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Gameplay Guide (V 1.1) for SVR2006

Credit: BlindParagon

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Gameplay Guide for WWE Smackdown VS. Raw 2006 for PS2


Special Thanks to:

*****-----=====///// VERSION UPDATES \\\\\=====-----*****

Scroll to the very bottom of this document to view every update that
was made since version 1.0

(X) = The X Button
(0) = The Circle Button
([]) = The Square Button
(/\) = The Triangle Button
^ = The Up Directional Pad Button
< = The Left Directional Pad Button
> = The Right Directional Pad Button
v = The Down Directional Pad Button
+ = A "plus" symbol meaning the button
to the left and to the right of
this symbol must be pressed at the
same time
/ = Meaning "or"

*****-----=====///// TABLE OF CONTENTS \\\\\=====-----*****

1. Strikes
2. Grapple Moves
3. Grapple Attacks
4. Grapple from Behind
5. On the Mat
6. Corner Moves
7. Rope Attacks
8. Diving Attacks
9. Dash Attacks
10. Tag Team Moves
11. Special Moves
12. Signature Moves
13. Getting In & Out
14. Counters
15. Ring Posts
16. Taunts
17. Irish Whips
18. Playing Possum
19. Quick Climb
20. On the Edge
21. Barricades
22. Announcers' Tables
23. Finding and Using Weapons
24. Argue with Ref
25. Leg Grab from Outside
26. Submission Meters
27. Super Dirty Moves
28. Stolen Finishers
29. Interference
30. Double KO
31. Stamina
32. Damage Meter
33. Extra Damage
34. Pre-Match Mini Games
35. PSP Connectivity
36. Match Tactics

*****-----=====///// 1. Strikes \\\\\=====-----*****

A "strike" is any move performed while the competitors are both on
their feet and walking or standing still without the need for a
grapple. These include basic punches and kicks, and more advanced
techniques like clotheslines or flipping kicks. Each Superstar has
six different Strikes and one combination attack. Perform the
different Strikes by pressing in any direction on the directional
pad and pressing (X). A combination attack is a series of three
linked Strikes that can only be used in sequence. These are usually
two minor Strikes and a major strike at the end, which is often
unique. These attacks tend to be more difficult to block, but when
used repeatedly, opponents are more likely to discover the pattern
and counter with ease.

Strike 1 - V + (X)
Strike 2 - < + V + (X) / > + V + (X)
Strike 3 - < + (X)
Strike 4 - < + ^ + (X) / > + ^ + (X)
Strike 5 - ^ + (X)
Strike 6 - > + (X)
Combination Attack - (X), (X), (X)

*****-----=====///// 2. Grapple Moves \\\\\=====-----*****

Grapples are generally more powerful than strikes, but require
grabbing the opponent prior to executing a move. Press ([]) after a
grapple to let go of the grapple (also works with pin or submission
hold). Each Superstar has access to five different front-grapple
categories, which translates into 25 Grapple moves. To execute a
grapple move, approach the opponent and press (0). If successful,
the Superstars enter a ready state. The button held on the
directional pad as (0) is pressed determines which grapple category
is available. For instance, pressing v + (0) prepares for a
submission move, or (0) alone selects either Clean or Dirty moves
depending on the Superstar's style (selected prior to the match).

Once the Superstars are in the ready state, choose a move by
pressing any direction on the directional pad and (0) at the
same time. For example, to use Submission Move 4, a Superstar
must first grapple the opponent by pressing v + (0). The Superstar
then has a few seconds to enter the command for Submission Move
4 which is ^ + (0)

NOTE: Not every move in the Submission moves category is a true
Submission hold. They won't all result in a tap out. However, those
that aren't true submission holds (voluntarily released) aren't
subject to rope breaks and are generally good ways to damage an
opponent's limbs or head.

The three unnamed grapple categories vary from Superstar to
Superstar based on his or her personal style. There are seven
different categories. Power, Speed, Technical, Brawler, Martial
Arts, Luchadore, and Old School. Most Superstars use three of the
seven. No style is superior to any other. It has less to do with
power and more to do with visual styling. Think of it as a failsafe
system designed to keep cruiserweights acting like cruiserweights
and ultra heavyweights from accidentally performing acrobatic
Hurricanranas. It doesn't mean that a cruiserweight can suddenly
lift a heavweight just because someone has blessed him with Power

The following are performed after initiating a type of grapple...

Grapple 1 - (0)
Grapple 2 - v + (0)
Grapple 3 - < + (0)
Grapple 4 - ^ + (0)
Grapple 5 - > + (0)

*****-----=====///// 3. Grapple Attacks \\\\\=====-----*****

Grapple attacks are another option once two Superstars are locked
together. A Grapple attack is a strike performed while holding onto
the opponent's head or body. These are just as powerful as normal
strikes, but allow the Superstar to be unpredictable during a grapple
and avoid counterattacks. They can be used consecutively, or a
Grapple move can be performed after the first or second grapple
attack. After a grapple attack, the Superstar is able to grab the
hair of the opponent and move them around the arena. This enables the
user to perform Special Grapples when near certain items. For
example, in a Bar Brawl match, grabbing the opponent's hair followed
by pressing circle when your back is facing a certain item will allow
interaction with that item.

