGHT_STYLE_| - Red colored menu |_QUIT________| - Light Blue colored menu |_ENTRY_______| - Silver colored menu NAME - Enter your wrestler's name. Note that this is the only place to do so; you cannot rename a PMW after that. You'll get two options here. The first option, SELECT NAME, lets you piece to together two words to make you name. The options are pretty bad. The first one is some random English word, and the second is a Japanese name. So you'll end up with the likes of "Earthquake Aikawa", "Wizard Mutoh", etc... Names entered this way will be announced by the Ring Announcer. If that doesn't interest you, select the second option in this menu, ENTER NAME. This lets you enter your name manually. Again, not many options here; you can enter your first and last name, four letters each. The ring announcer will not announce this (he'll simply call you "Original Wrestler"). BODY TYPE - You can choose from Small built, fat or toned in that order in this menu. Don't worry, you can tweak your body shape much more than that after selecting this. FIGHT STYLE - The options here affect your initial movelist as well as the path you will take in career mode. The main aim of the game is to finish all four paths to unlock everything, so ideally you should make one PMW for each path. The paths, in the order on the menu from top to bottom are :- PURORESU (Typical Japanese Pro-Wrestling, mostly technical styles), AMERICAN (brawling, low finesse, big damage style), LUCHA LIBRE (high spots style, lots of high-flying), GRAPPLING (Mix martial arts style). QUIT - If you don't want to make a wrestler right now, choose this to leave Power Make. But... why? ENTRY - Once you've set up your name, body and fight style, choose this, select yes twice to save this game to your memory card. This will save to a 146K file, separate from the main game file. Don't worry, all the finer details of your wrestler can be tweaked in a separate menu. Now that you've actually created a PMW, your slot should now be filled with his details. A new option will appear above MENU, and that is TITLE HISTORY, letting you see that PMW's title history, obviously. But select MENU again (that's the second option, in case you've forgotten) and you'll see a different menu. The options are (mostly in English, even) :- _____________ |_NORMAL_MODE_| |_POWER_MAKE__| |_CAREER______| |_DELETE______| NORMAL MODE lets you go to the NORMAL MODE menu directly and have a few matches, hopefully with your PMW. POWER MAKE takes you to the massive main POWER MAKE menu, which is covered below. CAREER sets you off to CAREER MODE, which is covered in the next chapter. DELETE empties the current POWER MAKE slot. This does NOT delete your PMW off the memory card. To do that, you'll have to go back to the main menu and go to DATA. Okay, before you hurl yourself into Career Mode, there's just a little something you might want to tweak first... MAIN POWER MAKE MENU ==================== I've broken this huge menu into various sections. The main menu highlights all the sections available :- _______________ |_MISCELLANEOUS_| - Blue colored menus |_APPEARANCE____| - Green colored menus |_MOVELIST______| - Yellow colored menus |_COM_LOGIC_____| - Red colored menus |_CAREER_MODE___| - Pink option |_SAVE_&_EXIT___| - Blue option Lets go over the easy ones first, shall we? CAREER MODE sends you to career mode directly from here. Go to the next chapter to learn more about this mode. SAVE & EXIT does exactly what it says, it saves the changes you have made to your wrestler and exits. The other options require somewhat more explanation... MISCELLANEOUS ------------- This blue set of menus let you set some of the stuff not in the other menus, basically. You'll have :- _______ |_VOICE_| |_PHOTO_| |_THEME_| <- LOCKED VOICE is the first option, and that lets you select from a series of nine grunting and groaning voice packs. Press /\ to preview a voice pack, and () to select it. Is that a woman's voice I hear? PHOTO is the second option. In this rather cool option you take a mug shot of your wrestler (you might want to go through the APPEARANCE menus first though). You'll actually take two photos; the smaller one appears in the heads-up display, while the bigger one appears in the Wrestler Select menu. Nice, innovative feature, don't you think? Here are the controls for your actually photo session :- R1 - Zoom in R2 - Zoom out Analog Left - Moves your wrestler viewing angle around Analog Left + [] - Moves the camera view-finder around L3 - Centers your view-finder () - Snaps the pic >< - Exit without snapping any pic THEME is the third option. It only appears once your wrestler's rank is high enough to actually have an entrance. Press /\ to preview a piece of music, then () to select it. A number of music pieces cannot be previewed, for whatever reason. APPEARANCE ---------- Pick the green set of menus to get to this one. Woohoo... you can be in this menu for a while. This HUGE menu lets you edit the wrestler's appearance in almost ever way, shape and form. There are five available options :- ___________________ |_CHANGE_APPEARANCE_| |_TWEAK_APPEARANCE__| |_DECAL_MAKE________| |_SIZE_/_COLOR______| |_RANDOMIZE_________| Before we go into these menus in detail, first learn how to view your wrestler. When you get to a section where you can change various stuff, you can use the following controls :- R1 - Zoom in R2 - Zoom out ANALOG LEFT - Moves camera angle ANALOG LEFT + [] - Moves camera view L3 - Centers onto wrestler's entire body () - Accept changes >< - Cancel Now then... CHANGE APPEARANCE lets you change your general facial features as well as change or add clothing articles to your costume. This is what I call first level of detail. Not many people will be satisfied by their creations at this point. The options are fairly easy to figure out - there's even a little icon one the right on the menu showing you exactly what part you are selecting. If you're complaining about the lack of options, don't forget that you haven't unlocked most of the parts yet! The options are :- ____________ | HEAD_______| | -> FACE | - Select your facial appearance. Upon selecting this you can | | take a pick of a couple of dozen faces. Select one you want, | | then a menu with two options appear. The first option | | accepts the face you select, the second option lets you | | select other variations of the same face | -> MASK | - Selects a mask. Don't forget you can tweak the mask colors | | later, so don't get too worked up. Once you've slapped a | | mask onto your wrestler, you won't be able to select HAIR or |____________| Back HAIR anymore. Selecting a FACE removes the mask |_HAIR_______| - Select your hairstyle. Black is the standard color, but you |____________| can change that later |_BACK_HAIR__| - Gives your wrestler a little pony-tail or long hair |_UPPER_BODY_| | -> CHEST | - Selects what you are wearing on your chest. You've got | | tights, T-shirts and what have you here. You can change | | their design and color later | -> ELBOW | - Select this if you want to put on an elbow pad. The three | | options that pop up after this are for both sides, right | | side and left side | -> WRIST | - For putting in wrist tape. Again, you can choose to put them | | on both wrists or just one of them |_->_HAND____| - For gloves and taping. And again, both hands or just one |LOWER BODY | |-> PANTS | - Choose what you'll be wearing on your lower half. There's | | more advance options later to tweak the designs here, but | | just pick a base |-> FEET | - Select your footwear, if you plan on wearing any |->_KNEE_____| - Slap on a knee pad here. This won't be available if you chose long pants as your pants type. Again, you can choose to put them on both knees or just one You're all done with this menu. You PMW probably doesn't look all that good yet, but don't worry, there's more... TWEAK APPEARANCE does exactly what it says. It tweaks some of the details of what you set in the CHANGE APPEARANCE menu. This is the second level of detail. The menu will mainly consist of the parts you've placed on your wrestler (can't tweak the detail of something you're not wearing, of course). _______________ | HEAD__________| | -> FACE/MASK | - If you have selected FACE in the previous menu you can | | alter the detail of it to include facial hair or face | | paint. For MASK then you can change the mask color here |_->_EYES_______| - Here you can change your eye color |_HAIR__________| - Change you hair color here |_BACK HAIR_____| - If you have back hair, then this option appears. Allows |_______________| you to change the color of your back hair, of course |_UPPER_BODY____| | -> CHEST | - This option lets you add chest hair and muscle tone of | | your wrestler | -> CHEST WEAR | - Change your chest wear color and design | -> ELBOW | - Change your elbow pad color and design | -> WRIST | - Change your wrist tape color and design |_->_HANDS______| - Change your glove or taping color and design |_LOWER_BODY____| | -> PANTS | - Change your pants or tights color and design here. Here | | you can also adjust designs of half your pants (so both | | halves of your pants have different designs) | -> FEET | - Change your footwear color and design |_->_KNEE_______| - Change your knee pad color and design |_SKIN_COLOR____| - Select a skin color here Once you've tweaked everything, take a good look at your wrestler. If he still looks like he's been beaten by an ugly stick, keep going... DECAL MAKE allows you to put little designs on your body or clothing as tattoo or clothing decoration. The options are :- ______________ |_SELECT_DECAL_| - Choose a decal design. This is the only option available |______________| if you don't currently have any decals to edit |_MOVE_DECAL___| - Moves the decal around your body using the direction pad. |______________| Press /\ to move that decal to a different body part |_ROTATE_DECAL_| - Rotates the decal left or right |_DECAL_SIZE___| - Increase or decrease the size of the decal |_DECAL_COLOR__| - Adjust to color, brightness and tone of the decal |_DELETE_DECAL_| - Removes the decal |_EXIT_________| - Exit Decal Make menu Note that you can only place one decal on your wrestler. SIZE / COLOR is the final level of detail you can adjust. Here you pretty much tweak the size of every body part, and adjust the color on pretty much everything. The options are :- ____________ |_BODY_SIZE__| - You can adjust the height and size of your body as well as | | the shape of your head and the size of your hands here. |____________| Your height and weight will be adjusted on the fly here |_BODY_PART__| - This section breaks up into various other parts that adjust | | practically every facial feature and muscle on your body. As | | always, little icons show you exactly which body part you | | are adjusting. You can even adjust the size one arm or leg |____________| at the time if you really want to make a misshapen monster |_COLOR_EDIT_| - This section allows you to adjust the color of your skin, hair and all your clothing articles If your PMW's look still doesn't please you at this point, there's no pleasing you at all ^_^ RANDOMIZE is something you should NOT choose. This final option simply throws up a randomly generated character design at you. It will delete anything you've designed in the past few menus, so don't try it unless you're really fresh outta