The World Wrestling Federation and the WWF are registered trademarks of Titan Sports. Version 3.1 FAQ. Last modified on August 16th, 1995. *************************************** *** T A B L E O F C O N T E N T S *** *************************************** "I can't believe what I just saw!" DISCLAIMER ....... "Is that legal?" WHAT'S NEW ....... "What a ripoff!" INTRODUCTION ..... "Anything can happen here in the World Wrestling Federation" CHARACTER PROFILES "It's a total debacle!" CONTROLS ......... "Somebody call security!" BASIC MOVES ...... "I think he's cheering for me, McMahon!" CONCEPTS ......... "He can't get up from that!" FEATURES ......... "I can't believe he pulled that off!" BUGS ............. "What a moron!" RUMOR MILL ....... "I'd hate to be on the receiving end of that one!" SECRETS .......... "Did you see that?" THROWS ........... "He got exactly what he deserves!" REVERSING THROWS . "Wait a minute!" "Quick reversal!" COMBOS ........... "Incredible combination move!" STRATEGIES ....... "Un-be-liev-able!" CHARACTERS ....... "He can't get away with that!" DESIGNERS ........ "Put 'er there, pal!" CONCLUSION ....... "Aw, that was cheap!" CREDITS .......... "This is a complete disaster!" *************************** *** D I S C L A I M E R *** *************************** "Is that legal?" This document is copyrighted and can be distributed free of charge. This document is not to be sold for profit nor to be printed for sale without the expressed, written consent from the author. If distributed, please indicate credit where credit is due. Any infringements upon this agreement will result in libel and legal actions may be sought. Electronic Gaming Monthly (EGM), are you listening? ************************** *** W H A T ' S N E W *** ************************** "What a ripoff!" This game was released nationwide on July 28, 1995 (dedicated) and is now beginning to slowly appear across the country. Lots of new things have been found including the following: * Fatalities!! The Undertaker has a fatality! * More info on charging up your combo meter! * Bigger, better combos! * Strategies on how to win at WWF! * Correction on who really is Doink ******************************* *** I N T R O D U C T I O N *** ******************************* "Anything can happen here in the World Wrestling Federation!" There are (only) 8 characters to choose from. They are as follows: 1) Doink The Clown 2) Razor Ramon 3) The Undertaker 4) Yokozuna 5) Shawn Michaels 6) Bam Bam Bigelow 7) Bret "The Hit-Man" Hart 8) Lex Luger Yes, I am also aware that other wrestlers should have made this game. Big Daddy Cool Diesel, The 1-2-3 Kid, Jeff Jarrett, and Sid are a few that come to mind. Any of these over Doink, no doubt. But, hey, I don't call the shots, and when the game was in development, I was informed that these were the top wrestlers at the time or so the programmers thought. The character selection screen is as follows: /---------------------------------\ | | | | Doink | Razor Ramon | | | | |---------------------------------| | | | | The Undertaker | Yokozuna | | | | |---------------------------------| | | | | Shawn Michaels | BamBam Bigelow | | | | |---------------------------------| | | | | Bret Hart | Lex Luger | | | | \---------------------------------/ Also as with the Mortal Kombat series, random select is Up+Start. It says at the top, "CALLA RANDPER" short for call a random person, I suppose. It would seem to make better sense if it said "RANDOM SELECT" or something more understandable. You can also do a manual palette swap. To change color for your character, hold the joystick to the left or right (depending on which character you choose) and hit one of the buttons other than block. If you choose Doink, The Undertaker, Shawn Michaels, or Bret Hart, you hold the stick to the left and hit a button. And with Razor Ramon, Yokozuna, BamBam Bigelow, and Lex Luger, you would hold the stick to the right. I don't have a handy list of all the colors for all the fighters yet, so go play with this one. Not worth my time to record all the colors. ****************************************** *** C H A R A C T E R P R O F I L E S *** ****************************************** "It's a total debacle!" Doink The Clown Real Name: Matt Osborne (original Doink), NOT Ray Lichicelli (current Doink) Height: ??? Origin: ?? Weight: 235 Alias: ?? Razor Ramon Real Name: Scott Hall Height: 6'7" Origin: Miami, FL Weight: 270 Alias: The Bad Guy The Undertaker Real Name: Mark Callaway Height: 6'11" Origin: Death Valley, CA (naturally) Weight: 328 Alias: ?? Yokozuna Real Name: Rodney Anoia Height: 6'1" Origin: The Polynesian Islands Weight: 600+ Alias: that really big guy :P Shawn Michaels Real Name: Michael Hickenbottom Height: 6'2" Origin: San Antonio, TX Weight: 230 Alias: The Heartbreak Kid Bam Bam Bigelow Real Name: Scott Bigelow Height: ?? Origin: Asbury Park, NJ Weight: 400 Alias: ?? Bret Hart Real Name: Bret Hart Height: ?? Origin: Calgary, Alberta (Canada) Weight: 240 Alias: The Hitman Lex Luger Real Name: Larry Pfohl Height: ?? Origin: Atlanta, GA Weight: 265 Alias: Made in the USA *********************** *** C O N T R O L S *** *********************** "Somebody call security!" .