*****-----=====///// 4. Grapple from Behind \\\\\=====-----*****

A quick way to perform a back grapple would be to press (R1) while
in a front grapple. Some grapple moves are performed from this
position. Each Superstar has 10 rear grapples. The moves are
performed immediately instead of requiring a ready state. Thus,
they're generally harder to reverse, but there are fewer options.

Note the "GY" at the start of some commands (Standing for Groggy).
These moves require special circumstances. The opponent must be
stunned by an attack and still wobbly. Not simply a little wobbly
after being picked up from the canvas, or from running out of
stamina. The best way to prepare opponents is with a quick punch
that doesn't knock them over, or by grabbing their leg from outside
of the ring. The grabbing trick doesn't work with every Superstar,
though. Another great way is to use a non-GY rear grapple that
doesn't knock over the opponents (i.e. Undertaker's Elbow to Back
of Head). While opponents are stunned from the hit, they're
vulnerable to a "GY" move. It's a solid one-two punch.

Rear Grapple 1 - (0)
Rear Grapple 2 - v + (0)
Rear Grapple 3 - < + (0)
Rear Grapple 4 - ^ + (0)
Rear Grapple 5 - v + (0)
Rear Grapple 1 - (GY) - (0)
Rear Grapple 2 - (GY) - v + (0)
Rear Grapple 3 - (GY) - < + (0)
Rear Grapple 4 - (GY) - ^ + (0)
Rear Grapple 5 - (GY) - v + (0)

*****-----=====///// 5. On the Mat \\\\\=====-----*****

The fight doesn't stop when the opponent hits the mat. In fact, some
Superstars are even more deadly in this situation. Prone opponents
can be struck, grappled, or wrapped up in Submission holds. They can
also be picked up from the mat, or sat up for a head or back attack.

Strike attacks are easy to perform. Stand near the opponent and press
(X) and any direction on the directional pad to change the attack.
Damage is inflicted to whichever part of the opponent's body is
truck. So a move that's listed as causing 4 points of damage to each
area actually causes 4 points of damage to the area that's hit.

Grapple moves are performed on either the upper (U) or lower (L)
body. Stand near the head to use a "U" move or near the feet to
employ an "L" move. Grapples tend to be more powerful than strike
attacks, but shouldn't be used exclusively. Mix it up a bit by
striking the opponent once or twice and performing a grapple, and
sometimes initiating a grapple immediately. It should help to keeep
opponents off balance and unable to counter.

Tapping (0) twice places the opponent in a "Sitdown" position. This
opens the opponent's back to an attack for a short amount of time.
Pressing (0) two more times from this position forces opponents to
rise with their back to your Superstar, so a rear grapple can be
performed immediately. Stand next to the opponent and press v + (0)
to go for a pin when at least one portion of his/her body is
severely damaged and shaded red on the Damage Meter.

Raise - (U) - (0)
Sitdown - (U) - (0), (0)
Pin Fall - (U) - v + (0)
Upper Body Grapple 1 - <+(0)
Upper Body Grapple 2 - ^+(0)
Upper Body Grapple 3 - >+(0)
Raise - (L) - (0)
Sitdown - (L) - (0), (0)
Sleeper - (L) - v + (0)
Lower Body Grapple 1 - < + (0)
Lower Body Grapple 2 - ^ + (0)
Lower Body Grapple 3 - > + (0)

Note: Hold (L1) + (0) to drag the opponent around

*****-----=====///// 6. Corner Moves \\\\\=====-----*****

The four corners of a ring allow for high-flying antics and
devastating power moves. A Superstar can either leap from the top
turnbuckle and attack an opponent inside or outside of the ring, or
whip the opponent into the corner and perform a move on the leaning
opponent. To toss the opponent into the turnbuckles, grapple the
opponent with (0) then press and hold ^ + >,v + >, ^ + <, or v + <
on the directional pad and then press (/\) to perform an Irish Whip.
When opponents hit the turnbuckles, they turn to face the middle of
the ring, unless whipped into the corner at extremely close range.

Strike attacks are performed while running at the opponent. Those
listed as "GY" are used when the opponent is standing against the
corner. "U" attacks take place when the opponent is sitting on the
mat leaning against the turnbuckles. The player must be running,
or the normal standing Strike attacks are used.

Front Grapples are those applied to an opponent that's facing the
ring. "GY" moves are used against standing opponents and "U" moves
occur when the opponent is sitting. Unlike Strike attacks, the
player should be standing still when performing these attacks rather
than running toward the opponent.

Rear Grapples take place when the opponent is facing the ring post
and leaning on the turnbuckles. The opponent always stands when
placed in this pose, so all of the moves are referred to as "GY"
moves. Don't run at opponents. Just stand behind them to execute
the attacks.

Note: EASY TURNAROUND - There's a much easier way to spin around
opponents so they're facing the turnbuckle than trying to whip the
opponent at close range. Run across the ring while the opponent is
facing forward and leaning in the corner. Grapple the opponent with
(0) while running and without pressing on the directional pad. The
opponent is grappled, spun around, and slammed back into the
turnbuckle face first.