ideas for new PMWs. You think you're done? Well, not even close. MOVELIST -------- You've still got to fill up the absolutely massive movelist, which you can do when you pick this yellow series of menus. You'll have two options here :- __________________ |_MOVES____________| |_TAUNTS_/_STANCES_| Select MOVES first and you'll come to this menu :- _______________ |_ASSIGN_MOVES__| |_FAVORITE_MOVE_| |_RENAME_MOVES__| ASSIGN MOVES is where you'll be spending pretty much most of your time. The movelist here is staggering. Upon selecting this you'll get four options :- _______________ |_MANUAL_ASSIGN_| - Manually enter your moves |_DEFAULT_______| - Returns to the default movelist your PMW starts with |_UNDO_CHANGE___| - Undo any changes you've made this session |_AUTO_ASSIGN___| - Randomly gives you a moveset So basically where you want to go to is MANUAL ASSIGN. If you notice, sometimes the same move has two or three sets. For the ones with three sets, the first is Normal (you'll do this move at normal situations), second set is Groggy (you'll do this move when your opponent is groggy) and the third set is Rush (you'll do this move during Rush Mode). For those with two sets, first is Normal, second is Rush. Yes, if you are wondering, when you are in Rush Mode you can have pretty much an ENTIRELY DIFFERENT moveset. Scary. Also don't worry about the initial crummy movelist; you'll unlock more moves as you play career mode. Most moves can be set to your movelist for free, but some require points. However, if you've set one of these, then the same move in other positions will not cost any points to set. To increase the max no. of points you have to put in moves, play career mode and raise the rank of your PMW. The categories you need to fill in are (thanks to Tigermask72 for first posting this on the Gamefaqs Message Board) :- _________________________________________________________________________ |_1)_FRONT_ATTACK_________________________________________________________| -> STRIKE STANDING OPPONENT -> >< (Normal) -> >< (Groggy) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Groggy) -> Forward + >< (Rush) -> () (Normal) -> () (Groggy) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Groggy) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Groggy) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Groggy) -> Forward + /\ (Rush) -> STRIKE OPPONENT ON ONE KNEE -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> FRONT GRAPPLE STANDING OPPONENT -> >< (Normal) -> >< (Groggy) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Groggy) -> Forward + >< (Rush) -> () (Normal) -> () (Groggy) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Groggy) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Groggy) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Groggy) -> Forward + /\ (Rush) -> FRONT GRAPPLE OPPONENT ON ONE KNEE -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> RUNNING STRIKE TO DISTANT STANDING OPPONENT -> >< (Normal) -> >< (Groggy) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Groggy) -> Forward + >< (Rush) -> () (Normal) -> () (Groggy) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Groggy) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Groggy) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Groggy) -> Forward + /\ (Rush) -> RUNNING STRIKE TO DISTANT OPPONENT ON ONE KNEE -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_2)_BACK_ATTACK__________________________________________________________| -> STRIKE STANDING BACK TURNED OPPONENT -> >< (Normal) -> >< (Groggy) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Groggy) -> Forward + >< (Rush) -> () (Normal) -> () (Groggy) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Groggy) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Groggy) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Groggy) -> Forward + /\ (Rush) -> STRIKE BACK TURNED OPPONENT ON ONE KNEE -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> BACK GRAPPLE STANDING OPPONENT -> >< (Normal) -> >< (Groggy) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Groggy) -> Forward + >< (Rush) -> () (Normal) -> () (Groggy) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Groggy) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Groggy) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Groggy) -> Forward + /\ (Rush) -> BACK GRAPPLE OPPONENT ON ONE KNEE -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> RUNNING STRIKE TO DISTANT STANDING BACK TURNED OPPONENT -> >< (Normal) -> >< (Groggy) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Groggy) -> Forward + >< (Rush) -> () (Normal) -> () (Groggy) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Groggy) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Groggy) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Groggy) -> Forward + /\ (Rush) -> RUNNING STRIKE TO DISTANT BACK TURNED OPPONENT ON ONE KNEE -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_3) OPPONENT_ON_THE_MAT__________________________________________________| -> OPPONENT FACING UP, PLAYER NEAR HEAD -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING UP, PLAYER NEAR RIGHT ARM -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING UP, PLAYER NEAR LEFT ARM -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING UP, PLAYER NEAR RIGHT LEG -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING UP, PLAYER NEAR LEFT LEG -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING UP, PLAYER NEAR FEET -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING UP, PLAYER IS SOME DISTANCE AWAY FACING HEAD -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING UP, PLAYER IS SOME DISTANCE AWAY FACING RIGHT ARM -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING UP, PLAYER IS SOME DISTANCE AWAY FACING LEFT ARM -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING UP, PLAYER IS SOME DISTANCE AWAY FACING RIGHT LEG -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING UP, PLAYER IS SOME DISTANCE AWAY FACING LEFT LEG -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING UP, PLAYER IS SOME DISTANCE AWAY FACING FEET -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING DOWN, PLAYER NEAR HEAD -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING DOWN, PLAYER NEAR RIGHT ARM -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING DOWN, PLAYER NEAR LEFT ARM -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING DOWN, PLAYER NEAR RIGHT LEG -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING DOWN, PLAYER NEAR LEFT LEG -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING DOWN, PLAYER NEAR FEET -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING DOWN, PLAYER IS SOME DISTANCE AWAY FACING HEAD -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING DOWN, PLAYER IS SOME DISTANCE AWAY FACING RIGHT ARM -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING DOWN, PLAYER IS SOME DISTANCE AWAY FACING LEFT ARM -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING DOWN, PLAYER IS SOME DISTANCE AWAY FACING RIGHT LEG -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING DOWN, PLAYER IS SOME DISTANCE AWAY FACING LEFT LEG -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FACING DOWN, PLAYER IS SOME DISTANCE AWAY FACING FEET -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_4)_ENEMY_RUNNING_AT_YOU_________________________________________________| -> RUNNING COUNTER -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_5)_HAMMER_THROW_TO_ROPES________________________________________________| -> HAMMER THROW TO ROPES -> Front Grapple, Away + >< (Normal) -> Front Grapple, Away + >< (Groggy) -> Front Grapple, Away + >< (Rush) -> Front Grapple, Away + () (Normal) -> Front Grapple, Away + () (Groggy) -> Front Grapple, Away + () (Rush) -> Front Grapple, Away + /\ (Normal) -> Front Grapple, Away + /\ (Groggy) -> Front Grapple, Away + /\ (Rush) _________________________________________________________________________ |_6)_HAMMER_THROW_TO_CORNER_______________________________________________| -> HAMMER THROW TO CORNER -> Front Grapple, Away + >< (Normal) -> Front Grapple, Away + >< (Groggy) -> Front Grapple, Away + >< (Rush) -> Front Grapple, Away + () (Normal) -> Front Grapple, Away + () (Groggy) -> Front Grapple, Away + () (Rush) -> Front Grapple, Away + /\ (Normal) -> Front Grapple, Away + /\ (Groggy) -> Front Grapple, Away + /\ (Rush) -> CORNER TO CORNER HAMMER THROW -> Front Grapple, Away + >< (Normal) -> Front Grapple, Away + >< (Groggy) -> Front Grapple, Away + >< (Rush) -> Front Grapple, Away + () (Normal) -> Front Grapple, Away + () (Groggy) -> Front Grapple, Away + () (Rush) -> Front Grapple, Away + /\ (Normal) -> Front Grapple, Away + /\ (Groggy) -> Front Grapple, Away + /\ (Rush) _________________________________________________________________________ |_7)_OPPONENT_IN_CORNER___________________________________________________| -> PLAYER IS NEAR CORNER -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> PLAYER IS SOME DISTANCE FROM CORNER -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_8)_AERIAL_ATTACKS_______________________________________________________| -> AERIAL ATTACK ON STANDING OPPONENT FACING FRONT -> Forward + >< (Normal) -> Forward + >< (Groggy) -> Forward + >< (Rush) -> Forward + () (Normal) -> Forward + () (Groggy) -> Forward + () (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Groggy) -> Forward + /\ (Rush) -> AERIAL ATTACK ON STANDING OPPONENT FACING BACK -> Forward + >< (Normal) -> Forward + >< (Groggy) -> Forward + >< (Rush) -> Forward + () (Normal) -> Forward + () (Groggy) -> Forward + () (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Groggy) -> Forward + /\ (Rush) -> AERIAL ATTACK ON GROUND OPPONENT, ???? -> Forward + >< (Normal) -> Forward + >< (Groggy) -> Forward + >< (Rush) -> Forward + () (Normal) -> Forward + () (Groggy) -> Forward + () (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Groggy) -> Forward + /\ (Rush) -> AERIAL ATTACK ON GROUND OPPONENT, ???? -> Forward + >< (Normal) -> Forward + >< (Groggy) -> Forward + >< (Rush) -> Forward + () (Normal) -> Forward + () (Groggy) -> Forward + () (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Groggy) -> Forward + /\ (Rush) -> AERIAL ATTACK ON GROUND OPPONENT, ???? -> Forward + >< (Normal) -> Forward + >< (Groggy) -> Forward + >< (Rush) -> Forward + () (Normal) -> Forward + () (Groggy) -> Forward + () (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Groggy) -> Forward + /\ (Rush) _________________________________________________________________________ |_9)_APRON_TO_RING________________________________________________________| -> OPPONENT DOWN FACING UP -> Forward + [] + /\ (Normal) -> Forward + [] + /\ (Rush) -> OPPONENT DOWN FACING DOWN -> Forward + [] + /\ (Normal) -> Forward + [] + /\ (Rush) _________________________________________________________________________ |_10)_RING_TO_OUTSIDE_OPPONENT____________________________________________| -> NEAR ROPES -> Forward + >< (Normal) -> Forward + >< (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> SOME DISTANCE FROM ROPES -> Forward + >< (Normal) -> Forward + >< (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_11)_CORNER_POST_TO_OUTSIDE_OPPONENT_____________________________________| -> OPPONENT OUTSIDE CORNER -> Forward + >< (Normal) -> Forward + >< (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_12)_OPPONENT_ATTEMPTS_AERIAL_ATTACK_____________________________________| -> COUNTER