----. .----. | P | | PP | \ ^ / `----' `----' \ | / .----. <- joy stick -> | BL | / | \ `----' / V \ .----. .----. | K | | PK | `----' `----' P = punch PP = power punch BL = defense (block) K = kick PK = power kick Also, for your convenience, F = Forward D = Down U = Up B = Back **************************** *** B A S I C M O V E S *** **************************** "I think he's cheering for me, McMahon!" Every character has shared basic moves. Here are the basic crucial moves needed to survive in Wrestlemania. punch: Your basic, normal, punch. If you hit punch repeatedly while you are right next to someone, you will sometimes do a mini combo, which ends with you throwing your opponent. power punch: A more powerful punch. With most of the characters, various extensions to the arm will appear. I will note this in the individual character description. kick: Your basic, normal, kick. You may can do a few mini-combos with this. power kick: A more powerful kick. With most characters, you can also have various extensions similarly to the power punches. run: P+K After executing the run, you hold down the buttons and you can choose which direction to run in (left or right). Much more intuitive than a badly placed run button in another Midway game. Also, any moves done after bouncing off the ropes are considered High Risk, and do double damage. power throw: PP+PK (some characters) Only Bam Bam Bigelow, Lex Luger, and Yokozuna have this throw. This throw can be blocked, but once hit by it, you cannot reverse this. hair grab: PP (near opponents head while on the ground) After doing certain knock down moves, you can pick up your opponent from the canvas and possibly inflict even more damage. grab: FF+PP This is the normal grab. After doing a grab, you have the option of doing a High Risk Move, mini combo, or true combo. This move cannot be blocked, although if done while you are still trying to stand, you will merely get shoved. *After grab is done* High Risk Move #1: FF+PP High Risk Move #2: DD+PK These are reversible moves which inflict 2x damage when performed on your opponent. Other High Risks are available for individual characters, but each one has these motions which result in various moves. hip toss: BB+P This is very key and to get good at this game will require that you use this effectively. This move no longer can be blocked, and once executed, cannot be reversed. All characters have this move. rope toss: BB+PP This move throws them towards the ropes where the opposing character is vulnerable to an open attack until he recovers. This move has its uses here and there for it leaves your opponent running helplessly. More effective if you are in the center of the ring. shove: BL+P This moves shoves a guy away from you. This is quite good for getting people away from you to give yourself a little more space. I'm not sure if it does damage or not to an opponent. I will try to pay more attention next time. turnbuckle leap: Climb up on the turnbuckle. Go ahead, it's fun. While this move cannot be blocked, you can get hit while on the turnbuckle *and* as you come down. A good counter is a power grab. Also, running away from someone leaping from the turnbuckle is a relatively "safe" move. You can also jump on people out of the ring with this, except Yokozuna. You cannot block while on the turnbuckle, and if you are hit, you sometimes gets knocked out of the ring. drop kick: run+PK This move lets you run, then execute a flying attack. This move is quite useful and has a good surprising factor. body dive: run+PP Very useful just like the drop kick. reverse throw: (FF+PP, DD+PK, etc.) Very necessary for surviving in this game. Also, vital for defensive play. You perform a reversal with the same motion as you would execute a High Risk Move after you grab your opponent. We don't suggest spazzing anymore (simply going crazy with buttons and joystick.) The reversals are definitely just a battle to see who pulls off the High Risk joystick movements first. Very intuitive. power up: spin joystick 720 away from opponent Everyone now can power up by spinning the joystick. You can only do it once per match, however. Helps to hold down block. If you do this motion away from you opponent, you will do a taunt. If you do it while being attacked or grabbed, you will simply flash (which