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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter A » All-Star Professional Wrestling 2 - Strategy Guide (Page 01)

All-Star Professional Wrestling 2 - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for All-Star Professional Wrestling 2 - Strategy Guide (Page 01).

                           
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                             /__________________\

 ___________________________________________________________________________
/________________________________Movelist__________________________________/
                              By Jerrold Ng
                             jiyau@yahoo.com
                               Version 2.0

New in Version 2.0

- Corrected some mistakes
- Added a section on Technical Matches
- Added a section on Rush Moves
- Added secret character Kensuke Sasaki (Power Warrior)
- Filled up all the Learning Moves

 ___________________________________________________________________________
/______________________________Introduction________________________________/


All Star Pro-Wrestling II should be given the award of single most 
improved sequel ever. Not that I'm saying that the previous game is 
crap - it's still very much an open topic, since there's a handful
to rate it as their best wrestling game, and others rate it as a
big steaming pile of... you get the idea. For me, I really loved it
(enough to write a movelist for it, and spend ridiculous amounts
of money ordering it's sequel). But I have to admit that the previous 
game has his fair share of problems, especially control wise. However, 
just about everything the was complained on in the game is fixed in 
the sequel by the good folks at Squaresoft, and you end up with a 
top-notch wrestling game. The graphics are just as incredible (many 
onlookers swore this was a real show) and the controls are now easy,
quick and user-friendly. This makes it a definite must have if you 
are a puroruresu fan (that's Japanese Pro Wrestling for the uninformed). 

Of course, it's still not the best wrestling game out there. In this 
age of wrestling games, it's almost criminal not to have an edit mode 
and a season mode of sorts. This is especially true when you realize 
that this game has an insanely huge list of moves, and making a new
wrestler would have been incredible. Squaresoft does make up for the
reduced game life with the learning moves bit, which let's you gain
new and nastier moves as you use your wrestler. There are a few modes
in the game that are fairly questionable - stuff like Rising Mode, 
which is nothing more than a glorified training mode. And since it is 
rather easy (too easy, actually), it becomes more of a chore than 
anything else. At least you get entertained by a rather cute pop chick 
while you're at it. And then there's the trading mode, where you moves 
wrestlers around different groups. Kinda pointless since everyone can
challenge for every belt anyway (except the Jr. titles for heavyweights).
And a belt title itself is also somewhat pointless since there's no real 
season mode of sorts. I guess it's a multiplayer thing, since I play 
this game alone. Some others criticize the game for removing the 
entrances of wrestlers. I'm not all that peeved about it though - I mean, 
who really looks at all those entrances every match they play? It's nice 
the first few times, but after that I switch 'em off and they stay off. 

Anyways, now that my pathetic excuse for a review is done, off to the 
good stuff. Oh wait, just a little disclaimer before I start. First 
of all, I don't know all that much about Japanese Wrestling. The place 
I live in just can't get easy access to these sorta things. So don't 
ask me why Mutoh is bald or why Kojima Satoshi just doubled in size - 
actually, I'm kinda curious myself ^_^. Also, aside from moves that I 
can accurately translate (DDT and TTD comes to mind) I really have no 
idea what are the some of the actual move names are - all the move names
here are either gleamed from previous wrestling games or just sensibly 
made up by myself. If you do spot any mistakes or just curious about some
stuff about the game, feel free to e-mail me - my e-mail is just above.

Okay, now we're through all that, let's begin.

 ___________________________________________________________________________
/_________________________Game_Mode_Explanation____________________________/


Hang on, don't you have the manual? Oh, can't read Japanese? Well, this 
section is for you. I'll explain each of the sections of the game here.

Single Match
============
Your basic one-on-one battle. You can choose from "Special Single
Match" (think exhibition), "Technical Match" (the match requires
you to finish in a certain way - submission, KOs, etc.. - check below 
for more info), "ALLSTAR Tournament" (16 round robin elimination match) 
and "ALLSTAR League" (a league match split into brackets of two 6-man 
groups - you earn points beating a member of your bracket, and finally 
if you are the victor you fight the other bracket's winner). Oh, in this 
mode you can also choose a "side" - think of him as your manager. He 
will sometimes attack your opponent if you throw your opponent out 
of the ring. You can also challenge for various title belts - all 
the belts from NOAH and NJPW are here, as well as some fictional
ones.