OPPONENT ON TURNBUCKLE, FACING FRONT -> Forward + >< (Normal) -> Forward + >< (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> COUNTER OPPONENT ON TURNBUCKLE, FACING BACK -> Forward + >< (Normal) -> Forward + >< (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_13)_OPPONENT_ON_THE_APRON_______________________________________________| -> APRON SIDE ATTACK -> Forward + >< (Normal) -> Forward + >< (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_14)_COUNTERS____________________________________________________________| -> OPPONENT FRONT CAPTURES STANDING PLAYER -> >< (Normal) -> >< (Rush) -> () (Normal) -> () (Rush) -> /\ (Normal) -> /\ (Rush) -> OPPONENT FRONT CAPTURES PLAYER ON ONE KNEE -> >< (Normal) -> >< (Rush) -> () (Normal) -> () (Rush) -> /\ (Normal) -> /\ (Rush) -> OPPONENT BACK CAPTURES STANDING PLAYER -> >< (Normal) -> >< (Rush) -> () (Normal) -> () (Rush) -> /\ (Normal) -> /\ (Rush) -> OPPONENT BACK CAPTURES PLAYER ON ONE KNEE -> >< (Normal) -> >< (Rush) -> () (Normal) -> () (Rush) -> /\ (Normal) -> /\ (Rush) _________________________________________________________________________ |_15)_TEST_OF_STRENGTH_TO_GERMAN_CLUTCH_COUNTER___________________________| -> PLAYER COUNTERS TEST OF STRENGTH TO GERMAN CLUTCH -> >< (Normal) -> >< (Rush) -> () (Normal) -> () (Rush) -> /\ (Normal) -> /\ (Rush) _________________________________________________________________________ |_16)_HAMMER_THROW_COUNTERS_______________________________________________| -> PLAYER COUNTERS WHEN THROWN TO THE ROPES -> >< (Normal) -> >< (Rush) -> () (Normal) -> () (Rush) -> /\ (Normal) -> /\ (Rush) -> PLAYER COUNTERS WHEN THROWN TO THE CORNER -> >< (Normal) -> >< (Rush) -> () (Normal) -> () (Rush) -> /\ (Normal) -> /\ (Rush) _________________________________________________________________________ |_17)_CORNER_GRAPPLE_COUNTER______________________________________________| -> PLAYER COUNTERS CORNER GRAPPLES -> >< (Normal) -> >< (Rush) -> () (Normal) -> () (Rush) -> /\ (Normal) -> /\ (Rush) _________________________________________________________________________ |_18)_RAMP_TO_FLOOR_ATTACK________________________________________________| -> PLAYER JUMPS FROM RAMP TO FLOOR OPPONENT -> Forward + >< (Normal) -> Forward + >< (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_19)_TAG_MATCH,_YOUR_PARTNER_IS_IN_TROUBLE_______________________________| -> OPPONENT FRONT CAPTURES STANDING PARTNER -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT FRONT CAPTURES PARTNER ON ONE KNEE -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT ATTACKS OR PINS DOWNED PARTNER FACING UP -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT BACK CAPTURES STANDING PARTNER -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT BACK CAPTURES PARTNER ON ONE KNEE -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> OPPONENT ATTACKS DOWNED PARTNER FACING DOWN -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_20)_TAG_MATCH,_YOUR_PARTNER_IS_HOLDING_AN_OPPONENT______________________| -> PARTNER HOLDING OPPONENT, PLAYER IS NEARBY -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> PARTNER HOLDING OPPONENT, PLAYER IS SOME DISTANCE AWAY -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_21)_TAG_MATCH,_DOUBLE-TEAM_FRONT_GRAPPLE________________________________| -> PLAYER PRESSES ATTACK BUTTON TO INITIATE FRONT GRAPPLE -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_22)_TAG_MATCH,_DOUBLE-TEAM_BACK_GRAPPLE_________________________________| -> PLAYER PRESSES ATTACK BUTTON TO INITIATE BACK GRAPPLE -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_23)_TAG_MATCH,_DOUBLE-TEAM_OPPONENT_ON_MAT______________________________| -> PLAYER AND PARTNER NEAR FACE UP OPPONENT'S HEAD -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> PLAYER AND PARTNER ON EITHER SIDES OF FACE UP OPPONENT'S ARMS -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> PLAYER AND PARTNER ON EITHER SIDES OF FACE UP OPPONENT'S LEGS -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> PLAYER AND PARTNER ON EITHER SIDES OF FACE DOWN OPPONENT -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_24)_TAG_MATCH,_DOUBLE-TEAM_HAMMER_THROW_________________________________| -> PLAYER AND PARTNER THROWS OPPONENTS TO THE ROPES -> Away + >< (Normal) -> Away + >< (Rush) -> Away + () (Normal) -> Away + () (Rush) -> Away + /\ (Normal) -> Away + /\ (Rush) _________________________________________________________________________ |_25)_TAG_MATCH,_DOUBLE-TEAM_CORNER_OPPONENT______________________________| -> PARTNER AND OPPONENT AT CORNER, PLAYER NEAR CORNER -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> PARTNER AND OPPONENT AT CORNER, PLAYER SOME DISTANCE FROM CORNER -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) _________________________________________________________________________ |_26)_TAG_MATCH,_ATTACKING_INACTIVE_OPPONENT______________________________| -> INACTIVE OPPONENT IS ???? -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> INACTIVE OPPONENT IS ???? -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) -> INACTIVE OPPONENT IS ???? -> >< (Normal) -> >< (Rush) -> Forward + >< (Normal) -> Forward + >< (Rush) -> () (Normal) -> () (Rush) -> Forward + () (Normal) -> Forward + () (Rush) -> /\ (Normal) -> /\ (Rush) -> Forward + /\ (Normal) -> Forward + /\ (Rush) Yikes. To preview a move, get to the point at which you see the all the available moves, then press []. The two original wrestlers of ASPW2, Kenichiro Jinnai and Yuusaku Yuri, will take the role of the tackling dummies. After you've filled up this monster of a movelist, you can now move on to the other two options. FAVORITE MOVE allows you to select your favorite moves. Unlike the two favorite holds for most of the in-game wrestlers (Momota notwithstanding) your PMW only gets one. RENAME MOVES allow you to rename up to one hundred moves on your movelist. You have a limit of sixteen characters at which you can rename with, but that should be enough for most cases. To undo a rename, just press /\. TAUNTS / STANCES is the second option in the main move menu. Select that and you'll get the following two options :- ______________ |_DURING_MATCH_| |_ENTRANCE_____| <- LOCKED |_RING_INTRO___| <- LOCKED |_WIN_POSE_____| <- LOCKED DURING MATCH sets your stance and taunts you do during a match. Select this option and you'll get :- _________________ |_STANDING_STANCE_| - Your stance when you're standing still |_WALKING_STANCE__| - Your stance when you are walking towards your opponent |_IN-RING_TAUNTS__| - Set your L1 and L2 taunts here. ENTRANCE only appears a few matches after you unlock RING INTRO and WIN POSE. Here you can select how your entrance will look like. To scroll up and down the different menus here press R1 or R2. The menus are :- ______________________ |_AT_STAGE,_IDLE_______| - Your idle animation as you appear on stage |_AT_STAGE,_TAUNT______| - Your taunt before you proceed down the steps |_WALKING_DOWN_STEPS___| - How you walk down the steps at the stage |_WALKING_DOWN_RAMP____| - Your walking animation down the ramp |_L1_RAMP_TAUNT________| - When you press L1 while walking down the ramp |_L2 RAMP_TAUNT________| - When you press L2 while walking down the ramp |_ENTERING_RING________| - Your ring entry animation |_TAUNT_IN_RING________| - Your in-ring taunt, usually using the turnbuckle |_WAITING_FOR_OPPONENT_| - Your idle animation while waiting in the ring All the above sets your animation and taunts as you walk down the ramp for your match. RING INTRO only becomes unlocked after you play a few matches in career mode. Once you actually HAVE a ring intro, this select the pose you will perform when your name is announced during the ring intro. WIN POSE gets unlocked a few matches after RING INTRO is unlocked. Here you can choose your win pose after a match. Phew. You've finished the two most time-consuming menus in Power Make already, so lets move on to some more... COM LOGIC --------- Special thanks go out to Muka of the Gamefaqs board for providing the translations for most of these. The red set of menus alter your PMW's COM Logic. The default logic seem pretty good already (I've had most of my PMWs beat a lot of opponents in COM vs. COM matches with their default COM logic setting) but if you really want to tweak them, go here. When you enter this menu, you will get two options :- _____________ |_FIGHT_STYLE_| |_PERSONALITY_| FIGHT STYLE adjusts the various match techniques you use. Each have their own default set of logic, but you can adjust those as well if you like. The styles are :- _______________ |_ORTHODOX______| - Standard Japanese wrestling style, mostly ground based |_HIGH_SPOT_____| - Lots of aerial attacks and quick moves ala Lucha Libre |_ALL_ROUND_____| - All-rounded wrestler. Mix of ORTHODOX and HIGH SPOT |_GRAPPLER______| - Shoot style, what Don Frye / Kazuyuki Fujita uses |_DIRTY_FIGHTER_| - Wrestling with a bit of shoot fighting thrown in |_MYSTERIOUS____| - Unique oriental style, used by Keiji Mutoh / Great Muta Upon selecting one of these styles, you will get two options :- ACCEPT and MAKE CHANGES. ACCEPT lets you OK the use of the default logic setting of this particular style. MAKE CHANGES lets you go and tweak the logic setting some more. Selecting MAKE CHANGES and you'll get to the next menu. Along the top row you'll have three instances for BEGINNING, MIDDLE or END of the match which you can change for each logic setting. All accept the first setting are numeric percentage settings. You can set the percentage, but certain settings have to add up to 100% or the entire option will turn red. Press () to highlight one setting, then press Left or Right to change the percentage. If you press Down you'll get two other options, which are COPY OPPONENT (you'll use the same setting as your opponent) or RANDOM (how you behave is totally random). The logic settings are as follows :- ____________________ |_WALKING_IN_RING____| - Options are from top to bottom :- WALK IN CIRCLE, |____________________| WALK IN STRAIGHT LINE, COPY OPPONENT, RANDOM |_LOCK_UP____________| - How often you press R1 or R2 |_LONG_DISTANCE______| - Enter your logic for when you are some distance | -> WALK CLOSE | away from your opponent. | -> DASH CLOSE | |_->_DASH_ATTACK_____| |_NEAR_OPPONENT______| - Your logic when you are near an opponent | -> GO BACK | |_->_ATTACK__________| |_ATTACK_OPPONENT____| - If you start attacking your opponent, what your | -> STRIKES | actions will be. These for are just my guesses, | -> CAPTURE | I could be completely out here | -> THROW TO ROPES | | -> THROW TO CORNER | |____________________| |_CAPTURE_ATTACK_____|- When you do decide to capture, which capture will | -> FRONT CAPTURE | you use. Not 100% sure of this one either |_->_BACK_CAPTURE____| |_OPPONENT_DOWN______|- Not sure of the options here, but it's for a downed | -> ??? | opponent. Most likely allows you to pinpoint which | -> ??? | body part you attack | -> ??? | |_->_???_____________| |_AVALANCHE???