Note: EXPOSE TURNBUCKLE - To remove the padding from the top
turnbuckle in one of the ring's corners, walk towards that corner
and tap ([])

Strike Attacks
Turnbuckle Strike 1 - (GY) - (X)
Turnbuckle Strike 2 - (GY) - ^/</v/> + (X)
Sitting Turnbuckle Strike - (U) - (X)

Front Grapple
Front Turnbuckle Grapple 1 - (GY) - (0)
Front Turnbuckle Grapple 1 - (GY) - v + (0)
Front Turnbuckle Grapple 1 - (GY) - < + (0)
Front Turnbuckle Grapple 1 - (GY) - ^ + (0)
Front Turnbuckle Grapple 1 - (GY) - > + (0)
Raise the Opponent Up - (U) - (0)
Sitting Turnbuckle Grapple - (U) - ^/</v/> + (0)

Rear Grapple
Rear Turnbuckle Grapple 1 - (GY) - (0)
Rear Turnbuckle Grapple 2 - (GY) - v + (0)
Rear Turnbuckle Grapple 3 - (GY) - < + (0)
Rear Turnbuckle Grapple 4 - (GY) - ^ + (0)
Rear Turnbuckle Grapple 5 - (GY) - > + (0)

Note 2: EASY DIVE ATTACK - When the opponent is laying against the
turnbuckle, run towards the opponent and tap ([]) when near them
to place your opponent on the mat while climbing to the top rope
for a dive attack.

*****-----=====///// 7. Rope Attacks \\\\\=====-----*****

The ropes that surround the ring do much more than keep Superstars
from falling out. In fact, they rarely keep the fight in the ring and
often become a part of the fight itself. There are several ways to
use the ropes in a fight.

Sometimes a Superstar leans against the ropes after being hit with a
punch or kick. The Superstar is then temporarily vulnerable to a Rope
attack. Quickly grapple the opponent by pressing ^/</v/> + (0). Each
Superstar has one such attack. The opportunity to use the attack is
rare, so be ready to react when brawling near the ropes.

Rebound attacks allow a Superstar to spring off of the ropes and
deliver a powerful running attack from close range. It's a great way
to punish opponents when they're being too aggressive. Run toward the
ropes by pressing ^/</v/> + (/\) and quickly press (X) while bouncing
off of them. The Superstar attacks while coming off of the ropes, so
the victim must be near. There are three moves listed for each
Superstar. The first is the default attack used when the opponent is
standing. The second is used only when the opponent is on the ground
near the spot where the rebound attack is performed. The third is
performed when the opponent is outside of the ring and the Superstar
is standing against the ropes. It's an excellent way to punish a
taunting opponent. There's no need to touch the directional pad in
this situation.

The Diving out of Ring Attack is a running rope move that's used to
attack an opponent outside of the ring. It varies greatly from
Superstar to Superstar. Some use the Baseball Slide, which is much
like a short dropkick, while others risk it all and fly over the
ropes. These moves take practice, but are extremely valuable for
Clean Superstars since they're real crowd pleasers and a great way
to thwart a taunting opponent. To use the move, run toward the ropes
and press ([]) followed by (X) at the edge of the ring.

*****-----=====///// 8. Diving Attacks \\\\\=====-----*****

Diving attacks are performed from the top turnbuckle. Climb the
turnbuckles by standing in a corner and holding the directional pad
toward the corner while pressing (/\). Every Superstar has five
options from the top turnbuckle. The <+(X) and > + (X) options are
meant to be used against standing opponents only. The ^+(X) option
is for opponents that are on the mat, but a distance from the
turnbuckle. v+(X) is a close range attack that only works when the
opponent is on the mat and directly below the attacker. The (X)
option usually works in any situation, but it's primarily meant to
be used when the opponent is on the mat or rising.

It is also possible to run onto the ring apron and perform high risk
maneuvers when outside of the ring. Just run directly towards a side
of the ring and tap ([]) when close enough to the edge.

*****-----=====///// 9. Dash Attacks \\\\\=====-----*****

Dash attacks are performed while running at an opponent, except for
counterattacks, which are performed when the opponent is running at
your Superstar. They're usually a good way to catch opponents off
guard, but they burn stamina faster than normal grapples and strikes.
Use them to keep the opponent off balance. Just don't overuse them.

Running strikes are quick attacks that typically knock opponents to
the ground. These are the best way to catch an opponent sleeping on
the job. Running grapples are a little trickier to use because of
the timing involved. Thus it's better to save them for taunting
opponents, or when the opponent is rising from the mat or climbing
back into the ring.

Rear Grapples are especially tricky. There aren't many opportunities
to use them in most matches. Some Superstars have moves that expose
the opponent's back (i.e. Hulk Hogan's Power Up 1 & 2), which are a
perfect way to set up these attacks. Moves marked as "GY" only work
when the opponent is stunned and wobbly from an attack.

Running ground attacks are used against opponents that are flat on
the mat. It's a fancier way to attack a downed foe than a normal
strike attack and tends to cause a bit more damage. This tactic is
most useful in matches that feature multiple Superstars in the ring
at the same time. It allows the player to quickly dash across the
ring and take advantage of opponents that have been knocked down by
other Superstars.