Tag Match
=========
Two-on-two match. Fairly basic stuff, right? Comes in "Special 
Tag Match", "ALLSTAR Tag Tournament" (like above, but with 16 teams)
and ALLSTAR Tag League" (Like above, except with tag teams). Oh, and
Tag Team titles from both NOAH and NJPW as well as fictional ones 
are here too.

Battle Royal
============
A four-man elimination match. Comes in Special and Technical flavors
too. And the winner gets 5 million yen. Whoopee!

Rising
======
Here you pick one of the two newbies and put them through awfully
easy wrestling lessons. Finish 'em and you unlock two original 
wrestlers. Nothing more that a glorified training mode, if you ask 
me. At least there's a cute assistant trainer. And in case some of 
you have trouble finishing training mode, here are the lessons :-

1) Give your standing partner three strikes
2) Give your kneeling partner three strikes
3) Give your grounded partner three ground strikes
4) Give your standing partner three strikes of varying power
5) Give your partner three running strikes
6) Give your partner three running counters
7) Give your standing partner three aerial attacks
8) Give your grounded partner three aerial attacks
9) Pin your partner for the three count three times
10) Kick out of a pin three times (tap any attack button)
Sparring 1) Just beat each other around for 5 game minutes
11) Capture your partner and release three times
12) Capture your kneeling partner, raise him up and release three times 
13) Pick up your fallen partner from six different positions
14) Capture your cornered partner and release three times
15) Knockdown your partner three times
16) Do front, back, front kneeling, back kneeling grapples
17) Perform three linking grapples
18) Perform three whip attacks to the ropes
19) Perform three whipping attacks from one turnbuckle to the other
20) Perform three turnbuckle grapples
21) Perform three inside to outside attacks
22) Leave the ring and re-enter three times
23) Throw your partner out of the ring and threw him back in
Sparring 2) Beat your partner silly for 10 minutes
24) Capture his strike (R1 or R2) six times
25) Break your partner's capture three times
26) Break out of your partner's submission three times
27) Reverse a grapple three times
28) Grapple your partner while he's entering the ring
29) Club your partner with a foreign object (get a weapon from the outside)
Sparring 3) A real wrestler shows you the ropes, beat him or survive 10 minutes
30) Tag out and get out to the corner three times ([])
31) Beat your partner and Minoru Tanaka three times each
32) Double team on Minoru Tanaka three times (just stand near your partner)
33) Beat up Tanaka who is being held by your partner three times
34) Taunt at the same time as your partner three times
Sparing 4) A real tag team shows you the ropes, beat them or survive 20 minutes
Final Sparing) A final one-on-one with your partner. No problem!

Once you clear all that, you will be given a choice of which federation your
boy will go to - NOAH or NJPW. Your partner will go to the other federation you 
did not pick. Taa-daa! Two new wrestlers!

Unit Assembly
=============
Here you can create a new wrestling federation of your own. You can name your 
federation, and give it a winning music (all wrestlers in your stable or 
federation will get that as their winning music). You can also create stables 
within your federation as well as edit other federations and their stables.

Wrestler Trade
==============
You can move wrestlers around different federations and different stables, 
including the ones you made in Unit Assembly.

 ___________________________________________________________________________
/_____________________________General_Info_________________________________/


All Star Pro-Wrestling II has a brand new control system than seriously
fixes up many of the previous game's problem. The previous game was 
critically panned for it's lousy controls, and I'm happy to say this one
has perhaps one of the best control setups in any wrestling game. It's 
easy to use, and once you get down to it, any move can be pulled off 
with ease.

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
X             - Light Attacks Button
() (Circle)   - Medium Attacks Button
[] (Triangle) - Strong Attacks Button
R1            - One-handed capture or strike counters
R2            - Two-handed capture or strike counters
L1            - Taunt 1
L2            - Taunt 2

Striking - Easy enough. Just press X, () or /\ when not grappling to
perform light, medium or strong striking attacks respectively. Your
distance and direction to your opponent will vary the type of attacks
used. Stronger strikes do more damage, but is easier to counter.

Grappling - Fairly easy. Just "capture" your opponent (with R1 or R2)
then press the attacks button to perform attacks of the corresponding
power. Again, depending on your position, your opponent's position, 
and whether he's groggy or not will cause different grapples to appear.
Like striking, stronger grapples do more damage, but are easier to 
counter. Also, pressing the direction towards your opponent while 
pressing the attack button will also result in another set of moves 
sometimes. Incidentally, the previous game allows you to drag your 
opponents around, and move to rear locks - this game doesn't, which is
a bit of a bummer especially when you're trying to position your 
opponent just right... 