_______|- Note sure about this one too |_DIVING_____________|- Top Rope attack |_DIVE_TO_OUTSIDE____|- Jump out to outside opponents |_TACKLE_____________|- Use of Towards + R1/R2 to tackle PERSONALITY is the second option in the COM LOGIC menu. The settings are pretty much the same as FIGHT STYLE option. Upon selecting this you'll get four options which are :- _____________ |_STRONG_WILL_| - Attacks repeatedly with your strongest attacks |_STUBBORN____| - Basic puro style. You attack, let the opponent attack, |_____________| you attack, etc... |_ADAPTABLE___| - Does not rely on one strict behavior, will change and |_____________| adapt to circumstances |_SLY_________| - What it says. Will try to cheat or surprise opponents Upon selecting one of these four, the same ACCEPT and MAKE CHANGES option will appear. If you choose MAKE CHANGES another menu will appear. It's pretty much the same as the FIGHT STYLE one, i.e. three instances of BEGINNING, MIDDLE or END of a match, and again, most of the logic is done via percentage settings, COPY OPPONENT or RANDOM. The available settings are :- _____________________ |_ATTACK_DISTRIBUTION_| - How well your attacks are distributed; >< is | -> >< | for weak, () for medium and /\ for strong | -> () | attacks |_->_/\_______________| |_COMBO_______________| - How often you perform combos |_ROUGH_ATTACK________| - How often you perform rough attacks (e.g. |_____________________| throwing your opponents against a barricade) |_FIGHTING_OUTSIDE____| - How often you fight outside the ring |_WEAPON_USE__________| - How often you pick up and use weapons |_ROPE_BREAK_ACTION___| - How you react when a rope break occurs on your | | opponent. I think the options are IGNORE, |_____________________| BREAK OFF, COPY OPPONENT or RANDOM |_POST_MATCH_CONDUCT__| - The chances of you attacking your opponent |_____________________| after the match is over |_GET_MAD_____________| - Chances of you getting angry during a tag match | | when you get hit by your own partner or an | | non-active tag opponent. Angry wrestlers will |_____________________| refuse to tag in |_CUT_PLAY____________| - How often your wrestler will enter the ring |_____________________| and attack illegally during a tag match |_FAVORITE_HOLDS______| - How often you perform a Favorite Hold. Options | | here are :- SAVE IT, FEW TIMES, ALL THE TIME, |_____________________| COPY OPPONENT, RANDOM |_STEAL_FINISHER______| - The odds of you trying to steal a finisher off your opponent And that's it for setting your COM LOGIC. You're done with the red menus, as well as the rest of Power Make! Save and exit or jump over to career mode. ___________________________________________________________________________ /____________________________5.0_CAREER_MODE_______________________________/ Career Mode is where you'll pretty much spend all your time when you are trying to build up your PMWs. Here you basically fight matches over and over, earning points to raise your stats. You will start out as a jobber rookie who doesn't even get an entrance or ring introduction, and build your way up to main event contender. First, realize that you have four paths to choose from. This is that option you select when you first created your PMW. The four paths are PURORESU (Typical Japanese Pro-Wrestling, mostly technical styles), AMERICAN (brawling, low finesse, big damage style), LUCHA LIBRE (high spots style, lots of high-flying), GRAPPLING (Mix martial arts style). The paths you choose will determine what opponents you fight and what bosses you will challenge. First, the basics. You'll get acquainted with the cute CG girl, your manager Aoi Hyuga, and then you're off to your first fight. After a fight the game will save, and you will talk to Ms. Hyuga again and three options will appear :- __________________ |_NEXT_MATCH_______| |_GO_TO_POWER_MAKE_| |_EXIT_CAREER_MODE_| Self-explanatory? Well yeah, that's pretty much all you need to know. Almost. EARNING POINTS ============== You will gain or lose points during your matches. At the end of every match you'll get a total score of the points awarded, and those go to raising your rank from D- to A+ and finally S. Certain events such as the gauntlet or boss fight nets you a set score no matter how you did during the match. The secret to raising your rank faster is looking at this little arrow saying CHECK pointing up or down during the match. Pointing Up means a positive action that will net you a point. Down is a negative action which makes you lose points. Here's a little checklist to make sure you know what you need to do every match. Note that each action will net you one point per match. So you have to do each action once to get one point, but repeating over and over them won't get you any new points. Thanks to Eplo Oni for contributing some of these. If you've got more, feel free to tell me about them! Now then :- Positive Points --------------- - Taunt - Capture a standing opponent - Back capture a standing or kneeling opponent - Capture a kneeling opponent - Capture a downed opponent - Capture a corner opponent - Release a capture manually - Guard/counter a strike with R1 or R2 - Throw opponent to ropes with [] - Throw opponent to corner with [] - Roll on the ground - Do a corner grapple - Do an aerial attack - Do a test of strength - Counter a running opponent - Counter an opponent's throw attempt - Perform a combo - Perform a reversal - Flip over a downed opponent with [] - Pin opponent - Kick out of a pin - Counter an opponent's attack - Break out of an opponent's capture - Throw opponent out of the ring to the outside or ramp - Throw and opponent back into the ring from the outside or ramp - Perform a ring to outside attack on an opponent - Throw your opponent to the barricade - Smash your opponent's head to the corner post outside - Climb out of the ring to the outside - Roll out of the ring to the outside - Climb back into the ring from the outside - Roll back into the ring from the outside - Exit to ramp - Enter from ramp - Throw opponent on the ramp towards the stage - Perform a ramp to outside attack Negative Points --------------- - Repeating the same move or strike a few times in a row - Throwing an opponent out of the ring too often - Getting yourself tired - Opponent counters your move After a match you'll get a score card consisting of BASIC ACTION, SPECIAL ACTION, BONUS and SUBTRACTION. The positive points adds up to your Basic Action and Special Action, while the negative points adds up to your Subtraction. I'm not sure how Bonus Points are distributed as they're not part of the above checklist, but I've always gotten 10-30 bonus points for finishing a match with your wrestler's favorite hold. Getting above 90 points will get you a "Great!" and Aoi will be a little happy. Get below 50 and she'll look a little pissed. Anything in between and she'll look indifferent. CAREER MODE PROGRESSION ======================= When you first start off, you'll be fighting a lot of single matches, with your rank starting from C. Every time you get a rank up you'll unlock stuff for your wrestler :- new costume parts, new moves, new decals, etc... Upon going to around Rank C you'll unlock Ring Intro for your wrestler. You can then select your Ring Intro taunt in Power Make. To actually see a ring intro you need to switch on Ring Intro in the Options menu though. Also about this time Aoi will alert you that there's a Seven Man Gauntlet tournament. Here you have to defeat seven guys one after another (don't worry, you can save in between). If you lose the gauntlet at any time the game will resume back to it's single match progression, so don't! The gauntlet starts of with weak guys, but as you near the end you'll be challenging the top-tier wrestlers, ending with the final opponent being one of the top wrestlers (Chono, Nagata, Misawa, Kobashi or Hashimoto). This one is easily the toughest challenge in Career Mode since you've still got a crummy move list, and you're fighting very difficult opponents. But it's well worth it! None of the guys will give you points during your gauntlet, but after you clear them all you will get a good lump sum of some 1800-2000 points! That would be enough to get you to rank B or so. Around the time you clear the gauntlet and hit Rank B you'll unlock ring entrances. Aoi will ask you to select your entrance music. Afterwards, you can go to Power Make and change how you enter the ring. Anytime through career mode, totally at random, you'll be thrown into a special "Dark Match" (literally, the entire ring is all dark, with the crowd and announcer sitting in pitch darkness) against a special opponent. Basically, this... thing is called "xxxx Master" where xxxx is the path you're on at the moment. Hence during the Puroresu path you'll meet the Puroresu Master, during the American path you'll meet the American Master, Lucha path the Lucha Master and Grapple path the Grapple Master. This creature is basically a being of pure energy shaped as a wrestler, with all the best moves of that particular field. And he/she/it is pretty darn POWERFUL! You're better off using wear down and submission to pick up a win here, since it's almost impossible to get a clean pin. Like the gauntlet battles, this one earns you a lump sum of 1000 points once you win, no matter how you did during the match. I am told that the odds of you meeting this monster goes up as you increase in ranks, and gets especially high after the gauntlet matches. Though there are some people who have met him/her/it even during lower ranks like rank D. If you lose, don't worry. He'll pop up again after a while. After this it's all single matches all the way, but since you should have most the best moves already, you'll breeze through most of them despite the ramped up difficulty (most of your fights now will be COM5 opponents). Upon hitting rank A+ and closing in to rank S, there'll be a little movie clip with Aoi that signals the end of Career Mode. You'll earn a little trophy when you get rank S, and you've unlocked everything you can for that particular path. Congratulations! You'll also now unlock the ability of your PMW to challenge for a title in Normal Mode. After you unlock the moves and costumes, if you create a new Power Make wrestler that uses the same path, you can use them as well. Moves do not unlock for new PMWs who use a different path. So basically, a wrestler in the American Path cannot use, for example, the Tiger Driver, which is only found in the Puroresu Path. But fret not! Upon completing the four paths, all moves will be unlocked for all Power Make wrestlers. This also unlocks a new menu discussed below. The only thing that each PMW must unlock individually are the ring intro, entrance and title challenge as well as that lousy 6000 skill point limit for setting moves (that one goes up as your rank goes up). SPECIAL ======= This option appears on the main ASPW3 menu once you've cleared all four paths in Career Mode. This option basically allows you to change the moves and rename up to a hundred moves in the game. Upon selecting this option, you'll be sent over to a list of all the pre-existing wrestlers in the game. Here you've got two options :- _______________ |_EDIT_WRESTLER_| - Edits the movelist of existing wrestlers |_LOAD_CHANGES__| - Load your edited movelist from the memory card Select EDIT WRESTLER and then select the wrestler whose move you need to change. Select YES and the game will check if you've made any changes beforehand. It will then load the changes. Now you'll be in a three-option menu :- ______________ |_EDIT_MOVES___| - Change a wrestler's movelist |_RENAME MOVES_| - Rename moves in this wrestler's movelist |_SAVE_&_EXIT__| - Save your changes and exit