Counterattacks are used when the player is running either on his or
her own or due to an Irish Whip. The timing is tricky. Initiate the
grapple while the opponent is halfway across the ring. For instance,
if Batista whips Ric Flair into the ropes from the center of the
ring, he must initiate the counterattack while Flair is bouncing off
of the ropes. Improper timing typicaly results in a grapple rather
than the intended move.

Running Strikes
Running Strike 1 - (X)
Running Strike 2 - ^/</v/> + (X)

Running Grapple
Running Grapple 1 - v + (0)
Running Grapple 2 - ^ + (0)

Rear Techniques
Rear Technique 1 - (0)
Rear Technique 2 - (GY) - (0)

Running Ground Attack
Running Ground Attack 1 - ([]), (X)
Running Ground Attack 2 - ([]), ^/</v/> + (X)

Counterattack 1 - (0)
Counterattack 2 - ^/v + (0)
Counterattack 3 - </> + (0)

Note: Try pressing ([]) or (L3) during a dash. Each are different

*****-----=====///// 10. Tag Team Moves \\\\\=====-----*****

Tag Team moves allow two Superstars to gang up on a single opponent.
Standing tag team moves can be used in any match with multiple
Superstars in the ring at the same time. To initiate a standing tag
team move, grapple an opponent that's already being grappled by
another Superstar. The move that's used is based upon the initial
grapple by the first Superstar. For example, if Orlando Jordon uses
a (0) Dirty grapple, the (0) Tag Team move is used when JBL joins
the attack.

Corner Tag Team moves are only used in normal 4- or 6-man Tag Team
matches. To initiate the attack, whip the opponent into your corner
of the ring. Grapple with the opponent leaning against the
turnbuckles and a tag is automatically made. The direction pressed
while grappling the opponent determines which move is used. This is
the best way to tag in and out in a Tag Team match unless the
Superstar is desperate to tag out quickly.

*****-----=====///// 11. Special Moves \\\\\=====-----*****

Every Superstar has two finishers that can be used when the momentum
meter is full and flashing, or when there's a stored finisher icon.
Finishers are the best way to force a pin since it takes longer for
the opponent to recover and the damage cuased is usually greater than
a normal move. Some finishers even pin the opponent automatically, or
they're Submission holds and may for the opponent to tap. Opponents
must typically be stunned, or in a grapple for a finisher to work,
but the situation for each finisher varies greatly.

Chair finishers work just like normal finishers except the attacker
must be holding a steel chair. These moves should only be used in
matches where the DQ rule is turned off, or when the referee is
distracted or knocked out. Set up the opponent with a quick jab to
the gut, >/< + (X), and tap (L1) to perform the chair finisher.

Note: STORE FINISHERS - Superstars have a limited amount of time to
pull off their finisher while the momentum meter is full. The
momentum is lost if the move isn't perfrormed quickly enough
(within 20 seconds). A player can store an unused finisher by
pressing (L1) + (L2) before the momentum fades. The only
disadvantage is that stored finishers cause considerably less
damage than a normal finisher. However, stored finishers also allow
the player to steal the opponent's finisher, easily prevent being
eliminated during a Royal Rumble (when used while on the apron) or
to perform a Super Dirty Move, or a Possum Pin.

*****-----=====///// 12. Signature Moves \\\\\=====-----*****

Every Superstar has three Signature moves. These are the bread and
butter moves - the ones WWE fans expect to see each time that
Superstar steps into the ring. They're the moves that really get the
crowd riled up and quickly build momentum. Otherwise, they're no more
powerful than any other move.

Use Signature moves frequently to build momentum quickly and punish
opponents with repeated finishers. These moves aren't the only way to
build momentum, but they're an easy way to turn the tables.

*****-----=====///// 13. Getting In & Out \\\\\=====-----*****

Knowing how to climb in and out of the ring is imperative. Superstars
get thrown out of the ring often and typically have 10 seconds to get
back in before being counted out. A player may even want to chase
opponents out of the ring to prevent them from resting or taunting.
The most basic way to get in or out is to stand next to the ropes and
press ([]) while pressing toward the ropes on the directional pad.
Some Superstars get in and out faster than others. When needing to
exit the ring quickly (i.e. getting chased with a weapon or to prevent
a taunt) run toward the ropes and press ([]) at the edge of the ring.
The Superstar slides out quickly. Getting in quickly is a little
easier. Just run toward the ring's edge and the Superstar
automatically slides back in.

*****-----=====///// 14. Counters \\\\\=====-----*****

Every attack can be countered by pressing either (L2), (R2), or
(L2) + (R2). (L2) is used to counter Strikes of any type. (R2)
counters Grapples and grapple moves of any kind. (L2) + (R2) can
reverse any finisher. The trick is initiating the counter at the
proper moment. This is a skill that develops with practice. It's
essential to winning matches, especially on harder difficulty
settings. Turn on the Reversal Help Indicator, found under the
In-Game Options, at first. This system displays a message under the
Superstar's name whenever there's an opportunity to counter an
attack. It's a good way to learn the system, but don't completely
rely upon it. Sometimes intuition is more important than the visual

*****-----=====///// 15. Ring Posts \\\\\=====-----*****

The ring post makes an effective weapon in any match. It's also an
easy way to bloody an opponent during a First Blood Match. Whip
opponents into the ring post while outside of the ring. The easiest
way to do so is to whip opponents into the corner of the barricade,
then into the ring post. There are two options once the opponent is
leaning on the post. Pressing (0) or (0) + >/< smashes the opponent's
head into the post and pushes the victim back into the ring. Pressing
(0) + ^/v smashes the opponent's face, who then falls to the ground.