Knockdown - A new feature of ASPW II is that when you're just a little
away from your opponent, press in his direction and R1 or R2 to knock
your opponent flat on his back. Great for those with powerful ground
attacks like Chono.

Two Captures? - A new feature added to ASPW2 is the ability to capture
your opponents with either one hand or two. There's no real difference
when it comes to what moves you will perform after the capture. So what
is it for? Well, the two different captures have different "looseness"
as I like to call it. R1 capturing is quick, so you can slap on your 
grapples faster, whereas R2 is slower, but is harder to counter out of.
When you pick an opponent up, if you use R1 you will let go of him, and 
if you use R2 you won't. Good if you are moving to a back grapple. Also, 
when you counter strike using R1 or R2, the results of the counter will 
differ. Finally, if both the wrestlers grapple at the same time, 
depending on what captures used, the simultaneous grapple motion is 
different. Check the section below for more explanation.

Simultaneous Grapples - When you and your opponent grapple simultaneously,
you will get into simultaneous grapple position. If both of you used R1,
you will go for a "Test of Strength" type lock where you hold on to each
other's palms and try to push 'em around. Tap the attack buttons real
fast to win the test and perform some nasty attacks. There's a fair bit of 
different attacks you can do here. If both of you used R2, then it goes
into the "Headlock" thing where you basically grapple around and move until 
one side gives - this bit was around in the previous game. If you had read 
my FAQ for the previous game you will know that there is a limited number 
of actions that occur - but in this game there's a fair bit more. Experiment!
If the two of you use different capture buttons, it appears random which one
of the two simultaneous grapple types you two will perform. 

Whipping - Pressing Away and an attack button while you are in a front
grapple results in a whip attack. If your direction is to the ropes, your
opponent will be whipped there, rebound and you will attack. If your 
direction is to a corner, you'll whip him there and perform a running attack
at him.

Running Counters - When an opponent is running at you, press towards him 
and an attack button to perform a running counter. You can knock the guy 
down flat on his back if you use R1 or R2 instead as a counter button.

Ground Techniques - These are done exactly the same way as strikes, except 
the opponent is down on the ground. Like before, the amount of variations
in which moves can be locked on is staggering. While most wrestlers have
similar attacks for the same body part, others don't. Attacks at the head,
left arm, right arm, left thigh, right thigh, left foot, right foot, both
feet, may all differ, and add in the different attack levels (usually just
() and /\ since X always produces a stomp) and you've got a lotta ground 
attacks. Add that's just for the face up position. When your opponent is 
face down there's some more (though not quite a varied). Dang, that's a 
whole lotta things you can do to him when he's on the ground, that's for 
sure. If you are a little away from the prone body, you will perform a 
running attack to the body instead.

Turnbuckle Techniques - These are done when your opponent is in the corner,
of course. Pressing strike buttons at different distances to your opponent
will have you perform different striking attacks. To perform corner grapples
like the Superplex, get near and press towards your opponent and an attack
button.

Aerial Techniques - To perform one of these, press towards a corner when your
opponent is not in that general direction, and press an attack button. The 
attacks will differ depending on whether your opponent is standing or down.
Certain aerial attacks to a grounded person requires him to be in the right
position to perform. You know you've got the right position when you see your
prone opponent roll over if he's face down, and sorta adjusts himself to better
take your move (wow, now even the kids will know that wrestling is worked!).
This is what I called the "splash position" in the previous game, and they 
are notoriously hard to pull off back then - thankfully, in this game you are
given quite a bit more leeway (just look at those guys turn a full 180 degrees
from the ground might be a bit much though). So it's much more easier to be
Frogsplashing with the best of them in this game.

Outside - To get outside, walk to the ropes and press [] and the direction 
towards the rope. To hurl an opponent outside, make sure your back is to 
the rope, then grapple and press in the direction of the rope and any attack
button. Also, new to this game - when your opponent is outside and standing, 
press towards him and an attack button to perform hit to outside attacks. And 
finally, when he's coming in, grapple him to do an outside to inside suplex.
Some wrestlers have other apron attacks that are fairly hard to do since the 
window for the move to be executed is quite small. Thus far I've encountered 
three special apron side attacks - Apron Side Tiger Driver (Misawa), Apron Side 
Exploder (Akiyama) and Missed Apron Side Half Nelson Suplex (Kobashi - this move 
always gets countered, for some reason).