EDIT MOVES is where you alter this wrestler's movelist, and also a good place to check up of how each wrestler's move is done. Select this and you'll first get another three options :- _______________ |_EDIT_MOVES____| - Go to the move edit screen. Same as the one in Power Make |_RESTORE_MOVES_| - Restore the wrestler's original movelist |_UNDO_CHANGES__| - Undo any changes you've made in this session RENAME MOVES is also same as the menu in Power Make. You can rename up to a hundred moves for the entire crew (meaning they all share that one hundred slots, up to you to distribute); /\ undoes the rename. For some reason, all my renames don't stick; after resetting all the names were back to their original forms. Once you've done all the editing you want, select SAVE & EXIT to exit. First thing they ask you is whether you want to save changes, second thing they ask you is whether you want to exit the SPECIAL menu. Note that the game does not load the changes automatically; each time you boot up the game, go to special and select LOAD to load up your edited movelist. ___________________________________________________________________________ /_________________________6.0_MINI-MOVELIST________________________________/ This is a mini-movelist that only showcases the finishing moves (or Favorite Holds, as the game puts it, though not all of them are actually holds :P), Rush-only moves and other noteworthy specialty moves. This is mainly for the benefit of those who haven't unlocked the SPECIAL menu, since if you have that menu you can check a wrestler's entire movelist there. Some notes about the movelist :- - The list is done in alphabetical order of the first name - Moves marked (Normal) are done during normal conditions. They most likely can be done the same way in other conditions. - Moves marked (Rush) can only be done during Rush Mode. Anything under "Rush Moves" of course must be done during rush. - Moves marked (Groggy) can only be done when your opponent is in Groggy condition. - Moves marked (Combo) can combo into something else. - Splash position means the opponent is lying perpendicular to the player on the top rope. - If Splash Position is not specified, then in means the opponent is lying in a non-splash position i.e. parallel to the player. - The arrows indicate which direction to tilt the Analog Left. -> means towards opponent (unless otherwise specified), <- means away from opponent. - If Standing and Kneeling is not specified, then either way will work. - If Opponent Facing Front and Opponent Facing Back is not specified, either way will work. - If the left or right arm or leg is not specified, either side will do. - If you feel that I left out a specialty move that one of the wrestlers here performs, feel free to inform me! ____________ ________ / AKIRA TAUE \____________________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - Chokeslam - Front Capture Standing, /\ (Normal) - Dynamic Powerbomb - Front Capture Standing, -> + /\ (Groggy) Rush Moves - Chokeslam [Mou-1-Kou] - Front Capture Standing, /\ - I Am Taue - Back Capture Standing, /\ Other Specials - Coconut Crusher - Front Capture Standing, >< (Groggy) - Dynamic Kick - Far, -> + /\ (Normal) - Double Arm Lock - Corner Opponent, -> + () (Normal) - Top Rope Chokeslam - Corner Opponent, -> + /\ (Normal) - Flying Dynamic Kick - Opponent Standing, -> Corner + /\ (Normal) - Taue Splash - Opponent Splash Position, -> Corner + () or /\ (Normal) - Apron Side Chokeslam - Opponent Entering Ring, -> + /\ (Normal) ________________ ________ / AKITOSHI SAITO \________________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - Death Sickle - Near, Opponent Facing Back, -> + /\ (Rush) - Death Brand - Front Capture Standing, /\ (Rush) Rush Moves - Death Sickle - Near, Opponent Facing Back, -> + /\ - Death Brand - Front Capture Standing, /\ Other Specials - Spinning Heel Kick - Near, -> + () (Groggy) - Uranage to Chokeslam - Front Capture Standing, -> + /\ (Normal) - Release Powerbomb - Front Capture Kneeling, -> + /\ (Normal) ___________ ________ / AOI HYUGA \__________________SECRET_CHARACTER!__________________/ FREE \ \__________________________________________________________________________/ Favorite Holds - Kawada Powerbomb - Front Capture Standing, -> + /\ (Groggy) - Peach Hurricanrana - Far, Opponent Facing Front, -> + /\ (Rush) - Running Counter -> + /\ (Normal) - Front Capture, <- + /\ (Groggy) Rush Moves - Green Mist - Near, Opponent Facing Front, -> + /\ - Crossing Arm Lock - Front Capture Standing, /\ - Running Ligerbomb - Front Capture Standing, -> + /\ - Reverse Roll Up - Far, Opponent Facing Front, /\ - Peach Hurricanrana - Far, Opponent Facing Front, -> + /\ - Corkscrew Moonsault - Opponent Splash Position, -> Corner + /\ Other Specials - Armlocked Belly to Back - Front Capture Standing, () (Normal) - Flipping Hurricanrana - Front Capture Standing, /\ (Groggy) - Cobra Legsweep - Front Capture Kneeling, -> + () (Normal) - Flying Double Knee - Far, Opponent Facing Front, /\ (Normal) - Front Capture, <- + () (Groggy) - Dejavu - Far, Opponent Facing Front, -> + /\ (Groggy) - Shining Wizard - Far, Opponent Kneeling Facing Front, -> + /\ (Normal) - Blue Thunder Pin - Back Capture Kneeling, /\ (Normal) - Ankle Lock - Opponent Down Face Up, Near Feet, /\ (Normal) - Giant Swing - Opponent Down Face Up, Near Feet, -> + /\ (Normal) - Cradle Arm Lock - Opponent Down Face Down, Near Arms, -> + () (Normal) - Space Rolling Elbow - Corner to Corner /\ (Normal) - Top Rope Koji Cutter - Corner Opponent, -> + () (Normal) - Corner to Corner Dropkick - Opponent in Tree of Woe, -> + /\ (Normal) - Corner Jumping Kick - Corner Opponent, Far From Corner, -> + >< (Normal) - Cannonball Dropkick - Opponent Standing, -> Corner + >< (Normal) - Senton Bomb - Opponent Down, -> Corner + /\ (Normal) - Akira Diving Press - Opponent Splash Position, -> Corner + >< (Normal) - Split Legged Moonsault - Opponent Splash Position, -> Corner + () (Normal) - Cannonball Moonsault - Opponent Splash Position, -> Corner + /\ (Normal) - S Special No. 2 - Opponent Outside, Far From Ropes -> + /\ (Normal) ______________ ________ / BATTLE LYGER \__________________________________________________/ NJPW \ \__________________________________________________________________________/ Favorite Holds - Sheer Drop Brainbuster - Front Capture Standing, -> + /\ (Rush) - Ligerbomb - Front Capture Standing, /\ (Groggy) Rush Moves - Sheer Drop Brainbuster - Front Capture Standing, -> + /\ - Running Ligerbomb - Front Capture Standing, /\ - Stardust Press - Opponent Splash Position, -> Corner + /\ Other Specials - Ligerbomb - Front Capture Standing, /\ (Groggy) - Fisherman Buster - Front Capture Standing, -> + /\ (Groggy) - Romero Special - Opponent Down Face Down, Near Feet, -> + /\ (Normal) - Top Rope Sheer Drop Brainbuster - Corner Opponent, -> + () (Normal) - Top Rope German Suplex - Corner Opponent, -> + /\ (Normal) - Frogsplash - Opponent Splash Position, -> Corner + () (Normal) - Shooting Star Press - Opponent Splash Position, -> Corner + /\ (Normal) ____________ ________ / EL SAMURAI \____________________________________________________/ NJPW \ \__________________________________________________________________________/ Favorite Holds - Inverted DDT - Back Capture Standing, -> + /\ (Groggy) - Back Capture Kneeling, -> + /\ (Normal) - Strong Keylock - Opponent Down Face Up, Near Arms, /\ (Normal) Rush Moves - Sheer Drop Inverted DDT - Back Capture Standing, -> + /\ - Back Capture Kneeling, -> + /\ Other Specials - Samurai Bomb - Front Capture Standing, -> + /\ (Groggy) - Front Capture Kneeling, -> + /\ (Normal) - Samurai Lariat - Far, /\ (Normal) - Romero Special - Opponent Down Face Down, Near Feet, -> + /\ (Normal) - Tornado DDT - Corner Opponent, -> + /\ (Normal) __________ ________ / DON FRYE \______________________________________________________/ FREE \ \__________________________________________________________________________/ Favorite Holds - Frye Sleeper Hold - Opponent Down Face Up, Near Arms, /\ (Normal) - Rolling Figure Four - Opponent Down Face Down, Near Right Leg, /\ (Normal) Rush Moves - None Other Specials - Bearhug Front Slam - Front Capture Standing, -> + /\ (Normal) - Standing Neck Lock - Front Capture Kneeling, -> + () (Normal) - Back Body Drop - Front Capture Kneeling, /\ (Normal) - Knee To Head, Kneeling - Front Capture Kneeling, -> + /\ (Normal) - Mount Punches - Opponent Down Face Up, Near Right Arm, -> + /\ (Normal) - Front Mount Jabs - Opponent Down Face Up, Near Feet, -> + /\ (Normal) - Knee to Head, Down - Opponent Down Face Down, Near Head, -> + /\ (Normal) - Nagata Lock - Opponent Down Face Down, Near Arms, -> + /\ (Normal) - Back Mount Punches - Opponent Down Face Down, Near Legs, -> + /\ (Normal) - Rear Naked Choke - Opponent Down Face Down, Near Feet, -> + /\ (Normal) __________________ ________ / HIROYOSHI TENZAN \______________________________________________/ NJPW \ \__________________________________________________________________________/ Favorite Holds - Diving Headbutt - Opponent Down, -> Corner + /\ (Normal) - TTD - Front Capture Standing, -> + /\ (Groggy) Rush Moves - Mountain Cross - Opponent Down Face Up, Near Feet, -> + /\ Other Specials - Mongolian Chop - Near, /\ (Normal) - Front Capture, <- + >< (Normal) - Tenzan Waterwheel Drop - Running Counter -> + /\ (Normal) - Ground Chop - Opponent Down Face Up, Near Head, -> + >< (Normal) - Buffalo Sleeper - Opponent Down Face Up, Near Head, -> + /\ (Normal) - Rolling Figure Four - Opponent Down Face Up, Near Legs, -> + /\ (Normal) - Tenzan Boston Crab - Opponent Down Face Up, Near Feet, -> + /\ (Normal) - Tenzan Moonsault - Opponent Splash Position, -> Corner + () or /\ (Normal) _______________ ________ / JUMBO TSURUTA \_________________________________________________/ FREE \ \__________________________________________________________________________/ Favorite Holds - Super Backdrop - Back Capture Standing, -> + /\ (Normal) - Jumping Knee - Far, Opponent Facing Front, -> + /\ (Normal) - Front Capture, <- + /\ (Normal) Rush Moves - Ganso Bomb - Front Capture Standing, -> + /\ - Jumbo Lariat - Far, Opponent Facing Front, /\ - Front Capture, <- + /\ - Jumbo Backdrop Hold - Back Capture Standing, -> + /\ Other Specials - Gutwrench Suplex - Front Capture Standing, /\ (Normal) - Jumbo Lariat - Running Counter, /\ (Normal) - Delayed Powerbomb Hold - Front Capture Standing, -> + /\ (Normal) _____________ ________ / JUN AKIYAMA \___________________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - Exploder - Front Capture Standing, -> + /\ (Normal) - Front Neck Lock - Front Capture Standing, -> + () (Groggy) Rush Moves - Sternness Dust Alpha - Front Capture Kneeling, -> + /\ - Wrist Clutch Exploder - Front Capture Standing, -> + /\ Other Specials - Sheer Drop Brainbuster - Front Capture Standing, /\ (Groggy) - Sheer Drop Exploder - Front Capture Standing, -> + /\ (Groggy) - Blue Thunder Pin - Back Capture Standing, /\ (Groggy) - Akiyama STF - Opponent Down Face Down, Near Feet, -> + /\ (Normal) - Nagata Lock - Opponent Down Face Down, Near Arms, -> + /\ (Normal) - Apron Side Exploder - Opponent On Apron, -> + /\ (Normal) ______________________ ________ / JUSHIN THUNDER LIGER \__________________________________________/ NJPW \ \__________________________________________________________________________/ Favorite Holds - Sheer Drop