*****-----=====///// 16. Taunts \\\\\=====-----*****

Superstars have access to four taunts. Press the right analog stick
in different directions to initiate a different taunt. Superstars are
unable to stop a taunt once it has begun, so taunt carefully or get
thwacked. Taunts vary in length. Get to know them right away. Short
taunts can be used commonly. Longer taunts should be saved for
special situations. Taunts exist for special situations. Taunts exist
primarily as a way for Superstars to build momentum, but they're also
great for just rubbing it in. Performing a taunt, uninterupted,
depleats the opponent's momentum meter.

Stealing an opponent's signature taunt is the ultimate "in your face"
move. To steal the signature taunt, store a finisher and hold (L1)
while tapping on the right analog stick. Keep in mind that the stored
finisher is consumed with the taunt so it's a fun and costly move.

Note: Doing the same taunt over and over again will result in lesser
and lesser momentum for your Superstar until it starts to actually
cause the Superstar to lose momentum.

*****-----=====///// 17. Irish Whips \\\\\=====-----*****

Irish Whips are used to throw opponents into the ropes, turnbuckles,
or even out of the ring. They're most commonly used in a Royal Rumble
where opponents must be thrown over the top rope to be eliminated. To
perform an Irish Whip outside of a grapple, face opponents and press
(/\) + (0). Opponents are whipped in the direction they are facing
unless the directional pad is pressed and held in a desired

Strong Irish Whips are used to whip the opponent over the ropes
without standing near them. Press and hold (/\) + (0) to perform
the Strong Irish Whip. Even if opponents don't flip over the ropes,
they will run across the ring two times as opposed to the normal one
time. Strong Irish Whip opponents into the turnbuckles to knock
them over.

Fakes are unusual. To perform one, press (/\) + (0), and then ([]).
The normal fake can be used to temporarily daze the opponent. The
opponent can also be pulled back and struck at close range, which
temporarily stuns the victim. To do so, tap (/\) + (0) and then
tap (X).

Irish Whips can also be performed from a Grapple. Just eliminate the
(0) press from the command. Irish Whips from a Grapple are no
different from those performed outside of a Grapple. They're a good
way to mix it up and keep the opponent guessing and off balance.

*****-----=====///// 18. Playing Possum \\\\\=====-----*****

The Possum Pin is a brand-new way to trick an opponent. Store a
finisher before getting knocked to the mat. As the opponent
approaches, hold (0) and press (L2) or (R2), depending on the
predicted attack, to counter an anticipated Strike or Grapple from
opponents. If the counter is successful, the player grabs opponents
and wraps them up for a quick 3 count. Possum Pins are a great way to
steal a victory. The opponent can escape the pin, but it isn't easy.

The Superstar can also Play Possum after they have been knocked down.
Hold (0) to stay on the ground.

*****-----=====///// 19. Quick Climb \\\\\=====-----*****

Get to the top rope from outside of the ring in no time at all. Stand
in the corner next to the ring post so that it's above, below, to the
right, or to the left of the Superstar. Press and hold the
directional pad toward the ring post and tap (/\). The Superstar
climbs to the top with amazing speed. This is an excellent move for
anyone with a top-rope finisher that requires the opponent to be
standing and stunned. Grab the opponent from the outside to stun
them, then quickly climb the ring post from outside of the ring. It
takes far too long to slide into the ring, then climb the

*****-----=====///// 20. On the Edge \\\\\=====-----*****

Superstars sometimes come to rest with their heads sticking over the
edge of the apron when being thrown back into the ring. This presents
an opportunity for a devastating hit. Approach the Superstar's head
and press (0) or ^/</v/> + (0) (both are the same) to perform an
apron attack. The only reliable way to get an opponent's head to
stick over the edge is to use a Strong Irish Whip.

*****-----=====///// 21. Barricades \\\\\=====-----*****

A barricade surrounds the ring to seperate the Superstars and fans
(for their safety, of course). The barricade also offers an excellent
opportunity for a nasty attack. Strong Irish Whip opponents into the
barricades along the sides of the ring, then grab them with (0).
Opponents are picked up and dropped, head and chest first, onto the
barricade's steel top.

The barricade also has four corners just like the ring. Strong Irish
Whip the opponent into these corners to use turnbuckle moves outside
of the ring. >/< + (0) performs one move, while ^/v + (0) performs

The player is also able to run onto the barricade and perform several
of the moves possible when on the top turnbuckle of the ring.

Barricade Attacks
Barricade Attack - (Along Side) - (0)
Barricade Attack - (Along Side) - ^/</v/> + (0)
Raise Opponent - (In Corner) - (0)
Barricade Corner Attack 1 - (In Corner) - >/< + (0)
Barricade Corner Attack 2 - (In Corner) - ^/v + (0)

*****-----=====///// 22. Announcers' Tables \\\\\=====-----*****

Announcers' tables are found next to the ring in some arenas. These
can be destroyed just like ordinary tables in Table or TLC Matches.
Whip the opponent onto the table, then use any DDT or slam with a
short range of motion to put the opponent through the table. You can
even perform a high risk maneuver onto an opponent who happens to be
laying down on a table.

