************************************************************** * All Japan Pro Wrestling featuring Virtua FAQ/Movelist v2.0 * * by Professer Revolution * * This document is copyright(c)2000-03 by the author * * AJPWfV is copyright(c)1997 by Sega * ************************************************************** WARNING! This document is intended for personal use and may be distributed around the internet, provided it isn't changed in any way and proper credit is given to the author. This document is not to be printed in a magazine or any other for-profit publication. This document is not to be used as incentive to buy a product. ================ Revision History ================ v2.0--Updated look of FAQ to make it similar to my newer ones -Updated E-Mail address v1.0--Converted the HTML pages from my site into this single document -Fixed some move names and such -Added everything else ======== CONTENTS ======== 1.INTRODUCTION 2.CONTROLS 3.BASIC GAMEPLAY 4.CHARACTER LIST 5.NEXT REVISION 6.ABOUT THE AUTHOR ============== 1.INTRODUCTION ============== All Japan Pro Wrestling featuring Virtua is a wrestling title that was released in 1997 for the Saturn by Sega. It's still one of the best 3D wrestling games on the market, and can probably be found for quite a steal nowadays. If you're a fan of wrestling games, then you should definitely check this title out. It, not suprisingly, features wrestlers from AJPW and also Wolf and Jeffry from Virtua Fighter(hence featuring Virtua). AJPWfV isn't quite as "arcadey" as it's sequel on the DC, Giant Gram, but it's still very fun to play nontheless. In fact, sometimes I prefer to play it over Giant Gram every now and then. Definitely give this game a look-see if you're a wrestling game fan, or a new Saturn owner just looking into the most underrated console of all time. ========== 2.CONTROLS ========== D Pad------Move wrestler/use in conjunction with buttons for moves A Button---Strike Button B Button---Grapple Button C Button---Throw Button Triggers---Appeal As you can see, the controls in AJPWfV are very easy to learn. You'll be pulling off the most complicated moves in no time. ================ 3.BASIC GAMEPLAY ================ The basic gameplay in AJPWfV is much like any other wrestling title, you're trying to wear your opponent down using various moves and tactics until you can pin them, and avoid being pinned by them. Your moves are divided into 3 basic categories: Strike Moves: Punches, chops, slaps, etc. Grapple Moves: Moves performed from a Grapple(Power Bombs,etc) Throw Moves: Body Slams, suplexes, etc Using the appropriate buttons and presses of the D pad you can pull off a wide variety of moves, though the control scheme is pretty similar for all the wrestlers their moves are pretty personalized. ------------- DAMAGE LEVELS ------------- You start out at a Damage Level(DM) of 00, and it builds up as you perform moves on your opponent and Reverse your opponent's attempts. You gain access to the more damaging moves in your wrestler's arsenal when you reach a DM Level of 50 and even more when you reach a DM level of 80. --------- REVERSALS --------- One of the best innovations that this game brought to the table is the fact that ANY move attempt can be Reversed if you time it right, and unlike other games where you're left to figure out when each move can be reversed, in AJPWfV there's a clear REVERSAL signal that flashes when you are able to Reverse. You can even reverse, reversals at times. This, the DM, and the Bone Breaking make this a very innovative and fun wrestling game. BONE