Brainbuster - Front Capture Standing, -> + /\ (Rush) - Ligerbomb - Front Capture Standing, /\ (Groggy) Rush Moves - Sheer Drop Brainbuster - Front Capture Standing, -> + /\ - Running Ligerbomb - Front Capture Standing, /\ - Stardust Press - Opponent Splash Position, -> Corner + /\ Other Specials - Fisherman Buster - Front Capture Standing, -> + /\ (Groggy) - Romero Special - Opponent Down Face Down, Near Feet, -> + /\ (Normal) - Top Rope Sheer Drop Brainbuster - Corner Opponent, -> + () (Normal) - Top Rope German Suplex - Corner Opponent, -> + /\ (Normal) - Frogsplash - Opponent Splash Position, -> Corner + () (Normal) - Shooting Star Press - Opponent Splash Position, -> Corner + /\ (Normal) ________________ ________ / KAZUO YAMAZAKI \________________________________________________/ FREE \ \__________________________________________________________________________/ Favorite Holds - Leg Lock - Opponent Down Face Up, Near Legs, () (Normal) - Leg Hold - Opponent Down Face Up, Near Legs, -> + >< (Normal) Rush Moves - None Other Specials - Axe Kick - Near, -> + () (Normal) - Hook Kick - Front Capture Kneeling, -> + /\ (Normal) - Ground D. Sleeper - Back Capture Kneeling Opponent, -> + () (Normal) - Ankle Lock - Opponent Down Face Up, Near Feet, -> + /\ (Normal) _________________ ________ / KAZUYUKI FUJITA \_______________________________________________/ FREE \ \__________________________________________________________________________/ Favorite Holds - Arm-And-Head Lock - Opponent Down Face Up, Near Feet, /\ (Normal) - Knee to Head, Down - Opponent Down Face Down, Near Head, -> + /\ (Normal) Rush Moves - Jackhammer - Front Capture Standing, -> + /\ Other Specials - Bearhug Front Slam - Front Capture Standing, -> + /\ (Normal) - Back Body Drop - Front Capture Kneeling, () (Normal) - Standing Neck Lock - Front Capture Kneeling, /\ (Normal) - Knee To Head, Kneeling - Front Capture Kneeling, -> + /\ (Normal) - Spear - Far, Opponent Facing Front, /\ (Normal) - Running Counter -> + () (Normal) - Mount Punches - Opponent Down Face Up, Near Right Arm, -> + /\ (Normal) - Front Mount Jabs - Opponent Down Face Up, Near Feet, -> + /\ (Normal) - Back Mount Punches - Opponent Down Face Down, Near Legs, -> + /\ (Normal) - Choke Sleeper - Opponent Down Face Down, Near Feet, /\ (Normal) - Rear Naked Choke - Opponent Down Face Down, Near Feet, -> + /\ (Normal) ________________ ________ / KENSUKE SASAKI \________________________________________________/ FREE \ \__________________________________________________________________________/ Favorite Holds - Northern Lights Bomb - Front Capture Standing, -> + /\ (Rush) - S.H. Gamma - Opponent Down Face Up, Near Right Arm, -> + /\ (Normal) Rush Moves - Northern Lights Bomb - Front Capture Standing, -> + /\ - STK - Far, Opponent Facing Front, -> + /\ - Butterfly Lock - Opponent Down Face Up, Near Left Arm, -> + /\ - Strangle Hold Beta - Opponent Down Face Down, Near Left Arm, -> + /\ Other Specials - Triple Punch - Near, /\ (Groggy) - Single Arm Powerbomb - Front Capture Standing, /\ (Groggy) - Front Neck Lock - Front Capture Kneeling, /\ (Normal) - Strangle Hold Alpha - Opponent Down Face Up, Near Head, -> + /\ (Normal) - Rolling Armdrag - Running Counter /\ (Normal) - Front Capture Standing, <- + /\ (Normal) ______________ ________ / KENTA KOBAHI \__________________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - Burning Lariat - Running Counter -> + /\ (Rush) - Front Capture, <- + /\ (Rush) - Burning Hammer - Corner Opponent, -> + /\ (Rush) Rush Moves - Burning Lariat - Running Counter -> + /\ - Front Capture, <- + /\ - Dangerous DDT - Front Capture Standing, -> + () - Black Crush - Front Capture Standing, -> + /\ - Sheer Drop Brainbuster - Front Capture Kneeling, -> + /\ - Standing Burning Hammer - Back Capture Kneeling, -> + /\ - Burning Hammer - Corner Opponent, -> + /\ Other Specials - Diamondhead - Front Capture Standing, /\ (Groggy) - Orange Crush - Front Capture Standing, -> + /\ (Groggy) - Jackknife Powerbomb - Front Capture Kneeling, /\ (Normal) - Standing Burning Lariat - Front Capture Kneeling, -> + /\ (Normal) - Old School Expulsion - Front Capture Kneeling, -> + () (Normal) - Diving Moonsault - Opponent Splash Position, -> + () or /\ (Normal) - Missed Apron Side Half Nelson - Opponent On Apron, -> + /\ (Normal) _______________ ________ / KOJI KANEMOTO \_________________________________________________/ NJPW \ \__________________________________________________________________________/ Favorite Holds - Tiger Suplex Hold - Back Capture Standing, -> + /\ (Groggy) - Anklelock - Opponent Down Face Up, Near Feet, -> + /\ (Normal) Rush Moves - Release Tiger Suplex - Back Capture Standing, -> + /\ Other Specials - Falcon Arrow - Front Capture Standing, -> + /\ (Groggy) - Dragon Suplex Hold - Back Capture Kneeling, -> + /\ (Normal) - Diving Moonsault - Opponent Splash Position, -> Corner + /\ (Normal) __________________ ________ / MANABU NAKANISHI \______________________________________________/ NJPW \ \__________________________________________________________________________/ Favorite Holds - Argentine Backbreaker - Front Capture Standing, -> + /\ (Normal) - Front Capture Kneeling, -> + /\ (Normal) - Mount Fuji German Suplex Hold - Back Capture Standing, -> + /\ (Groggy) Rush Moves - Hijack Backbreaker - Front Capture Standing, /\ - Canadian Backbreaker - - Front Capture Kneeling, /\ - Spinning Sleeper Toss - Back Capture Standing, -> + /\ Other Specials - McEnroe - Near, Opponent Facing Front, -> + /\ (Normal) - Bearhug - Front Capture Standing, /\ (Groggy) - Hijack Backbreaker - Front Capture Standing, -> + /\ (Groggy) - Face Claw - Front Capture Kneeling, -> + () (Normal) - Ground Face Claw - Opponent Down Face Up, Near Head, -> + /\ (Normal) - Stretch Muffler - Opponent Down Face Up, Near Legs, -> + /\ (Normal) ________________ ________ / MASAHIRO CHONO \________________________________________________/ NJPW \ \__________________________________________________________________________/ Favorite Holds - Rolling Butterfly Lock - Front Capture Standing, /\ (Rush) - STF - Opponent Down Face Up, Near Feet, -> + /\ (Normal) - Opponent Down Face Down, Near Feet, -> + /\ (Normal) Rush Moves - Rolling Butterfly Lock - Front Capture Standing, /\ - Shining Black - Far, Opponent Kneeling, -> + /\ - Cross-Legged STF - Opponent Down Face Down, Near Feet, -> + /\ Other Specials - Kenka Kick - Near, -> + /\ (Normal) - Flatliner - Front Capture Standing, -> + /\ (Normal) - Cradle Piledriver - Front Capture Standing, -> + /\ (Groggy) - Manjigatame - Front Capture Kneeling, /\ (Normal) - Running Kenka Kick - Far, -> + /\ (Normal) - Butterfly Lock - Opponent Down Face Up, Near Left Arm, -> + /\ (Normal) _____________ ________ / MASAO INOUE \___________________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - Argentine Backbreaker - Front Capture Standing, -> + /\ (Normal) - Front Capture Kneeling, -> + /\ (Normal) - Blockbuster Hold - Running Counter, -> + /\ (Normal) - Front Capture, <- + /\ (Normal) Rush Moves - None Other Specials - Heavy Scoop Slam - Front Capture Standing, () (Normal) - Sidewalk Slam - Front Capture Standing, /\ (Groggy) - Cobra Legsweep - Back Capture Standing, () _______________ __________ / MASATO TANAKA \_______________________________________________/ ZERO-1 \ \__________________________________________________________________________/ Favorite Holds - Roaring Elbow - Far, Opponent Facing Front, -> + /\ (Normal) - Complete Dust - Front Capture Standing, -> + /\ (Rush) Rush Moves - Complete Dust - Front Capture Standing, -> + /\ - Fisherman Buster - Front Capture Kneeling, -> + /\ Other Specials - Rolling Elbow - Near, Opponent Facing Front, -> + /\ (Groggy) - Shotgun - Front Capture Standing, /\ (Normal) - Death Valley Bomb - Front Capture Standing, /\ (Groggy) - Thunder Fire Powerbomb - Front Capture Standing, -> + /\ (Groggy) - Special Camel Clutch - Opponent Down Face Up, Near Head, -> + /\ (Normal) - Romero Special - Opponent Down Face Down, Near Feet, -> + /\ (Normal) - Running Counter DVB - Running Counter -> + /\ (Normal) - Front Capture, <- + /\ (Normal) - Tornado DDT - Corner Opponent, -> + /\ (Normal) - Frogsplash - Opponent Splash Position, -> Corner + /\ (Normal) _______________ ________ / MINORU TANAKA \_________________________________________________/ NJPW \ \__________________________________________________________________________/ Favorite Holds - Minoru Special 1 - Front Capture Standing, /\ (Normal) - Minoru Special 2 - Front Capture Kneeling, /\ (Normal) Rush Moves - None Other Specials - Doublearm Suplex Hold - Front Capture Standing, /\ (Groggy) - Fisherman Suplex Hold - Front Capture Standing, -> + /\ (Normal) - Dragon Suplex Hold - Back Capture Kneeling, -> + /\ (Normal) - Backslide Hold - Running Counter -> + /\ (Normal) __________________ ________ / MITSUHARU MISAWA \______________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - Tiger Driver - Front Capture Standing, /\ (Normal) - Emerald Frosion - Front Capture Standing, -> + /\ (Groggy) Rush Moves - Tiger Driver '91 - Front Capture Standing, /\ - Manjigatame - Front Capture Kneeling, -> + () - Release Tiger Suplex - Back Capture Standing, -> + /\ - Top Rope Tiger Driver - Corner Opponent, -> + /\ Other Specials - Elbow Strike - Front Capture Standing, () (Normal) (Combo) - Tiger Suplex '84 - Back Capture Standing, -> + /\ (Normal) - Tiger Suplex '85 - Back Capture Standing, -> + /\ (Groggy) - Face-And-Arm Lock - Opponent Down Face Up, Near Head, -> + /\ (Normal) - Figure-4 D. Sleeper - Opponent Down Face Up, Near Feet, -> + /\ (Normal) - Spin Dive Lariat - Running Counter -> + /\ (Normal) - Front Capture, <- + /\ (Normal) - Frog Splash - Opponent Splash Position, -> Corner + /\ (Normal) - Apron Side Tiger Driver - Opponent Entering Ring, -> + /\ (Normal) _______________ ________ / MITSUO MOMOTA \_________________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - Backdrop - Back Capture Standing Opponent, -> + /\ (Normal) - Back Capture Kneeling Opponent, -> + /\ (Normal) Rush Moves - Rikidozan Chop - Near, Opponent Facing Front, -> + /\ - High Lift Slam - Front Capture Standing, -> + /\ - Arm Takedown - Front Capture Standing, /\ - Headlock and Punch - Front Capture Kneeling, () Other Specials - Momota Tummy Slap - Front Capture Standing, >< - Piledriver - Front Capture Kneeling, -> + /\ (Normal) ___________________ ________ / NAOMICHI MARUFUJI \_____________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - Shiranui - Corner Opponent, -> + /\ (Normal) - Shooting Star Press - Opponent Splash Position, -> Corner + () (Normal) Rush Moves - Phoenix Splash - Opponent Splash Position, -> Corner + /\ Other Specials - Ground D. Sleeper - Opponent Down Face Down, Near Head, -> + /\ (Normal) - Super Flying Elbow - Corner to Corner Throw () - Moonsault Kick - Corner to Corner Throw /\ - Corner to Corner Dropkick - Opponent in Tree of Woe, -> + /\ (Normal) - Triangle Bufadora - Opponent Standing, -> Corner + /\ (Normal) - Frogsplash - Opponent Splash Position, -> Corner + >< (Normal) - 450 Splash - Opponent Splash Position, -> Corner + /\ (Normal) - Rope Dive Senton - Opponent Down Face Up, -> Ropes + [] + /\ - Rope Dive Elbow - Opponent Down Face Down, -> Ropes + [] + /\ _________________ ________ / OSAMU NISHIMURA \_______________________________________________/ NJPW \ \__________________________________________________________________________/ Favorite Holds - Cobra Twist - Front Capture Standing, /\ (Groggy) - Running Counter /\ (Normal) - Front Capture, <- + () (Normal) - Manjigatame - Front Capture Kneeling, -> + /\ (Normal) Rush Moves - Jumping Sobat Kick - Near, Opponent Facing Front, -> + /\ - Osamu Twist Armlock - Back Capture Kneeling, -> + /\ Other Specials - Low Elbow Strike - Front Capture Standing, -> + () (Normal) - Northern Lights Suplex Hold - Front Capture Standing, -> + /\ (Groggy) - Ground Cobra Hold - Back Capture Kneeling, /\ (Normal) - Spinning Toe Hold - Opponent Down Face Up, Near Feet, () (Normal) - Osamu Rollup Pin - Opponent Down Face Down, Near Arms, -> + /\ (Normal) - Indian Death Lock - Opponent Down Face Down, Near Feet, -> + /\ (Normal) - Cobra Twist Rollup - Front Capture, <- + /\ (Normal) ______________ ________ / POWER WARYER \__________________________________________________/ FREE \ \__________________________________________________________________________/ Favorite Holds - Northern Lights Bomb - Front Capture Standing, -> + /\ (Rush) - S.H. Gamma - Opponent Down Face Up, Near Right Arm, -> + /\ (Normal) Rush Moves - Northern Lights Bomb - Front Capture Standing, -> + /\ - STK - Far, Opponent Facing Front, -> + /\ - Butterfly Lock - Opponent Down Face Up, Near Left Arm, -> + /\ - Strangle Hold Beta - Opponent Down Face Down, Near Left Arm, -> + /\ Other Specials - Triple Punch - Near, /\ (Groggy) - Single Arm Powerbomb - Front Capture Standing, /\ (Groggy) - Front Neck Lock - Front Capture Kneeling, /\ (Normal) - Strangle Hold Alpha - Opponent Down Face Up, Near Head, -> + /\ (Normal) - Rolling Armdrag - Running Counter /\ (Normal) - Front Capture Standing, <- + /\ (Normal) _____________ ________ / RIKI CHOSYU \___________________________________________________/ FREE \ \__________________________________________________________________________/ Favorite Holds - Riki-Style Lariat - Far, Opponent Facing Front, -> + /\ (Rush) - Running Counter -> + /\ (Rush) - Front Capture, <- + /\ (Rush) - Sasorigatame - Opponent Down Face Up, Near Feet -> + /\ (Normal) Rush Moves - Riki-Style Lariat - Far, Opponent Facing Front, -> + /\ - Running Counter -> + /\ - Front Capture, <- + /\ Other Specials - Throwing Suplex - Front Capture Standing, -> + () (Groggy) - Lariat to Pin - Running Counter -> + /\ (Normal) _________ ________ / SCORPIO \_______________________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - 450 Splash - Opponent Splash Position, -> Corner + /\ (Normal) Rush Moves - None Other Specials - Diving Lariat - Running Counter /\ (Normal) - Front Capture, <- + /\ (Normal) - Hook Kick - Front Capture Standing, () (Groggy) - Back Turn Kick - Running Counter -> + >< (Normal) - Front Capture, <- + >< (Normal) - Handstand Kick - Corner to Corner /\ (Normal) - Turbo Punches - Corner Opponent, -> + /\ (Normal) - Moonsault - Opponent Splash Position, -> Corner + >< or () (Normal) ______________ ________ / SCOTT NORTON \__________________________________________________/ NJPW \ \__________________________________________________________________________/ Favorite Holds - Dragon Bomb - Front Capture Standing, -> + /\ (Groggy) - Norton-Style Jackhammer - Front Capture Standing, /\ (Groggy) Rush Moves - Sheer Drop Brainbuster - Front Capture Standing, /\ - Top Rope Sheer Brainbuster - Corner Opponent, -> + /\ Other Specials - Short Lariat - Front Capture Standing, /\ (Normal) - Shoulderbreaker - Front Capture Kneeling, /\ (Normal) - Lariat to Pin - Far, Opponent Facing Front, /\ (Normal) - Shoulder Claw - Back Capture Kneeling, () (Normal) - Powerslam Pin - Running Counter -> + /\ (Normal) - Front Capture, <- + /\ (Normal) _________________ __________ / SHINJIRO OHTANI \_____________________________________________/ ZERO-1 \ \__________________________________________________________________________/ Favorite Holds - Cobra Hold - Back Capture Standing, -> + () (Normal) - Spiral Bomb - Front Capture Standing, -> + /\ (Rush) Rush Moves - Spiral Bomb - Front Capture Standing, -> + /\ - Release Dragon Suplex - Back Capture Standing, -> + /\ Other Specials - Dragon Suplex Hold - Back Capture Standing, -> + /\ (Groggy) - Springboard S.H. Kick - Opponent Standing, -> Corner + /\ (Normal) __________________ __________ / SHINYA HASHIMOTO \____________________________________________/ ZERO-1 \ \__________________________________________________________________________/ Favorite Holds - Avalanche DDT - Front Capture Standing, -> + /\ (Rush) - Sweep Kick - Near, Opponent Facing Front, -> + /\ (Groggy) Rush Moves - Avalanche DDT - Front Capture Standing, -> + /\ - Running DDT - Front Capture, <- + /\ Other Specials - Spinning Chop - Near, Opponent Facing Front, /\ (Groggy) - Front Capture, <- + () (Groggy) - Armlocked Belly to Back - Front Capture Standing, () (Groggy) - Shinya Chop Combo - Front Capture Standing, -> + () (Groggy) - Fisherman DDT - Front Capture Standing, /\ (Groggy) - Shinya's DDT - Front Capture Standing, -> + /\ (Normal) - Flipover DDT - Front Capture Standing, -> + /\ (Groggy) - Dangerous DDT - Front Capture Kneeling, -> + /\ (Normal) - Running DDT - Far, Opponent Facing Front, -> + /\ (Groggy) _________________ ________ / SHIRO KOSHINAKA \_______________________________________________/ FREE \ \__________________________________________________________________________/ Favorite Holds - Koshinaka-Style Powerbomb - Front Capture Standing, -> + /\ (Groggy) - Hip Dive - Opponent Standing, -> Corner + /\ (Normal) Rush Moves - Corner Bulldog - Corner to Corner Throw /\ Other Specials - Hip Attack - Front Capture Kneeling, () (Normal) - Slow Powerbomb - Front Capture Kneeling, -> + /\ (Normal) - Dragon Suplex Hold - Back Capture Standing, -> + /\ (Groggy) - Running Hip Attack - Running Counter /\ (Normal) - Front Capture, <- + /\ (Normal) _______________ ________ / TADAO YATSUDA \_________________________________________________/ FREE \ \__________________________________________________________________________/ Favorite Holds - Standing Neck Lock - Front Capture Kneeling, -> + /\ (Normal) - Tiger Driver - Front Capture Standing, -> + /\ (Groggy) - Front Capture Kneeling, /\ (Normal) Rush Moves - Chokeslam - Front Capture Standing, -> + /\ - Running Counter /\ - Front Capture, <- + /\ - Body Splash - Opponent Splash Position, -> Corner + /\ Other Specials - Standing Samoan Drop - Front Capture Standing, -> + () (Groggy) - Arm-And-Head Lock - Opponent Down Face Up, Near Feet, /\ (Normal) - Mounted Arm Choke - Opponent Down Face Up, Near Feet, -> + /\ (Normal) - Choke Sleeper - Opponent Down Face Down, Near Feet, -> + /\ (Normal) _____________ ________ / TAKAO OMORI \___________________________________________________/ FREE \ \__________________________________________________________________________/ Favorite Holds - Axe Bomber - Far, /\ (Normal) - Front Capture, <- + /\ (Normal) - Sit Down Full Nelson Slam - Back Capture Kneeling, /\ (Normal) Rush Moves - None Other Specials - European Uppercut - Front Capture Standing, -> + >< (Normal) (Combo) - Dragon Suplex Hold - Back Capture Standing, -> + /\ (Normal) - Diving Knee - Opponent Splash Position, () or /\ (Normal) ________________ ________ / TAKASHI IIZUKA \________________________________________________/ NJPW \ \__________________________________________________________________________/ Favorite Holds - Uranage - Front Capture Standing, -> + /\ (Normal) - Choke Sleeper - Opponent Down Face Down, Near Feet, -> + /\ (Normal) Rush Moves - None Other Specials - Blizzard Suplex Hold - Front Capture Standing, /\ (Normal) - Front Capture Kneeling, /\ (Normal) - Release Blizzard Suplex - Front Capture Standing, /\ (Groggy) - Front Neck Lock - Front Capture Kneeling, -> + /\ (Normal) _________________ ________ / TAKASHI SUGIURA \_______________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - Sugiura Lift - Opponent Down Face Down, Near Head, -> + /\ (Normal) - Olympic Slam - Back Capture Standing, /\ (Normal) - Back Capture Kneeling, /\ (Normal) Rush Moves - None Other Specials - Hijack Backbreaker - Front Capture Standing, -> + /\ (Groggy) - Gutwrench Suplex - Front Capture Kneeling, /\ (Normal) - Spear - Far, Opponent Facing Front, /\ (Normal) - Corner Spear - Throw to Corner /\ (Normal) - Corner to Corner Throw /\ (Normal) ___________________ ________ / TAKESHI MORISHIMA \_____________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - High Angle Backdrop - Back Capture Standing, /\ (Normal) - Morishima Lariat - Far, Opponent Facing Front, /\ (Normal) - Running Counter /\ (Normal) - Front Capture, <- + () (Normal) Rush Moves - None Other Specials - Amaze Impact - Front Capture Standing, -> + /\ (Normal) - Front Capture Kneeling, -> + /\ (Normal) - Electric Chair Drop - Back Capture Standing, -> + /\ (Normal) - Backbreaker Choke - Back Capture Kneeling, -> + /\ (Normal) - Side Power Slam - Running Counter -> + /\ (Normal) - Front Capture, <- + /\ (Normal) ________________ ________ / TAKESHI RIKIOH \________________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - Bearhug - Front Capture Kneeling, /\ (Normal) (Combo) - Corner Opponent, -> + () or /\ (Normal) (Combo) - Running Counter -> + /\ (Normal) (Combo) - Powerbomb Hold - Front Capture Standing, /\ (Groggy) Rush Moves - None Other Specials - Doublearm Chokeslam - Front Capture Standing, -> + /\ (Normal) - Front Capture Kneeling, -> + /\ (Normal) - Sumo Lariat - Far, Opponent Facing Front, /\ (Normal) - Running Counter /\ (Normal) - Front Capture, <- + /\ (Normal) - Backdrop Chokeslam - Back Capture Standing, -> + () (Normal) - Back Capture Kneeling, -> + () (Normal) - Sumo Slaps - Corner Opponent, /\ (Normal) _____________ ________ / TAMON HONDA \___________________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - Dead End - Back Capture Standing, -> + /\ (Rush) - Arm-And-Head Lock - Opponent Down Face Up, Near Feet, -> + /\ (Normal) Rush Moves - Standing Neck Lock - Front Capture Kneeling, -> + /\ - Dead End - Back Capture Standing, -> + /\ Other Specials - Strong Headbutt - Front Capture Standing, -> + /\ (Groggy) - Ground Dead End - Opponent Down Face Down, Near Feet, /\ (Normal) - STF - Opponent Down Face Down, Near Feet, -> + /\ (Normal) ___________________ __________ / TATSUHITO TAKAIWA \___________________________________________/ ZERO-1 \ \__________________________________________________________________________/ Favorite Holds - Takaiwa Powerbombs - Front Capture Standing, -> + /\ (Rush) (Combo) - Death Valley Bomb - Front Capture Standing, -> + /\ (Groggy) Rush Moves - Takaiwa Powerbombs - Front Capture Standing, -> + /\ (Combo) - Armlocked Suplex - Back Capture Standing, -> + /\ - Corner Powerbomb - Corner Opponent, -> + /\ Other Specials - Lariat to Pin - Far, Opponent Facing Front, /\ (Normal) - Romero Special - Opponent Down Face Down, Near Feet, -> + /\ (Normal) - Running Counter DVB - Running Counter -> + /\ (Normal) - Front Capture, <- + /\ (Normal) __________________ ________ / TATSUMI FUJINAMI \______________________________________________/ NJPW \ \__________________________________________________________________________/ Favorite Holds - Stalking Sleeper - Back Capture Standing, -> + >< (Groggy) (Combo) - Dragon Suplex Hold - Back Capture Standing, -> + /\ (Rush) - Back Capture Kneeling, -> + /\ (Rush) Rush Moves - Dragon Suplex Hold - Back Capture