Downed - When you are downed and your opponent pins you, tap any attack button 
rapidly to kick out. The chances of you kicking out depends on how injured you 
are, of course. Also, circle the Left Analog to roll around on the mat. Useful 
if you want to avoid getting a pin - just roll right out of the ring! Oh, this
rolling thing is disabled if you set KO as on (it would defeat the purpose now
wouldn't it?)

Tension - Like the previous game, tension still plays a role. Check the bars
next to your wrestler's portrait. The lowest bar is zero tension - you aren't
all that stressed, to you can kick out of pins and reverse moves easily. The 
highest bar is max tension, and here you are tensed - you are in danger since
it's harder for you to kick out of pins and reverse moves. However, unlike
the previous game, different tensions do not mean having different moves - 
your moveset remains the same at all tensions. 

Reversals - Many of the moves in this game (including strikes) can be reversed.
Usually, press R1/R2 to reverse strike-type moves, and the attack buttons to 
reverse grapple-type moves. To successfully counter a grapple, tap any attack
button rapidly; there's a fair bit of randomness in the chances of countering,
and there's also a certain time window that allows you to reverse the move - 
this window decreases the more injured you get. Big and powerful moves have 
higher window for counters. Also, Crowd Rush (see below) will play a role as 
well. 

Pins - To pin your opponent, just go near his fallen body and hold down the 
left stick in his direction and press []. Just tapping [] will result in you 
turning his body around. When you've gotten him held down, keep down the button 
to keep the pin on. This is also true for moves that end with a pin, but you 
must hold down the button used to make the move instead of [].

Submissions - Just so you know, to keep a hold on a submission move, you must
hold down the button you used to perform the move to keep the lock on the 
submission. So what happens if you reversed your opponent into a submission? 
Do you keep holding the [] or R1 buttons? Well, I don't know - try holding on 
to something ^_^. If you are the one being locked in a submission, just wail 
at the attack buttons and rotate the left analog pad. Yelling and screaming 
profanities might help too.

Linking Moves - Many of the moves in the game can be linked or changed by 
hitting a button at the right time. Check the box at the bottom of the 
screen that displays the name - if at any time you see white bars above 
and below the name, that move can be linked. The white bars also indicate
the time frame for you to link that move. So, press any attack button
while those white bars are still around the box and there you go. Any attack
button will do in all except one case (that's Antonio Inoki's ground 
submissions, where different attack buttons give different submissions).

Groggy - When you get knocked silly for a while, you become groggy, and you
will notice your wrestler's movement rate halve (he'll sorta shuffle along).
You can still perform striking attacks of any sort, but at this condition 
you cannot grapple. The time it takes for you to get out of a groggy state
depends on your tension and whether there's a Crowd Rush (see below) going 
on for you.

Bleeding - If you or your opponent get knocked in the noggin one too many 
times, you might start bleeding. If this happens to your opponent, a nasty 
tactic is to keep focusing on his head with all the attacks that does 
damage to his head. Eventually, he might bleed even more, and the referee 
will call off the match and you will win.

Wanna do a Groggy? - If you have just skipped ahead and went to look at
the movelist, you'd notice that many of the best moves each wrestler 
can perform can only be done when his opponent is groggy. Here's a quick
and nasty way to instantly perform a groggy attack. When you pick a guy 
off the ground or off his knees, he's always considered groggy. So,
knock your opponent off the ground. Then pick him up (use R2 - R1 will 
result in you letting go of him). He's on one knee. Press in the direction 
away from him to get him standing. Now assuming he didn't counter out of 
it, time to hit your best moves! To perform groggy back attacks, pick 
him up with R1, then go to his back while he's kneeling and grapple, then 
proceed as before. This even works when your opponent is on tangled up in 
the corner. Just go over and get hold of him and he's now groggy! So if 
you want to do the Tiger Driver '91 or the Ruby Fusion as the first move 
of the match, you can!

Critical Spots - If you turn on the critical spots menu (first option in
the option menu) you can see your chosen wrestler's weak points (marked
in pink) - attacking those points makes that body part go to red faster.
Here you can also remove or add critical points, and change the starting
tension level for your wrestler as well (0% is no tension, 51% is mid 
tension, 101% is max tension). Just when you think the game isn't deep 
enough...