BREAKING In most wrestling games you get little or no reward for working on a particular part of your opponent's body, not so in this game. There are 6 major areas that collect damage as a match progresses. The neck, right and left arms, the back, and right and left legs. The damage to a bone is measured in percentage, when a particular bone reaches 100% damage it's broken. If you break two bones in an opponent's body, or viceversa, the referee will stop the match. ------------ CROWD APPEAL ------------ How much the crowd supports you is very important in this game. When the crowd likes you, you're less likely to get pinned and more likely to pin your opponent. ================ 4.CHARACTER LIST ================ The characters, and their moves, are listed in the following order: Johnny Ace Jun Akiyama Gary Albright(R.I.P) Giant Baba(R.I.P) Stan Hansen Toshiaki Kawada Kenta Kobashi Mitsuharu Misawa Akira Taue Steve Williams Jeffry McWild Wolf Hawkfield Hyper 2 <> The moves are listed like this: Button[Move Name] to Button[Move Name] and so on When a string of moves are connected with "to" that means they're a combo and can be performed one right after the other. Any special notes are listed in (paranthesis)after the move name, and a wrestler's signature move(s) is/are marked with a "*" When moves are connected by "or" that means you can perform only one of the listed moves when continuing a combo, for example: X[move] to Y[move] or Z[move] You can perform X then Y or X then Z, but not X then Y then Z KEY: A A Button B B Button C C Button -> press towards opponent(if there's two then hit direction twice) <- press away from opponent up hit up on d-pad dn hit down on dpad (50) Your DM must be at over above the 50 level to use this move (80) Your DM must be at or above the 80 level to use this move ========== Johnny Ace ========== I play Johnny Ace very aggresively, he's quick enough to keep the opponent reeling and has a nice variety of strikes and throws to keep them guessing. Another reason to play him offensively is he doesn't take punishment very well, the best thing to do is start pummeling the other wrestler from the get-go and gain a nice energy advantage, then try some of his flashier moves. His Ace Crusher is nice, but there are better and more damaging moves in his arsenal, especially when your Damage Meter is above 50. Also, the crowd seems to dig this guy so mix up your moves and play to them as much as possible. I. STANDING MOVES A Button Moves A[Horizontal Elbow] to A[Elbow] to ->A[Short Range Lariat] A[Horizontal Elbow] to A[Elbow] to B[Combo Hold] to A[Arm Lock] A[Horizontal Elbow] to A[Elbow] to B[Combo Hold] to ->A[Elbow Rush] A[Horizontal Elbow] to A[Elbow] to B[Combo Hold] to C[Ace Crusher**](50) ->A[Elbow] -> ->A[Drop Kick] down A[Toe Kick] B Button Moves B[Hold] then: C[Brain Buster] ->C[Hammer Throw] <-C[DDT] upC[Front Suplex] upA[Cobra Twist] ->C[Throw Outside] (Near Ropes) ->C[Top Rope Brain Buster] (Near Corner) B[Hold] to A[Stomach Kick] to ->C[Guilletine Ace Crusher*](50) or downC[Power Bomb](50) B[Hold] to B[Switch] then: A[Cobra Clutch] to C[Cobra Clutch Suplex*](50) ->A[Push Away Elbow] to A[Enzuguri Kick] or C[Release German Suplex] C[Back Drop] <-C[German Suplex] to C[Hold for Pin] C Button Moves C[Body Slam] II.BACK MOVES B[Sleeper Hold] C[Back Drop] III.SIDE MOVES B[Headlock] C[Knee Crusher] IV.NEAR ROPES ->A[Elbow Rush] ->C[Throw Outside] V.CORNER MOVES ->A[Stomping Rush] ->C[Top Rope Brain Buster] VI.HAMMER THROW ->A[Lariat](50) ->->A[Drop Kick] C[Shoulder Throw] ---[Counter Elbow] VII.DOWNED