*****-----=====/////23. Finding and Using Weapons\\\\\=====-----*****

There are many weapons around the ring. Most are hidden, but a few
are not. A weapon can be found hidden under the ring apron on each
side of the ring. Stand in the middle of the side and press ([]) to
search. In normal matches, hammers are found on the left side, ring
bells to the right side, and steel chairs at the top or bottom of
the ring. Hardcore matches feature steel chairs along the bottom,
ring bells to the right, and barbed-wire 2x4s to the left and along
the top. One weapon from each side can be present at a time. So there
can be two chairs, a ring bell, and a hammer in the ring
simultaneously, but never three chairs, two hammers, or two ring

The steel steps on either side of the ring can also be used as
weapons. Stand next to them near the ring post and press ([]) to pick
them up. The (0) attack with the steel steps is the ultimate weapon
attack. It damages the entire body so it can quickly decimate the
opponent. The only problem - the steel steps are heavy and slow, so
they're easily countered.

Weapons have a short lifespan. Then can be used four times before
breaking. Some (0) attacks count as two uses, so they shorten the
weapon's life considerably. Weapons are easily replaced when
destroyed. Steel steps can't be destroyed, but the attacker drops
them after three hits. They can be picked back up immediately, if

General Weapon
Pick Up / Drop Weapon - (0)
Enter / Exit Ring with Weapon - (/\)
Running Attack - (/\) + (X)
Ground Attack - (X)

Chair Attacks
Overhead Attack - (X)
Body Blow - >/< + (X)
Homerun Swing - ^/v + (X)
Homerun Swing - ^/</v/> + (0)
Chair Finisher - (L1)

Ring Bell
Lunge Attack - ^/</v/> + (X)
Head Shot - ^/</v/> + (0)

Head Shot - (X)
Body Blow - >/< + (X)
Leg Shot - ^/v + (X)
Choke - ^/</v/> + (0)

Barbwire 2x4
Head Strike - (X)
Body Blow - >/< + (X)
Homerun Swing - ^/v + (X)
Choke - ^/</v/> + (0)

Steel Steps
High Strike - ^/</v/> + (X)
Double Strike - ^/</v/> + (0)

*****-----=====///// 24. Argue with Ref \\\\\=====-----*****

Superstars can argue with a ref after a 2 count. Tap (L1) once after
rising from the mat. Complaining to the ref is a good way to build
momentum as a Dirty Superstar. Be careful, though. A Superstar is
open to attack while complaining.

*****-----=====///// 25. Leg Grab from Outside \\\\\=====-----*****

When opponents are in the ring and the player is outside, the player
can grab those opponents. Heavyweights pull the feet out from under
Divas and cruiserweights. Cruiserweights and Divas poke heavyweights
in the eye. Heavyweights tend to choke each other with the rope. If
opponents' backs are to the ropes during this grab, they spin around
and threaden the player. This allows the player to grab the
opponent's leg a second time, quickly climb the turnbuckle from the
outside, or dive into the ring and attack the opponent's back. It's
also a great way to set up a finisher that requires attacking a
stunned opponent from behind.

*****-----=====///// 26. Submission Meters \\\\\=====-----*****

There are three different Submission hold meters that are used during
matches. These are known as Sub A, Sub B, and the third is used for
basic Sleeper Holds.

The Sub A meter is a tug-of-war style meter. The left side is
"submit" and the right is "escape". Both players tap buttons
furiously until the hold is broken, or until the arrow reaches the
left or right side. The arrow's starting position is determined by
the condition of the body part being attacked. A healthy body part
starts the arrow close to the right (escape) end. A severly damaged
body part results in the arrow starting near the left (submit) end.
On some occasions, a rope icon also appears on the meter, which
allows the victim to break the hold by reaching the ropes. Sub A
meters give the advantage to whichever player can tap the fastest.

The Sub B meter features a moving ball that slides back and forth
from left to right. In the center of the bar is a large blue box.
The victim must stop the ball inside of the blue box to escape the
hold. Some holds also feature two smaller red boxes on either end.
The victim can reverse the hold by stopping the ball within one of
those red boxes, but this is difficult to do. The speed of the ball
and the size of the ble box are determined by the attacker's
Submission skill and the state of the attacked body part. This style
of Submission hold tends to be the most effective when fighting the

The Sleeper meter is different. It's a vertical scale with a ball
that drops from the top to the bottom. A blue box sits near the
meter's base. The victim must stop the ball within the box to break
the hold. The victim gets three opportunities to break the hold and
it gets easier each time. The size of the blue box is determined by
the damage the opponent has suffered to that point. An opponent must
be severely beaten before a Sleeper is effective. On the third
attempt, a second red box appears just below the blue box. Stop the
ball in the red box to reverse the hold. This is to tempt players
into waiting until the third try to break the hold rather than
breaking it immediately.