is better). After doing this move, if you can attack your opponent within the next 5 seconds, it will do 4x damage with the notable exception of a combo. (doing a combo + 4x damage would be quite unfair). *********************** *** C O N C E P T S *** *********************** "He can't get up from that!" -- Second Wind -- * You must be on the brink of elimination. This means that you must have lost 1 round already if the match is scheduled for 3 falls. If you're up 1 fall to 0 and your opponent pins you, you can't get up. *note*: If the match is for 1 fall (Wrestlemania Challenge), there is no second wind. Why? I don't know. * Your combo meter must be lit. I don't like this requirement too much because after doing a combo, you can hurt yourself because of this. * You must be in the ring. Throwing someone out the ring to kill them is a good thing to do! -- Ring Out -- If you stay out of the ring for too long, you will start losing health. So don't. You only lose health if your opponent remains inside. If you do a basic throw on someone with your back to the ropes, you will heave them right over the ropes! Those funny symbols after a round: After each round in which you do something impressive, you will awarded a skill bonus by the computer. Various bonuses include Perfects, Quick Victories, No Blocking, 2 Round Sweep, etc. These also possibly make the computer harder when you do it to them! *********************** *** F E A T U R E S *** *********************** "I can't believe he pulled that off!" Head-to-Head mode: It's just that. Your basic head to head fighting game setup. The match is scheduled for the best 2 out of 3 "falls" or rounds. Co-op mode: Co-op mode is much better now and can be challenging (depending on your skill level). If you and your partner survive, you get to stay on the machine and fight each other. (good). If you both die, then both of your games are over. (bad). Playing co-op is a risk worthy of taking, however. You must fight all 8 players (dubbed the Wrestlemania Challenge). It can be quite fun. A good tip to fighting co-op mode is to watch your combo meter. Use it often for it builds up very quickly. If one person starts a combo, your partner should start his. Both of you can use the combo meter if you do it simultaneously, so this is key. Another trick is that you can interrupt your playing partner's combo. You can hit the person being comboed (or even hit your partner) and the combo will stop, but the combo meter will still be intact. Playing against the CPU: When you begin playing against the computer, you get the option of striving for the International belt or the Heavyweight belt. I personally think the Heavyweight belt is more fun and much more challenging, but... In both races for the belt, the matches go inversely in factors of two: [] [] [] [] [] [] [] One on One 2 on 1 3 on 1 International Two on One 3 on 1 Royal Rumble Heavyweight The Royal Rumble is actually a modified rule version. There is no more than four people in the ring at once, and being tossed over the top rope does not disqualify you. But, yes, you must fight all 8 opponents. Are you tough enough for the challenge??? *************** *** B U G S *** *************** "What a moron!" I've found a slew of bugs and wrote some down to let Midway know about it. Many have been fixed and some may remain. Some bugs are simple little glitches (e.g., BamBam jumping off the turnbuckle just as the opponent is getting up and your opponent will be "on fire" until hit). I will not list all the small glitches for there are many of them. I will only list those which affect gameplay. * Sometimes the CPU will pin me and the game freezes. This has happened to me 3 times. All 3 times, both me and the CPU had the combo meter flashing. There may or may not be a significance to that. * Also, getting up from a pin can be quite useless. One can sit on the turnbuckle and the moment you flinch, you will not get up and die. Also, you cannot recover from a repeated attack done repeatedly. An example is with Doink's quad happy hammer. I can do this to you all day until the timer runs out and you cannot recover from your pin as long as I do this all day. I sure hope they fix this one! * Once playing against 2 CPU opponents, I killed the first one and then killed the second one, but instead went to pin the first one. He was able to recover (get his second wind). * One bug that happened was that my partner started his combo. Somehow I reversed it as it began and his combo meter was completely gone! That's right, a 0 hit combo (but it will not say this). I reversed it right as it started up. Weird. * Undertaker's shadow neck slam reversal causes a bug. First of all, he can't turn it into a quad shadow neck slam and second, after he does