A[Stomping] B[Lift Up] C[Cover] upA[Elbow Drop] downA[Half Boston Crab](Face Up, Near Legs) A[Diving Elbow Drop](50) (Near Corner) VIII.OUTSIDE A[Horizontal Elbow] ->A[Elbow] B[Hammer Throw to Railing] B[Hammer Throw to Post] (Near Corner) C[Body Slam] becomes [Ace Crusher] at 50 BEHIND B/C[Back drop] SIDE B/C[Knee Crusher] DOWNED A[Stomping] B/C[Throw Back in to Ring] ============= JUN AKIYAMA ============= Jun Akiyama is probably the quickest character in the game, but he's suffers in the power department becuase of this. He also has the coolest plancha-type move in the game! His [Exploder] is his finisher, but it's not that powerful. I use it in the early stages to drain the opponent's energy quickly and get the crowd into the match. Another good early chain is the [Snap Mare] to [Quick Drop Kick] chain. Once you get above the DM 50 level, the [Rolling Lariat] is a good strike, and the [Dragon Suplex] is a nice throw. When you're ready to finish a long match, the [Northern Lights Suplex*] is the way to go. If you reach the DM 80 level then go for the [Dangerous Exploder] and [Blue Thunder*]. It's not too hard to get the crowd behind Akiyama, his quickness and variety of moves will win them over. His Appeal is also quick and can be performed safely from just a few steps away. I.STANDING MOVES A Button Moves A[Horizontal Chop] to A[Elbow] A[Horizontal Chop] to B[Combo Hold] then: A[Elbow Rush] to <-C[Exploder**] C[Snap Mare] to ->A[Quick Drop Kick] upC[Northern Lights Suplex*](50) ->A[Elbow] -> ->A[Drop Kick] <-A[Rolling Lariat](50) B Button Moves B[Hold] then: ->A[Arm Lock] <-A[Head Lock] upA[Cobra Twist] dnC[Side Suplex] at (50) becomes [Power Bomb] ->C[Hammer Throw] <-C[DDT] upC[Front Suplex] ->C[Throw Outside] (Near Ropes) ->C[Top Rope Brain Buster] (50) B[Hold] to A[Stomach Kick] or C[Brain Buster] B[Hold] toB[Switch] then: A[Push Away Elbow] upA[Enzuguri Kick] C[Back Drop] <-C[German Suplex] to C[Hold for Pin] ->C[Blue Thunder*](80) upC[Release German Suplex](50) dnC[Dragon Suplex](50) toC[Hold for Pin] C Button Moves C[Body Slam] at (80) becomes [Dangerous Exploder*] II.SIDE MOVES B[Head Lock] C[Side Suplex] III.BACK MOVES B[Sleeper Hold] C[Back Drop] IV.NEAR ROPES ->A[Elbow Rush] ->C[Throw Outside] V.CORNER MOVES ->A[Stomping Rush] ->C[Brain Buster](50) VI.HAMMER THROW A[Lariat] ->A[Jumping Knee Kick] -> ->A[Drop Kick] ---[Shoulder Throw] VII.DOWNED A[Stomping] B[Lift Up] C[Cover] upA[Elbow Drop] dnA[Half Boston Crab] A[Diving Elbow Drop] (Near Corner) dnA[Diving Knee Drop] VIII.OUTSIDE MOVES A[Horizontal Chop] ->A[Elbow] <-A[Rolling Lariat](50) B[Hammer Throw to Railing] when Near Corner becomes [Hammer Throw to Post] C[Body Slam] at (80) becomes [Dangerous Exploder*] SIDE B/C[Side Suplex] BACK none DOWNED A[Stomping] B/C[Lift Up to Ring] ============ Gary Albright ============ Gary Albright is a no-frills, suplex kinda guy. You're not going to get anywhere with Albright by trying striking combinations(since he doesn't have any), you need to unleash his superior suplexing skills to go far. The drawbacks to his style are his suplexes can be reversed, especially once the opponent's Damage Meter is high, and his style isn;t really suited for crowd-pleasing. I've had the hardest time getting fans behind Albright, more than any other wrestler in this game. His multiple German Suplexes, and his Finisher: the Full Nelson Suplex, do get the crowd pumped though. You'll need to mix in quite a few appeals to the crowd, along with some Hammer Throw moves to keep the crowd into your matches. I've given his Rolling German Suplex