Weapons - Yeah, just a bit of a hardcore feel with weapons. To pick one
up, go outside and go to the railings area that has a commentator's 
desk near it and press R1 to fish out a weapon. Some rather basic stuff
like chairs and mops are here, as well as more outlandish armaments
(a katana? Isn't that a wee bit too hardcore?).

Learning Moves - A new feature in this game are learning moves, which 
aren't available at the start and must be earned through various means.
It's a rather nice feature, and requires you to use your favorite 
wrestler many times to get his new moves - and trust me, they are worth 
it! There's some seriously devastating attacks hidden here. Methods of
learning these differ from move to move, and will be explained in more
detailed in the Movelist section. IMPORTANT NOTE! For moves learned during
matches, do not quit the match halfway after you gain the move - you must
finish the match (win or lose, doesn't matter) to register the move. Doing
a rematch (top option at the END MENU) works fine though. Also, COM 
controlled wrestlers do not gain moves; the wrestler must be controlled by 
a player to learn moves. Hence, the best way to get moves learned during
matches is by 1P vs. 2P. And for those that require you to perform (or get
hit by) a move x number of times, these numbers cumulative ie. you don't
need to do them all in one match. Again, they don't count if you quit a 
match halfway.  To check what moves you have learned, and how many are left 
unlearned, go to Wrestler Info Page.

Crowd Reactions - Believe it or not, the crowd does contribute to the match.
When you taunt, and get injured, the crowd gets riled up. Upon getting 
sufficiently riled up, the crowd goes into "Crowd Rush", and will start 
chanting your name... you will see your wrestler's portrait flash. If you
get a crowd rush, you can kick out of pins faster, get up faster, and reverse 
moves easier. It also appears that whenever you grapple during a crowd rush, 
your opponent is immediately considered groggy, so you can immediate hit a 
groggy attack. There are also some moves that can only be done during a crowd
rush (see below). You are near invincible at this time, so make use of it! And 
if your opponent gets a crowd rush, be careful! By the way, you can get the 
crowd to support you using the Right Analog stick. It doesn't do anything  to
help get a Crowd Rush though.

Crowd Rush Moves - Many moves, particularly many Learning Moves, can only be 
done during a crowd rush. The best example is the Top Rope Tiger Driver by 
Misawa, which, once learned, can only be done during a crowd rush (Towards + /\ 
on a cornered opponent). I suspect many of the Learning Moves I can't perform
(like the Face Wash Kicks and Green Mists which just about everyone can learn)
are also Crowd Rush Moves, but I've yet to confirm that myself. 

Tag Teaming - A way fun addition to ASPW II are tag team matches. The neat 
bit here is the use of partner controls, a very nice feature. Each of the 
four directions on the direction pad is a command to your non-active partner, 
and using it is very important in a good tag match. First, the direction 
DOWN is the tag team maneuver button. Press that and your partner will enter 
the ring. Then catch hold of your opponent and  your partner will get near 
you. Perform the grapple and it may turn into a tag team maneuver. Different 
grapple positions, different teams and different tension levels will have 
varying tag team maneuvers. RIGHT summons your tag team partner to attack 
your active opponent - great if you are being pinned. LEFT summons your tag 
team partner to attack the non-active opponent (ie. the guy waiting at the 
other corner). You'll want to do this when you are about to pin your 
opponent since his partner, more often that not, will try to break the pin. 
And finally, UP tells your partner to go back to the corner. Oh, in case you 
haven't figured it out, to tag out go near the corner and press []. When you 
become the non-active partner, these directions don't work. Instead, the 
only things you can do here are taunts (L1 and L2), as well as pressing [], 
in which call for your partner to tag you in. Well, you can also go in 
illegally yourself and raise hell too, if you want. And if you do, you can 
perform tag team maneuvers by simple standing near your partner when he 
grapples.

Battle Royal - Basically, a four-man elimination match. It's actually 
fairly easy - just go and concentrate on one guy, eliminate him, then sit 
back and watch the other two beat each other silly for a while. Once one
eliminates the other, go take out the bruised and battered remainder.
Nothing to it! And your wrestler gets 5 million yen, woohoo!