it, he still has shadows following him after he does the move. * Yet another bug is doing a combo and still retaining your combo meter! More on this once it is investigated a little deeper. ************************** *** R U M O R M I L L *** ************************** "I'd hate to be on the receiving end of that one!" * Someone claims to have done a 33-hit combo with Razor Ramon. * Someone claims to have done a 29-hit combo with The Undertaker. The rumor mill is always alive with neat stuff. Rumor has it that Mark Turmell may be a secret wrestler in this game, but highly unlikely for it would look weird with Mark's head pasted on another wrestler's body. Rumor has it that there will be more codes added later once the final edition hits the nation. Now that the game has hit nationwide, hopefully more time has been added to enter the codes. Rumor also has it that there may in fact, be an "ultra" combo which would take off a lot of life. Hopefully, this isn't implemented for this would throw the game balance out the window. Rumor has it that in addition to secret codes, some codes may also be powerup codes including an infinite combo meter, combo meter powerup, and other goodies similar to NBA Jam. Keep on the lookout for new codes and possible secret wrestlers. A big head code sure would look hilarious! ********************* *** S E C R E T S *** ********************* "Did you see that?" -- Fatalities -- * New CONFIRMED Rumor!! * Rumor had it that there may have been fatalities and it has been confirmed although the method to do them is still unknown as of this writing. The only one discovered so far is with the Undertaker. A coffin will slowly come up from the middle of the ring and his opponent will fall into the coffin while the coffin closes on him. The coffin will go back down into the ring with a tombstone appearing in its place. * Update on FATALITIES!! * YES, the fatality for The Undertaker's has been confirmed and the motion to do it is to stand close to your opponent and hit D, D, D, D, + P. As far as what conditions are needed to be able to do the fatality as of this time are unknown. -- Codes -- * tap punch 4 times during the vs screen and hold it down This turns Moves Names On. The names of the moves are listed at the bottom. * tap PK, K, PK, K, during the vs screen This turns Drones Meter On. I still didn't see a recovery meter of anything for the drones. I will look into this one some more when I get the chance. This code seems to do absolutely nothing. * ??? Disable blocking. It only worked for a 2-player mode, but it is still unclear how to enter this code. ******************* *** T H R O W S *** ******************* "He got exactly what he deserves!" This is wrestling. You are SUPPOSED TO THROW! If someone whines about this, tell them to play Killer Instinct or something. This game is definitely not for the no-throw community. There are 4 types of throws. grab) FF+PP This is the normal grab that everyone has. Tap forward twice and hitting power punch will attempt to grab the opponent. Get the know your throwing ranges!! This is important!! Grab from max range! It's the secret to how I get a lot of throws off. hehehe power throw) PP+KK Some big characters have power throws. These throws are unique for they hold them up in the air, then slam them down. What makes these throws really good, is that they are NOT reversible. You can't counter a power throw, so a character who has a power throw is good. Yoko, Lex, and BamBam are the characters who have power throws. hip toss) BB+P Whipback throw, also known as a snap mirror (whatever that means). Many times when you're repeating punching the face of some guy (using power punches), as they are reeling back you can execute a throw in the middle of these punches and it will grab them and throw them out of the ring. It's an over the shoulder kind of throw. I don't have the exact motions on this one, but Razor can do this one pretty good. Also, this throw is quick and not reversible. rope toss) BB+PP This slings your opponent against the rope, leaving him helplessly running for a brief period of time. You can follow this up with an attack of your own. You can get original on this one. After grabbing your opponent, you have many options. Every character has 2 universal High Risk Moves and mini combos. Mini combos can be reversed early once they start. After that, then it's a real combo. Mini combos are good because they are easier to start up, plus can potentially do more damage than a standard throw. So in essence, mini combos are like real combos but they can be broken (combo breaker). Also, you have the option to throw if you like. The best of both worlds rolled into one game. Also, bouncing off the ropes and attacking your opponent is considered