move it's own section after the Standing Moves section since it's so important. I. STANDING MOVES A button moves A[Chop] to B[Combo Hold] toC[Brain Buster] -> ->A[Tackle] B button moves B[Hold] Then: ->A[Arm Lock] <-A[Head Lock] downA[Knee Lift] ->C[Hammer Throw] <-C[DDT] downC[Side Suplex] ->C[Throw Outside] ( Near Ropes) ->C[Top Rope Front Suplex](80) (Near Corner) B[Hold] to A[Stomach Kick] to downC[Double Arm Suplex] B[Hold] to B[Switch] to A[Elbow] to <-C[Release German Suplex](50) B[Hold] to C[Back Drop] B[Hold] to <-C[German Suplex] to C[Hold for Pin](Rolling German) C button moves C[Snap Mare] to ->A[Full Nelson] to C[Full Nelson Suplex**](Rolling German) <-C[Front Suplex] -> ->C[Release German Suplex](80) Rolling German Suplex After B[Hold] to B[Switch] to <-C[German Suplex] or C[Snap Mare] to ->A[Full nelson] to C[Full Nelson Plex**] hit: downC[German Suplex*] to downC[German Suplex*](50) to downC[Rolling German Suplex*](80) (Any of the Suplexes will pin if your Damage meter isn't high enough) II. BACK MOVES B[Sleeper Hold] C[Back Drop] III. SIDE MOVES B[Head Lock] C[Side Suplex] IV. NEAR ROPES ->A[Elbow Rush] ->C[Throw Outside] V. CORNER MOVES ->C[Top Rope Front Suplex](80) VI. HAMMER THROW A[Shoulder Tackle] -> ->A[Drop Kick] C[Arm Whip] ->C[Amatuer Wrestling Takedown] <-C[Front Suplex](50) ---[Counter Elbow] VII. DOWNED A[Stomping] B[Lift Up] C[Cover] ->A[Arm Bar](80) (Face Up/Near Head) <-A[Achilles Hold] (Face Up/Near Legs) upA[Elbow Drop] downA[Half Boston Crab] (Face Up/Near Legs) upA[Diving Elbow Drop](50) (Near Corner) VIII. OUTSIDE MOVES Front A[Chop] -> ->A[Tackle] B[Hammer Throw] C[Snap Mare] Side B/C[Side Suplex] Behind B[Release German Suplex] C[Back Drop] Downed A[Stomping] B/C[Throw Back in Ring] ========== Giant Baba ========== The founder of AJPW in 1972, he's big, slow, powerful, and the crowd loves him! He died last year, and if you saw pictures of his funeral in Japan then you know that he was beloved by many, many people. I, personally don't use him too much because he's a bit too slow for my tastes, but Baba can tear an opponent apart despite his limited move list. Most of his moves come from the [Horizontal Chop] to [Combo Hold] chain, and he doesn't have many Hold moves. It isn't too hard to get the crowd into his matches, just pull off a couple big chops, a [Russian Leg Sweep], maybe a [Hammer Throw] move, and Appeal. Also go for the [Jumping Neck Breaker Drop] when your DM is above 50, and the devastating [Pile Driver] when it's over 80. I.STANDING MOVES A Button Moves A[Horizontal Chop] to A[Combo Horizontal Chop] to A[Vertical Chop*] or ->A[Jumping Chop to Head*](50) A[Horizontal Chop] to B[Combo Hold] then: A[Arm Lock] ->A[Stomach Punch] to A[Cobra Twist] or <-C[DDT] dnA[Head Lock] to C[Side Russian Leg Sweep] C[Snap Mare] to A[Full Nelson] ->C[Brain Buster](50) at (80) becomes [Pile Driver] A[Horizontal Chop] to B[Combo Hold] to B[Switch] then: A[Giant Head Butt] ->A[Sleeper Hold] C[Coconut Crusher*] <-C[Back Drop] B Button Moves B[Hold] to A[Head Cleaver*] (literal translation is: Cleaver to Crown of Head) B[Hold] to B[Switch] to C[Atomic Drop] to <-C[Back Drop] B[Hold] to C[Hammer Throw] C Button Moves C[Body Slam] II.SIDE MOVES B[Head Lock] C[Side Russian Leg Sweep*] III.BACK MOVES B[Sleeper Hold] C[Russian Leg Sweep] IV.NEAR ROPES ->A[Chop Rush] ->C[Throw Outside] V.CORNER MOVES ->A[Stomping Rush] VI.HAMMER THROW A[16 Ton Kick**] (50) ->A[Horizontal Chop] <-A[Sleeper Hold] upA[Chop to Head] -> ->C[Jumping Neck Breaker Drop*](50) ---[Shoulder Throw] VII.DOWNED A[Stomping] B[Lift