Technical Matches - These matches require you to win by certain means,
not just simply by pinning/submitting/bleeding. Top row first, from left 
to right :-
- Pin - You must defeat your opponent by pinning him for the 1-2-3. No
  submissions, no bleeding stops.
- Submission - You win by submission only, no pins and all.
- KO - You win by KO ie. leave your opponent on the mat for a 10 count.
  Think Last Man Standing Match.
- TKO - You must attack your opponent until he can't fight back ie. hit 
  him consecutively with big moves none-stop.
- Weapons - You win when you strike an opponent with a weapon taken from
  outside of the ring.
- Bottom Row - All five require you to hit an opponent with one of your
  wrestler's specialty moves to instantly win. 
Note that you can set different conditions at which you and your opponent 
will win by. For example, you can set yourself to win by submission, while
he is set to win by KO and so on. This also works in Battle Royal - all 
four can be set to win with different means. And one final note - the 
computer isn't dumb. When you set your opponent's means of winning, he will 
try his darn hardest to win by that. So if you let him win by Weapons the 
first thing he will do is go out and get one! And if you let him win by 
submissions he will lock on submissions non-stop during the match etc. You
get the idea.

Tips - ASPW2 is built upon the format of a true pro-wrestling match,
ie. weaken opponent slowly with strikes, then start hitting fast moves,
and finally finish your opponent off with a devastating maneuver. If you
want to be technical, you can keep working on a certain body part and 
then slap on the right submission to make 'em tap. If you want to be a 
real bruiser, whack 'em till they bleed and get TKO'd. Thus, in this 
game, that's generally the stuff you need to do. The game allows you to
perform just about any move from your wrestler's arsenal right off the 
bat, but don't go for big moves at the start of the match. If you do, 
you'll probably be bitchin' that "how on earth did Mutoh kick out of my 
ultra devastating Tiger Driver with just a one-count?!". If you just 
started the match, of course he will kick out at the one count. And besides, 
trying to hit big moves non-stop will probably get you countered and all 
beat up afterwards, anyway. Go for strikes, then hit light moves for a good 
five minutes or so and then move on to bigger moves and you'll be ensured a 
good pin at around 10-15 minutes through the match. A good indication is 
your opponent's tension. If he is at level 1, use weak moves. At level 2,
use medium moves. And once he's at max tension, and many of his body parts
are at red level, one massive move will finish him off. Moves that target
a red body part here will almost always result in a good pin. And don't 
think you can get an insanely quick four-minute match - unfortunately, there 
are no jobbers in this game. Working on a specific body part throughout the 
match works wonders as well. Of course, some wrestlers do this better than 
anybody else. For instance, Kendo Kashin has an insane amount of moves just 
keep focusing on the left arm. Keep going for them and more often than not, 
you'll make 'em tap out at relative ease. Focusing on the head is also a 
fairly easy thing to do - many of the basic moves in this game does damage to 
the head. And there's an added advantage of making your opponent bleed by the 
head as well; repeated go for the head after the bleeding starts and you will 
win if the referee stops the match. Another useful tool is the crowd. When 
the crowd is chantin' your name, you are near unbeatable so take advantage of 
it! And finally - counter! If you can't get the timing down to counter moves, 
you're not going to get anywhere in this  game. A true master can literally 
counter your arse off, and if you try hardest difficulty level you'll 
exactly what that means. And no, I'm not a true master, so take my advice 
with a grain of salt ^_^!

 ___________________________________________________________________________
/__________________________Wrestler_Movelists______________________________/


And here comes the monster movelist. I've listed all the moves (though 
might be missing a fair bit more) that the wrestler can do according
to his and his opponent's position. Just in case you didn't notice,
it's listed alphabetically and in groups (and that's before you start 
messing with Wrestler Trade Mode). Moves marked with * are that wrestler's
specialty move, finisher or simply unique to that wrestler. All learning 
moves, and how to get them, are listed in the notes section of each 
wrestler's movelist. The first batch came from Kiyoharu aka Plastic Wings 
while the rest from website 
so kudos to them, not me. There are quite a few that I've found that I 
haven't been able to perform, so if you know how they are done, tell me!
I suspect many of them are Rush Moves. And yes, there's no mistake about
it - EVERYONE can learn to do Face Wash Kicks and Green Mists. And finally, 
if you think I messed up, do tell me as well. My email is jiyau@yahoo.com. 

On with the list!