Standing, -> + /\ - Back Capture Kneeling, -> + /\ Other Specials - Manjigatame - Front Capture Standing, -> + /\ (Groggy) - Front Capture Kneeling, -> + /\ (Normal) - Dragon Backbreaker - Back Capture Standing, -> + () (Groggy) - Full Nelson Hold - Back Capture Standing, -> + /\ (Groggy) (Combo) _______ ________ / VADER \_________________________________________________________/ FREE \ \__________________________________________________________________________/ Favorite Holds - Skyhigh Chokeslam - Corner Opponent, -> + /\ (Normal) - Vader Time - Opponent Splash Position, -> Corner + >< or () or /\ (Normal) Rush Moves - Diving Moonsault - Opponent Splash Position, -> Corner + >< or () or /\ Other Specials - Vader Combo - Front Capture Standing, -> + () (Normal) - Vader Bomb - Front Capture Standing, -> + /\ (Groggy) - Choke Slam - Front Capture Kneeling, /\ (Normal) - Sheer Drop Brainbuster - Front Capture Kneeling, -> + /\ (Normal) - Vader Hammer - Far, Opponent Facing Front, -> + /\ (Normal) - Running Counter, -> + /\ (Normal) - Front Capture, <- + /\ (Normal) - Vader Splash - Opponent Down Face Up, Near Arms, -> + /\ (Normal) - Vader Corner Combo - Throw To Corner () or /\ ____________________ ________ / YOSHIHIRO TAKAYAMA \____________________________________________/ FREE \ \__________________________________________________________________________/ Favorite Holds - Everest German Suplex Hold- Back Capture Standing, -> + /\ (Rush) - Running Knee - Far, Opponent Kneeling, /\ (Normal) Rush Moves - Everest German Suplex Hold - Back Capture Standing, -> + /\ - Tiger Suplex Hold - Back Capture Kneeling, -> + /\ Other Specials - Knee Lift - Front Capture Standing, /\ (Normal) - Front Capture Kneeling, /\ (Normal) - Doublearm Suplex Hold - Front Capture Standing, -> + /\ (Groggy) - Running Knee - Far, Opponent Kneeling, /\ (Normal) _________________ ________ / YOSHINARI OGAWA \_______________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - Ogawa-Style Backdrop Hold - Back Capture Standing, -> + /\ (Normal) - Jackknife Hold - Opponent Down Face Up, Near Feet, -> + /\ (Normal) Rush Moves - None Other Specials - Thumbing - Front Capture Standing, -> + >< (Groggy) (Combo) - Jawbreaker - Front Capture Standing, -> + /\ (Normal) ____________________ ________ / YOSHINOBU KANEMARU \____________________________________________/ NOAH \ \__________________________________________________________________________/ Favorite Holds - Sheer Drop Brainbuster - Front Capture Standing, -> + /\ (Normal) - Split-Legged Moonsault - Opponent Splash Position, -> Corner + () (Normal) Rush Moves - None Other Specials - Flipping Hurricanrana - Front Capture Standing, /\ (Normal) - Back Face Breaker - Back Capture Standing, /\ (Normal) - Back Capture Kneeling, /\ (Normal) - Surfboard Stretch - Opponent Down Face Up, Near Feet -> + /\ (Normal) - Diving Moonsault - Opponent Splash Position, -> Corner + /\ (Normal) - Diving Crossbody - Opponent Standing, -> Corner + () or /\ (Normal) _____________ ________ / YUJI NAGATA \___________________________________________________/ NJPW \ \__________________________________________________________________________/ Favorite Holds - Nagata Lock 1 - Opponent Down Face Up, Near Left Leg, -> + /\ (Normal) - Nagata Lock 2 - Opponent Down Face Down, Near Arms, -> + /\ (Normal) Rush Moves - Wrist Clutch Exploder - Front Capture Standing, -> + /\ - Nagata Lock 3 - Opponent Down Face Down, Near Left Arm, -> + /\ - Nagata Takedown - Running Counter /\ - Front Capture, <- + /\ Other Specials - Snap Jab - Near, Opponent Facing Front, /\ (Groggy) (Combo) - Nagata Exploder - Front Capture Standing, /\ (Groggy) - Nagata DDT - Front Capture Standing, -> + /\ (Normal) (Combo) - Exploder - Front Capture Standing, -> + /\ (Groggy) - Front Neck Lock - Front Capture Kneeling, -> + () (Normal) - Backdrop Hold - Back Capture Standing, -> + /\ (Groggy) - Ankle Lock - Opponent Down Face Up, Near Feet, -> + /\ (Normal) _______________ ________ / YUTAKA YOSHIE \_________________________________________________/ NJPW \ \__________________________________________________________________________/ Favorite Holds - Backfist - Near, /\ (Normal) - Canadian Hammer - Front Capture Standing, -> + /\ (Groggy) Rush Moves - None Other Specials - Running Powerslam - Front Capture Standing, /\ (Normal) - Death Valley Bomb - Front Capture Standing, /\ (Groggy) - Hijack Backbreaker - Front Capture Standing, -> + /\ (Normal) - Lifting Powerbomb - Front Capture Kneeling, -> + /\ (Normal) - Ground D. Sleeper - Opponent Down Face Up, Near Head, -> + /\ (Normal) - Inverted F-4 - Opponent Down Face Down, Near Right Leg, -> + /\ (Normal) - Running Counter DVB - Running Counter -> + /\ (Normal) ___________________________________________________________________________ /_______________________7.0_MISCELLANEOUS_STUFF____________________________/ This section for all kinds of miscellaneous tips and tricks not found elsewhere in the FAQ. Check these out and if you know something neat that isn't here, do give me a holler. Unlock Special Menu =================== To unlock the "Special" menu, simply finish the four paths in career mode. You select a path when you are first creating a wrestler - in the menu where you can enter his name, the red menu (fight style) is where you choose the four paths - Puroresu, American, Lucha and Grappler. The Special menu allows you to change a wrestler's movelist and rename his moves. Use Aoi Hyuga ============== Thanks again to RunAwaySlave for more info off the Japanese BBS. To play as your Power Make manager, simply finish a career mode (i.e. get S rank so you can challenge for titles) and then win the ASWG title belt. Now defend it successfully ten times and Ms. CG herself will be unlocked. She has the most packed movelist of any wrestler in the game! Fear the Toe Kick! ================== Ever wonder why there are a series of Toe Kicks in Power Make that cost an exorbitant 810 points to put into your movelist? Upon defeating the American Master in the American Path of Power Make, the Toe Kick will be able to combo to a number of well-known wrestling moves... Toe Kick, >< - Stone Cold Stunner Toe Kick, () - Pedigree Toe Kick, /\ - Angle Slam Yes, you can use ALL THREE of these moves with one Toe Kick! Fear the Toe Kick of American Puro Doom! Faster Rushes ============= Remember that in the previous game, rolling the Analog R will incite crowd reactions? If you roll the stick normally, the crowd will chant for both you and your opponent, and in the result both your Crowd Rush bars will increase much faster! You can even pin-point who to give extra Rush to! Tapping left gives it to you, up to your first opponent, right to your partner, and down to your other opponent. This way you can have a ton of rush modes every match! (Thanks to Tigermuppercut for the heads up) Selecting Different Costumes ============================ Certain wrestlers have different costumes. In the select screen, press () for Costume 1 and /\ for Costume 2 (it's actually written there in the select screen). To select a wrestler's third secret costume (see below under "Unlock Secret Costumes") press []. Unlock Secret Costumes ====================== All this is from Thomazinger of the Gamefaqs Board, who in turn gathered it from Japanese BBS boards. Press [] at the selection screen to use the following costumes, after unlocking them :- - Mitsuharu Misawa (Xmas Costume) : Set the PS2 internal clock to the 24th December (Japan Timezone) and play a match as/against Misawa to unlock it. - Jun Akiyama (Xmas Masked Costume) : Same as above but play as/against Akiyama. - Shinya Hashimoto (HASHIFUKAN!) : Beat Hashimoto with an "American Path Power Make Edit" to unlock it. - Jushin Liger (Crimson Suit) : Set the PS2 internal clock to 2nd of May (Japan Timezone) and give the IWGP Heavy Tag Belts to Lyger/Tanaka to unlock it. - Yoshinari Ogawa (GHC Champ Logo) : Give the GHC Heavy Belt to Ogawa (ouch!) to unlock it. - Takao Omori (Black Tights + Facepaint) : Give the ASWG Belt to Omori and defend it successfully against Takayama to unlock it. - Kenta Kobashi (Dyed Hair) : Set the PS2 internal clock to any date from the 20th December to the 17th of May and play as/against Kobashi to unlock it. - Yuji Nagata (Shoot-Style) : Give the IWGP Heavy Belt to Nagata and defend it successfully against Akiyama to unlock it. Size Limit Breaker ================== More stuff from Japanese BBS thanks to Muka. If you had looked at some of the screenshots of this game you may have seen one with a massive giant in it. If you had checked Power Make, you know that the maximum height you can set is 220cm, so the giant can't seem to be created. BUT, go to the SIZE / COLOR -> BODY SIZE menu where you've got seven scales and they show you the wrestler height and weight and then set the seven scales in this order (ignore the two overall scales without numbers) :- --- +2 0 0 --- +3 +4 0 --- +1 --- Then press () and you'll hear a voice say "GREAT!" and "Limit Break" will appear over the words Power Make. You now can create insanely huge giants (maximum 370cm tall!) or positively Lilliputian midgets (minimum 61cm tall!). If you're curious, the numbers stand for the date "2003-4-01". Not sure what this date is though :P Misawa Tiger Suplex Off the Ramp ================================ Thanks to Thomazinger for this little ditty. If you've seen the second intro (just let the game run for a while) you'll see this spot where Misawa Tiger Suplexes Kobashi off the ramp. Here's how it's done :- - Can only be done during a Misawa vs. Kobashi single match - Both must be in Rush Mode or Groggy - Misawa's back is facing the left edge of the ramp (not the right) - Back Capture, -> + /\ All I can say is... ouch. The move does MASSIVE damage to poor Kobashi, by the way. It actually takes every single body part of his to red! Marufuji's Van Terminator ========================= This is another move you can spot in the second intro. To perform this move, chuck your opponent to the corner, then capture with R1 and press [] to put him in the Tree of Woe. Then LIGHTLY TAP (do not press down hard) -> + /\ and Marufuji will do the rest. Ouch again. Tag Entrance ============ Thanks to RunAwaySlave for this bit of info. Certain pairs of wrestlers come in together during tag matches. The pairs that do that are :- Masahiro Chono & Hiroyoshi Tenzan Shinjiro Ohtani & Masato Tanaka Jun Akiyama & Akitoshi Saito Takashi Iizuka & El Samurai Takeshi Morishima & Takeshi Rikioh Tatsumi Fujinami & Osamu Nishimura Mitsuhara Misawa & Yoshinari Ogawa ___________________________________________________________________________ /__________________________8.0_Acknowledgements____________________________/ - SQUARE-ENIX, for giving us a sterling wrestling experience with ASPW3 - GameFaqs (http://www.gamefaqs.com) for hosting this FAQ - Muka and Tigermask72 for all sorts of stuff here and there - Eplo Oni for some help in career mode matches - Fallofparadise for supplying a cleared save file - Thomazinger for posting the info on how to obtain special costumes - Tigermuppercut, who discovered the quick Crowd Rush trick - Also the rest of the ASPW3 Gamefaqs Board members for miscellaneous help here and there ___________________________________________________________________________ /_______________________Copyright_Square-Enix 2003_________________________/