*****-----=====///// 27. Super Dirty Moves \\\\\=====-----*****

Super Dirty Moves are performed by any Superstar using "Dirty"
tactics. They are performed from a Grapple or from the front when the
opponent is stunned by pressing (L1) + (L2). The player must have a
stored finisher and a full and flashing Momentum Meter at the time.

*****-----=====///// 28. Stolen Finishers \\\\\=====-----*****

There's no better way to humiliate opponents than to hit them with
their trademark finishers. Stealing a finisher is fairly easy, but
requires three things. First, the player must have a stored finisher
and a full and flashing Momentum Meter. Second, the player must know
the requirements for the victim's finisher and meet those conditions.
Third, the player must be using the "Clean" style.

Under normal circumstances, a prompt appears on screen when
Superstar is in the proper position for a finisher, but not when
attempting to steal the opponent's finisher. This information is
included in the guide and summarized accompanying foldout. Press
(L1) + (L2) to steal the finisher once everyone is in the proper
position. The stored finisher and Mementum Meter are consumed so
stealing a finisher is costly. However, it can also be rewarding if
the opponent's move is more powerful than the player's normal
finisher or in a Submission match when the opponent's finisher is a
lethal Submission hold.

*****-----=====///// 29. Interference \\\\\=====-----*****

Superstars that are part of a stable, can call for interference
during a match. Press R3 to summon a random member of a Superstar's
stable to the ring. The summoned member charges down the ramp and
slides into the ring and attempts to deliver a few punches and slams.
After a few moments, the stable member exits the ring never to
return. Interference can only be called once per match and only if
the interference option has been turned on in the rules.

Note: INTERFACE THWARTED - The best way to handle interference is a
quick exit. There's no coming back once intruders leave the ring
under their own power. Slip out of the ring immediately and lure out
the interloper.

*****-----=====///// 30. Double KO \\\\\=====-----*****

It's rare, but there are times when both Superstars are so tired and
beat up that they both collapse onto the mat. In such situations the
ref begins a 10 count. The match is over if neither player stands up
before the ref reaches 10. During this time a double meter appears.
Stop the arrow in the green stamina box near the top of the meter.
Each successful stop increases the player's stamina significantly.
Recover full stamina to stand up and continue the battle.

Trying to force this situation? It's actually easy to do, but rare
without being forced. The victim should be falling over from a lack
of stamina while the player is in the red or orange (low enough that
using a finisher completely drains the Superstar of stamina). Use a
finisher, during this moment and the opponent is knocked down as
usual but the player also collapses.

*****-----=====///// 31. Stamina \\\\\=====-----*****

Stamina plays a large role in every match. As Superstars run and
perform moves, they drain their own stamina (the green bar below the
Superstar's name). When stamina runs low, the Superstar is slower and
has a tough time evading the opponent. A Superstar collapses
momentarily when stamina runs out completely. This leaves the player
wide open to attack and unable to move for a few seconds.

Keep your Superstar's stamina high thoughout each match by resting
periodically. Hold (Select) to rapidly regain stamina at the cost of
momentum, or stay inactive for a few moments to slowly regain stamina
with no cost. It may even be necessary to slip out of the ring for a
moment just to get some separation from the opponent and a chace to

*****-----=====///// 32. Damage Meter \\\\\=====-----*****

There's a damage meter next to each Superstar's name, which displays
the damage caused to the Superstar's head, body, arms, and legs. All
body parts begin the match as white (undamaged). The sections slowly
turn from white, to yellow (light damage), to orange (heavy damage),
to red (severe damage) as the Superstar is attacked. Most Superstars
can't be pinned until at least one section of their body has taken
severe damage. Submission holds are also more effective when used on
red sections of the body.

Another side effect of a severely damaged body part is that the
Superstar often stops to grasp the injured area. This can delay
attacks and gives the opponent time to recover. Red sections can be
healed slightly by holding (Select), but no area can be repaired
beyond the orange status. Also, one hit to the injured section
immediately returns it to the red status. Always repair injured
areas at the first opportunity to prevent an easy pin or submission.

Note: Having any red on the damage meter will result in an easy
elimination during a Royal Rumble match.

*****-----=====///// 33. Extra Damage \\\\\=====-----*****

Grapple moves from the front or rear are more effective when the
opponent is in a stunned or groggy state. Thus, low damage moves that
temporarily disorient the target without knocking it over
(i.e. Eye Rake, Eye Poke, Elbow to Back of Head) can increase the
damage more powerful moves cause.

*****-----=====///// 34. Pre-Match Mini Games \\\\\=====-----*****

Superstars have the opportunity to engage in one of three different
mini-games before most one-on-one matches: Stare Down, Test of
Strength, or Lock Up. Those that don't wish to participate can
choose not to and can shut off the mini-games in the options.

Stare Down is a reflex test. The two Superstars stroll to the center
of the ring and taunt each other for a random amount of time. At some
point an (X) icon appears in the center of the screen. The first
player to press (X) after the icon appears, wins the mini-game and
decks the opponent. Don't jump the gun. Pressing too soon
automatically gives the opponent the victory.

Test of Strength is much like the Stare Down mini-game except that
it's the best two out of three. A random button icon appears on the
screen. The first person to hit the proper button wins that press.
Whoever wins twice gets the victory and knocks down the opponent.
Don't attempt to anticipate the icon and press too early, or the
opponent automatically wins that press.