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/________________________New_Japan_Pro_Wrestling___________________________/


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BATTLE LYGER
============
Height: 170cm 
Weight: 95kg 
Class: Junior Heavy 
Proud skill: Palm Strikes

X  - Low Palm Strike *
() - High Palm Strike *
/\ - Low Dropkick
Towards + X  - Toe Kick
Towards + () - Chop
Towards + /\ - High Dropkick
Running X  - Shoulder Charge 
Running () - Running Palm Strike *
Running /\ - Rolling Wheel Kick *
X  on Kneeling Opponent - Slap
() on Kneeling Opponent - Low Punch
/\ on Kneeling Opponent - Chop
Running Counter X  - Slap
Running Counter () - High Palm Strike *
Running Counter /\ - Whirlwind Backbreaker

Grapple X  - Rolling Armlock
Grapple () - Powerbomb
Grapple /\ - Seated Powerbomb Pin
Grapple Towards + X  - Snapmare -> Sleeper Hold
Grapple Towards + () - Powerbomb Pin
Grapple Towards + /\ - Brainbuster DDT *
Grapple Away + X  - Slap
Grapple Away + () - High Palm Strike *
Grapple Away + /\ - Whirlwind Backbreaker
Groggy Grapple X  - Small Package
Groggy Grapple () - Powerbomb
Groggy Grapple /\ - Seated Powerbomb Pin *
Groggy Grapple Towards + X  - Snapmare -> Sleeper Hold
Groggy Grapple Towards + () - Powerbomb Pin
Groggy Grapple Towards + /\ - Brainbuster DDT *

Back Grapple X  - Back Drop
Back Grapple () - Back Lock
Back Grapple /\ - German Suplex
Back Grapple Towards + X  - Back Drop
Back Grapple Towards + () - Back Lock
Back Grapple Towards + /\ - German Suplex
Groggy Back Grapple X  - Back Drop
Groggy Back Grapple () - Back Lock
Groggy Back Grapple /\ - German Suplex Pin
Groggy Back Grapple Towards + X  - Back Drop
Groggy Back Grapple Towards + () - Back Lock
Groggy Back Grapple Towards + /\ - German Suplex Pin

Grapple Kneeling Opponent X  - Mahistrol Cradle
Grapple Kneeling Opponent () - Armbreaker
Grapple Kneeling Opponent /\ - Brainbuster DDT *
Grapple Kneeling Opponent Towards + X  - Mahistrol Cradle
Grapple Kneeling Opponent Towards + () - Armbreaker
Grapple Kneeling Opponent Towards + /\ - Brainbuster DDT *
Back Grapple Kneeling Opponent X  - Sleeper Hold
Back Grapple Kneeling Opponent () - Back Lock
Back Grapple Kneeling Opponent /\ - German Suplex

Ground Opponent, X  - Stomp
Ground Opponent, Near Head () - Sleeper Hold
Ground Opponent, Near Head /\ - Scissor Headlock
Ground Opponent, Near Arms () - Crossover Armbar
Ground Opponent, Near Arms /\ - Armbar
Ground Opponent, Near Legs () - Leg Lock
Ground Opponent, Near Legs /\ - Leg Lock
Ground Opponent, Near Feet () - Boston Crab
Ground Opponent, Near Feet /\ - Figure Four
Ground Opponent, Near Arms Face Down () - Camel Clutch
Ground Opponent, Near Arms Face Down /\ - Fujiwara Armbar
Ground Opponent, Near Feet Face Down /\ - Romero Special -> Mexican Lock *
Ground Opponent, Far X  - Running Stomp
Ground Opponent, Far () or /\ - Senton Splash

Corner Opponent, Near X  - Slap
Corner Opponent, Near () - Chop
Corner Opponent, Near /\ - Low Dropkick
Corner Opponent, Near Towards + X  - Superplex
Corner Opponent, Near Towards + () - Top Rope Brainbuster DDT *
Corner Opponent, Near Towards + /\ - Top Rope German Suplex *
Near Whip to Corner X  - Palm Strike *
Near Whip to Corner () - Chop
Near Whip to Corner /\ - Rolling Wheel Kick *
Far Whip to Corner X  - Palm Strike *
Far Whip to Corner () - Chop
Far Whip to Corner /\ - Rolling Wheel Kick *

Aerial Attack on Standing Opponent X  - Axehandle Smash
Aerial Attack on Standing Opponent () - Front Dropkick
Aerial Attack on Standing Opponent /\ - Elbow Drop
Aerial Attack on Ground Opponent X  - Elbow Drop
Aerial Attack on Ground Opponent () - Frogsplash
Aerial Attack on Ground Opponent /\ - Frogsplash

Opponent Outside, Towards + X + () or /\ - Baseball Slide

Notes :
Battle Lyger is pretty much the same as Jyushin Thunder Lyger, 
except for the conspicuous absence of his Lyger Bomb.