a High Risk Move! Use this to your advantage. If you want to drop kick someone, try to bounce off the ropes first, if you can. ************************************** *** R E V E R S I N G T H R O W S *** ************************************** "Wait a minute!" "Quick reversal!" There are two main ways for reversing (breaking) throws. One is a "clean" way and simply do your piledriver motion for your specific character. Yet another way (which I see a lot of newbies doing) is the "spaz method". Just spaz on the joystick and buttons as if you're breaking out of a dizzy. But to save wear and tear on the machines and improve strategy and game play, spazing seems to just make you look like a retard and can be quite unreliable. ******************* *** C O M B O S *** ******************* "Incredible combination move!" Do a lot of special moves (and throws) and your combo meter goes up. Certain characters have specific buttons which charge up their respective combo meters. For example: Lex Luger can only charge up with PP. Yokozuna can charge up with any button. Undertaker can only charge up with PK, and K I think. Once more is known, this will be completed. Combos are done by first grabbing your opponent (FF+PP), and then performing a "combo initiator" move. Then after doing this, precise timing between pre-programmed button sequences will execute the combo. The timing on combos can be tricky at first. To execute the combos requires only a few button presses, but I strongly urge that you use multiple button presses, so that you will make sure you get the combo you want. It can't hurt. I will provide an example of timing. ------------------------------------------------------------------------------ Bret Hart's 16-hit combo: 1) do a grab (FF+PP) 2) now do the PK initiator (FF+PK) 3) tap PK and bret hart will start by kicking 5 times. 4) around the 5th kick, tap PP 5) bret hart with throw 5 punches. start tapping P 6) bret will do a body slam. as soon the bret finishes the first body slam, tap K 7) bret hart will do 2 more body slams. tap PK after the 3rd body slam 8) bret hart now will do 3 back breakers. 16-hit combo. Right now, the combo notation looks like this: (grab), FF+PK PP P K PK But will probably look like this later on once combos get more complex: (grab), (5), PP(5), P(1), K(2), PK(3) = 16 hits ------------------------------------------------------------------------------ Where the combo initiator is in brackets and the number of hits follows each button press. I'm unsure as of this writing the exact number of hits that each button press does in each combo, so be patient. Mini-combos: Mini combos are small combos which do not affect your combo meter. These combos can be started from a grab or from a close attack (preferably when a player is just getting up). To do these attacks, you must hold the stick in a direction and hit punch or do special joystick motions. Only the mini combos starting from a grab can be reversed, I believe because the way the throw reversal works. If you start a mini combo from a close range attack, then it can't be reversed. More to be researched later... Examples of mini combos include: ------------------------------------------------------------------------------ do a grab with bret hart. hold the stick forward and tap P repeatedly. voila. 5 hit punch combo. do a grab with razor ramon. do a QCT+P. razor will do a mutiple razor move. Beware!!! Once these mini-combos have started, they can be reversed. Get close to an opponent and hold forward and tap PP. This will also start up a mini combo with some characters that is uncounterable. Some of these uncounterables end with a throw. As an added bonus, you can "buffer" certain mini combos with throws. Try this out with Bret Hart as an example: do a grab with bret hart. hold the stick forward and tap P repeatedly. Now immediately do a HCT+P, {P}. you will do a few punches interrupted by a quadruple slam. Very key and good for wiping out beginners who can't reverse. A little risky, but possibly is worth doing. If you get thrown, at least you did some damage with those previous punches. If you throw him, you do your throw damage plus the previous punches. Use your judgment. ------------------------------------------------------------------------------ *************************** *** S T R A T E G I E S *** *************************** "Un-be-liev-able!" Each wrestler is different. Razor Ramon does insane damage with his throws, so if you're the throwing type, then Razor Ramon is your man. If you like sheer brute force, try Yokozuna. For finesse, try Shawn Michaels or Doink. Pick a wrestler that suits your needs. A good general strategy that I use is to try to always stay on the left side of the screen. (facing right). For me (this is me and it may not apply to everyone else), I find it much easier and faster to tap twice towards the right than towards the left. So when I'm facing right, I like to grab and throw. When facing left, I like to use the hiptoss so that we can switch positions. This helps me get more throws off in time and increases my throwing percentage. When fighting 3 or more guys by yourself, STAY IN A CORNER!!! This way you wont have to worry about looking behind you. If you fight in the middle of the ring and grab someone to do a throw, someone from behind will come and hit you. If you stay against the ropes, you don't have to worry about this and this is important if you want to beat the game (esp. on the heavyweight division). Nothing really special happened when i beat it on heavyweight. Just said that i am the new champion or something. A good CPU strategy is to use Doink and continually use the grab, punch, body dive combo. It does little to increase your combo meter, but when there are so many CPU opponents, your objective is to take as much energy off as you can to kill them. Conserve your combo meter until necessary. Do not waste your combo meter on a CPU opponent who has little life left. Use it on the person who has more life so you can kill them faster. When fighting a human or 1 CPU wrestler, this does not apply. The hip-toss is deadly. Some people can hip-toss people out of the air. The best is when someone does a move, you block, and then do a hip-toss before they even land. Hard but possible. When reversing try to quad throw as much as possible. Your objective is to kill and not be killed. Take off as much energy as you can. Be very critical about using your combo early on. You may need that combo meter lit for the all important third round. Without your combo meter, you can't make that spectacular comeback nor can you get second wind. *************************** *** C H A R A C T E R S *** (in alphabetical order) *************************** "He can't get away with that!" This section is starting to fill out quite nicely now. ??? = I don't know it (!) = unconfirmed by me * = quadruple move {} = repeated button taps ch = charge (hold button down) for 3 seconds, then release --------------------- -- Bam Bam Bigelow -- --------------------- special moves: fist rush: chP fire throw: chPP, run, release PP flying snap kick: BB+PK throws: power grab: PP+PK *(pogo)piledriver: (grab), DD+PK, {PP} backbreaker: (power grab), DD+PK minicombos: fist rush, power grab combos: initiators: PP, PK 20-hit combo: FF+PP, P K PK PP 22-hit combo: FF+PK, P PP K PK PP (!) --------------- -- Bret Hart -- --------------- special moves: roll: QCT+PP eye raker: HCT+P or chP sharpshooter: hit PP next to fallen opponent's feet. dashing uppercut: DD+P lunging kick: BB+PK throws: face slam: (grab), HCT+P *quadruple slam: (grab), HCT+P, {P} DDT: run+PP mini combos: (grab), hold F, {P} (grab), hold F, {P}, face slam combos: initiators: P, PK 16-hit combo: FF+PK, PK PP P K PK or (5, PP5, P1, K2, PK3) (see above) 13-hit combo: FF+P, PP, PK P (!) ----------- -- Doink -- ----------- special moves: *the clapper: HCT+P, {P} joybuzzer: chP (or QCT+P after grab) *happy hammer: FF+PK, {K} throws: head slam: (grab), FF+PP *face smash: (grab), DD+PK, {K} mini combos: (grab), P, hold F, P+K (punch + body dive) [good combo!] combos: initiators: PP, PK 20-hit: FF+PP, PK, P, PK, K 19 or 20 hit: FF+PK, PP, K, PK, K 16-hit: FF+PP, PK P K 16-hit: FF+PK, PP K P 14-hit: FF+PK, PP P K --------------- -- Lex Luger -- --------------- special moves: fist smash: chP *fun flail: FF+PK, {K} elbow girder: FF+P throws: power grab: PP+PK suplex: (grab), FF+PP (can throw people out of the ring) throw: (grab), DD+PK mini combos: ??? combos: ??? initiators: P, ?? ??-hit: (kicks, punches, quad back breaker, fun flail) ----------------- -- Razor Ramon -- ----------------- special moves: quick slice: QCT+P dashing slice: chP quad slam: FF+K, {K} (does the quad slam without the need to grab first) throws: razor's edge: (grab), FF+PP *quadruple slam: (grab), DD+K, {K} mini combos: (grab), QCT+P combos: initiators: PP, K 24-hit: FF+PP, P K PK PP (P) comments: --> I did a mini-combo a few times with razor where I slapped them a few times then did a throw that went way up in the air. It might be a grab, plus hct+p, plus ff+k, {k}..... -------------------- -- Shawn Michaels -- -------------------- special moves: flying double snapkick: BB+PK back breaker: DD+PK back breaker: chP some stupid kick: chPK frankensteiner: FF+PK drop kick: FF+K sunset flip: FF+PP *quadruple kick: HCT+K, {K} (up close) throws: run + PK (leg throw) run + PP (body tackle throw) arm breaker: (grab), FF+P mini combos: (grab), hold F, PP combos: initiators: P, K 16 hit: FF+K, PK HCT+P, then I