Lock Up is all about timing. A bouncing bar appears under each
Superstar's name. The player must stop the bar as close to the
center of the screen as possible. The player that stops the bar
the closest to the center wins and knocks over the opponent.

*****-----=====///// 35. PSP Connectivity \\\\\=====-----*****

You can copy a Created Superstar and Season Mode progress from the
PSP to the PS2 and vice versa. However, you will not be able to copy
over a Season when using a Created Superstar as your character.

You can "sync" up your unlockables on both platforms. So, if you
unlock someone on the PSP, you can unlock it on the PS2. PSP also has
an exclusive unlockable: Legend Jake "The Snake" Roberts. If you
unlock him on the PSP, you can bring him over to the PS2.

*****-----=====///// 36. Match Tactics \\\\\=====-----*****

A Superstar's tactics in the ring are extremely important. They help
to either excite the crowd, or make them furious. Clean Superstars
attempt to excite and win over the crowd. Dirty Superstars use every
dirty trick and infuriate the crowd as they attempt to steal a
victory. Both styles allow a Superstar to build momentum throughout a
match. Superstars can then use their trademark finisher when momentum
is in his/her favor. Every Superstar has a default style, but can be
played in either fashion. The following are the actions that affect
momentum for both sides. Learn them well and use them often.

Positive Boost - Perform signature Grapple moves.
Positive Boost - Perform any diving attacks (Including Cage and Hell
in a Cell)
Positive Boost - Perform dives from inside the ring to the outside
Positive Boost - Counter a weapon attack
Positive Boost - Taunt the opponent
Positive Boost - Break out of a submission move with a Rope Break
Positive Boost - Kick out of a pin after a 2 count
Positive Boost - Perform moves on and destroy the announcers' table
Positive Boost - Perform a submission counter while in Sub B
Positive Boost - Refuse to tap out even when affected limb is in red

Negative Boost - Perform dirty moves
Negative Boost - Weapon attacks
Negative Boost - Remove turnbuckle covers
Negative Boost - Perform an Irish Whip to an exposed turnbuckle
Negative Boost - Perform any grapple moves on the exposed turnbuckle
Negative Boost - Break your superstars pin after a 2 count
Negative Boost - Ignore a referee's rope break and hold a submission
Negative Boost - Complain to the referee about a 2 count
Negative Boost - Attack the referee
Negative Boost - Attack your opponent's partner / manager

Positive Boost - Perform Dirty moves
Positive Boost - Weapon attacks
Positive Boost - Remove turnbuckle covers
Positive Boost - Perform an Irish Whip to an exposed turnbuckle
Positive Boost - Perform a grapple move onto an exposed turnbuckle
Positive Boost - Break your Superstars pin after a 2 count
Positive Boost - Taunt from outside of the ring when an opponent is
inside the ring.
Positive Boost - Attack opponent while he or she is taunting
Positive Boost - Ignore referee's rope break and hold a submission
Positive Boost - Complain to the referee about a 2 count
Positive Boost - Attack the referee
Positive Boost - Attack your opponent's partner / manager
Positive Boost - Throw an opponent off the top of the Hell in a Cell
Positive Boost - Attack illegal opponent at his Tag Team's corner
Positive Boost - Call for interference
Positive Boost - Perform moves on and destroy the announcers' table

Negative Boost - Perform any diving attacks
Negative Boost - Perform rope-type and plancha-type moves

*****-----=====///// The End \\\\\=====-----*****

If you can think of something important to edit or add onto this
guide, contact me through an E-Mail or through AOL's Instant
Messenger with the following...

AIM: blindparagon

*****-----=====///// VERSION UPDATES \\\\\=====-----*****

Version 1.1

2. Grapple Moves: Press ([]) after a grapple to let go of the

3. Grapple Attacks: After a grapple attack, the Superstar is able
to grab the hair of the opponent and move them around the arena.
This enables the user to perform Special Grapples when near certain
items. For example, in a Bar Brawl match, grabbing the opponent's
hair followed by pressing circle when your back is facing a certain
item will allow interaction with that item.

4. Grapple from Behind: A quick way to perform a back grapple would
be to press (R1) while in a front grapple.

5. On the Mat: Note: Hold (L1) + (0) to drag the opponent around

9. Dash Attacks: Note: Try pressing ([]) or (L3) during a dash. Each
are different

18. Playing Possum: The Superstar can also Play Possum after they
have been knocked down. Hold (0) to stay on the ground.

Version 1.2

6. Corner Moves: EASY DIVE ATTACK - Note 2: When the opponent is
laying against the turnbuckle, run towards the opponent and tap
([]) when near them to place your opponent on the mat while climbing
to the top rope for a dive attack.

11. Special Moves: Stored finishers also allow the player to steal
the opponent's finisher, to easily prevent being eliminated during
a Royal Rumble (when used while on the apron) or to perform a Super
Dirty Move, or a Possum Pin.

16. Taunts: Note: Doing the same taunt over and over again will
result in lesser and lesser momentum for your Superstar until it
starts to actually cause the Superstar to lose momentum.

32. Damage Meter: Note: Having any red on the damage meter will
result in an easy elimination during a Royal Rumble match.

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