Learning Moves :

1) ?????? - Green Mist
   -> Fight Great Muta 10 times
2) ?????? - Face Wash Kicks
   -> Fight Ohtani (Jr. Version) 10 times
3) Grapple Kneeling Opponent /\ - Dragon Screw
   -> Get nailed by kicks 20 times
4) ?????? - Shooting Star Press *
   -> Use Frog Splash 30 times
5) ?????? - Star Dust Press
   -> Get nailed by Jyushin Thunder Lyger's Star Dust Press 10 times

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DON FRYE
========
Height: 185cm 
Weight: 110kg 
Class: Heavy 
Proud skill: Mounted Punches

X  - Left Jab -> Jab Combo *
() - Left Hook
/\ - Low Kick
Towards + X  - Right Jab
Towards + () - Right Hook
Towards + /\ - Strong Right Hook
Running X  - Low Kick
Running () - Punch
Running /\ - Shoulder Charge
X  on Kneeling Opponent - Low Punch
() on Kneeling Opponent - Side Kick
/\ on Kneeling Opponent - Axehandle Smash
Running Counter X  - Left Hook
Running Counter () - Right Hook
Running Counter /\ - Rear Headlock

Grapple X  - Rake to Eyes
Grapple () - Scoop Slam
Grapple /\ - Back Body Drop *
Grapple Towards + X  - Elbow Strike
Grapple Towards + () - Suplex
Grapple Towards + /\ - Bearhug Front Slam *
Grapple Away + X  - Right Jab
Grapple Away + () - Right Hook
Grapple Away + /\ - Sleeper Hold 
Groggy Grapple X  - Rake to Eyes
Groggy Grapple () - Scoop Slam
Groggy Grapple /\ - Back Body Drop *
Groggy Grapple Towards + X  - Elbow Strike
Groggy Grapple Towards + () - Suplex
Groggy Grapple Towards + /\ - Bearhug Front Slam *

Back Grapple X  - Back Drop
Back Grapple () - High Back Drop
Back Grapple /\ - German Suplex
Back Grapple Towards + X  - Back Drop
Back Grapple Towards + () - High Back Drop
Back Grapple Towards + /\ - German Suplex
Groggy Back Grapple X  - Back Drop
Groggy Back Grapple () - High Back Drop
Groggy Back Grapple /\ - German Suplex
Groggy Back Grapple Towards + X  - Back Drop
Groggy Back Grapple Towards + () - High Back Drop
Groggy Back Grapple Towards + /\ - German Suplex

Grapple Kneeling Opponent X  - Headbutt
Grapple Kneeling Opponent () - Knee Strike
Grapple Kneeling Opponent /\ - Russian Legdrop
Grapple Kneeling Opponent Towards + X  - Headbutt
Grapple Kneeling Opponent Towards + () - Knee Strike
Grapple Kneeling Opponent Towards + /\ - Russian Legdrop
Back Grapple Kneeling Opponent X  - Sleeper Hold
Back Grapple Kneeling Opponent () - High Back Drop
Back Grapple Kneeling Opponent /\ - Triangle Lock

Ground Opponent, X  - Stomp
Ground Opponent, Near Head () - Sleeper Hold
Ground Opponent, Near Head /\ - Sleeper Hold
Ground Opponent, Near Arms () - Mounted Punch (Left)* / Short Arm Scissors (Right)
Ground Opponent, Near Arms /\ - Facelock (Left) / Armbar (Right)
Ground Opponent, Near Legs () - Leg Lock
Ground Opponent, Near Legs /\ - Leg Lock (left) / Half Boston Crab (Right)
Ground Opponent, Near Feet () - Boston Crab
Ground Opponent, Near Feet /\ - Boston Crab
Ground Opponent, Near Arms Face Down () - Camel Clutch (Upper) / Mounted Punches * (Lower)
Ground Opponent, Near Arms Face Down /\ - Crossface
Ground Opponent, Near Feet Face Down /\ - Choke with Scissors
Ground Opponent, Far X  - Stomp
Ground Opponent, Far () or /\ - Running Axehandle

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