start jamming on all of the buttons (!) (punches, kicks, three hip-toss, three stomps) 15-hit: ??? comments: --> I did a move (a few times actually) where i knocked them down, then walked over to their fallen body and I did 4 stomps on them while they were down. Has anyone figured this one out yet? -------------------- -- The Undertaker -- -------------------- special moves: warp: QCT+P neckbreaker: chP shadow neckbreaker: chP, run, release P dark ghosts: QCT+K (this takes off damage) light ghosts: QCB+K (this stuns them, but doesn't take damage) *tombstone smash: FF+PK, {K} throws: uppercut buster: (grab), DD+PP fire neck slam: (warp), DD+PK *shadow slam: (warp), DD+K, {P} mini combos: combos: initiators: K, PK 21-hit: FF+PK, K P PP PK (kicks, kicks, punches, quad shadow neck slam) fatalities: fatality 1: close to opponent and DDDD+P The Undertaker pushes his opponent into a coffin which appears from under the ring. The coffin goes back down and a tombstone appears in its place. -------------- -- Yokozuna -- -------------- special moves: salt throw: chP (or QCT+P after grab) belly rush: FF+P (character away or farther) head knocker: FF+P (up close) throws: power grab: PP+PK (can throw people out of the ring) leg spin throw: (power grab), DD+PK (another cool throw) ?? FF+PP ?? DD+PK mini combos: combos: initiators: P, PP 13-hit: FF+P, PP PK K (until 3rd throw finishes) P PP (!) *note*: yokozuna cannot jump out of the ring off the turnbuckle ************************* *** D E S I G N E R S *** ************************* "Put 'er there, pal!" If you look in the crowd, you can see the people who made this game possible. Right smack in the middle, is Mark Turmell. Many of you may remember him from NBA JAM (MJT March 22). Mark Turmell is the main guy responsible for this game. The others are: In the crowd from Turmell to the right... Sal Divita (head artist) Sheridan Oursler (hardware tech) Josh Tsui (artist) Eugene Greer (artist) Tony Goskie (artist) Mark Penacho (programmer, but not on this game) In the crowd from Turmell to the left... Jason Skiles (programmer and avid internet user) Jake Simpson (programmer) Mancow Muller (radio dj on Rock 103.5 and devout WWF fan) Sophia (Mancow's significant other) Dewey Gosnell (network tech) Jamie Rivett (programmer) I am not making public the e-mail addresses of these people due to projected mass amounts of mail these guys may receive from listing it here in this faq. Sorry for any inconvience this may cause. *************************** *** C O N C L U S I O N *** *************************** "Aw, that was cheap!" This seems to be a very promising game. Over here, more people play this than mk3!! Seriously! The graphics are much cleaner and overall, this game rocks. I thought I would never say that about a wrestling game. I love this game! As far as game balance goes, this game is very good. It is hard to say who is exactly the "best" wrestler. Everyone has a good chance of being good. It all depends on the player and his/her style. To get this faq, you can get it from ftp at: ftp.netcom.com get pub/vi/vidgames/faqs/wwfwrest.txt brawl.mindlink.net get pub/vidgames/faqs/wwfwrest.txt or from the World Wide Web (WWW) at: http://www.cs.indiana.edu/hyplan/bodom/wwf.faq (most recent updated faq) http://cs.sau.edu/~mkruse/wwf/ ftp://ftp.netcom.com/pub/vi/vidgames/faqs/wwfwrest.txt ftp://brawl.mindlink.net/pub/vidgames/faqs/wwfwrest.txt Also, periodically check the newsgroups (Usenet) for the postings of the latest faq. If you have suggestions, for right now, send them to bodom@kiwi.ucs.indiana.edu. Hopefully enough interest will build up in this game and maybe a mailing list could be set up. ********************* *** C R E D I T S *** ********************* "This is a complete disaster!" Authors, Combo Artists, and Contributors Brian Odom ......................................... bodom@kiwi.ucs.indiana.edu Mark "UNC" Uncapher .......................... muncaphe@iunhaw1.iun.indiana.edu Spencer Olson ............... olsospe@elof.acc.iit.edu or torgo@tristero.io.com Frodis!!!!! ................................................. frodisman@aol.com Zargon (Ching-Hwa Yu) .............................................. cyu@ic.net Bob and Rick White ........................................ ejwg19a@prodigy.com James "Boy Toy" Melki ..................................... jmelki@mcc.mott.edu Damian McKeever ............................................ dame@ix.netcom.com Graeme Stewart ............................................ graeme@interlog.com Friar Tuck's Arcade in Calumet City, IL and Midway for letting us test the game The American Family Entertainment Crew Flint, MI Andy Eddy (vidgames@netcom.com) and Dave Kirsch (a00563@giant.mindlink.net) for the ftp sites. (C) Copyright, 1995