Up] C[Cover] ->A[Thigh Tear] -> ->A[STF](50) dnA[Half Boston Crab] VIII.OUTSIDE MOVES A[Horizontal Chop] B[Hammer Throw to Railing] when Near Corner becomes: [Hammer Throw to Post] C[Body Slam] SIDE B/C[Side Russian Leg Sweep] BEHIND none DOWNED A[Stomping] B/C[Lift Up to Ring] =========== Stan Hansen =========== Stan Hansen is a power man plain and simple. Most of his offense centers around his striking combinations, as he doesn't have too many suplexes at his disposal. But when you're as strong as Hansen, who needs em? He does, however, have a nice assortment of holds to go to every now and then. These are useful to wear down the opponent, but you should be decent at reversing since the opponent will Hammer Throw you out of most of them. One of my favorite "combos" with Hansen is: lead into the [Hansen Elbow Drop] then pick them up and throw them into the ropes for a [Shoulder Tackle] then give'em a [Scalpel Kick], now that's fun! His Western Lariat finisher is devastating, but you have to be at DM 80 to gain access to it. Well worth it in a tight battle, but in a squash don't bother. Just pummel the other wrestler into the ground^_^ Try to get the crowd into the match early since big Stan doesn't have too many "pretty" moves to get them excited, and appeal often( but don't overdue it or you'll be on the wrong end of a nasty move). I.STANDING MOVES A Button Moves A[Chop] to A[Tackle] A[Chop] to B[Combo Hold] to ->A[Elbow Stamp] or ->C[Hammer Throw] ->A[Big Slap] to A[Double Slap] to C[Body Slam] to downA[Hansen Elbow Drop*] ->A[Big Slap] to <-C[Snap Brain Buster] or -> ->A[Short Range Lariat](50) -> ->A[Drop Kick](50) B Button Moves B[Hold] then: ->A[Arm Lock] <-A[Head Lock] upA[Cobra Twist] ->C[Hammer Throw] <-C[DDT] downC[Side Suplex] ->C[Throw Outside](Near Ropes) ->C[Top Rope Brainbuster] (80) (Near Corner) B[Hold] to A[Stomach Kick] or C[Brain Buster] B[Hold]----B[Switch] then: A[Sleeper Hold] ->A[Push Away Elbow] -> ->A[Push Away Lariat] upA[Enziguri Kick] C[Back Drop] C Button Moves C[Snap Mare] II.BACK MOVES B[Sleeper Hold] C[Back Drop] III.SIDE MOVES B[Head Lock] C[Side Suplex] IV.NEAR ROPES ->A[Elbow Rush] ->C[Throw Outside] V.CORNER MOVES ->A[Stomping Rush] (50) ->C[Top Rope Brain Buster] (80) VI.HAMMER THROW A[Counter Elbow] ->A[Shoulder Tackle] -> ->A[Drop Kick](50) when (80) becomes[Western Lariat**] ---[Counter Kick] VII.DOWNED A[Stomping] B[Lift Up] C[Cover] ->A[Umanori Punch] -> ->A[Scalpal Kick] downA[Half Boston Crab] ( Face Up, Near Legs) VIII.OUTSIDE MOVES A[Chop] ->A[Big Slap] -> ->A[Tackle] B[Hammer Throw to Railing] when Near Corner becomes[ Hammer Throw to Post] C[Snap Mare] at (50) becomes [Power Bomb] SIDE B/C[Side Suplex] BEHIND B/C[Back Drop] DOWNED A[Stomping] B/C[Lift up into Ring] =============== Toshiaki Kawada =============== Kawada is one dangerous mofo. He's got deadly strikes, and a couple severly devastaing holds. I always play Kawada very offensively, he's quick enough to usually get in his strikes, which center around his powerful kicks, before the opponent, and as the match rolls on they can stun the other wrestler quite easily, setting them up for some big punishment. His most dangerous move has to be the [Stretch Plum] followed closely by the [Dangerous Brain Buster]. Both of them open up at the DM 50 level. The biggest problem I have when using Kawada (which I also have with Kobashi) is you can wear down an opponent in under 5 minutes or so, and that's not good when you want to please the crowd. So be sure to carry the match on for a while, even if it means letting the other wrestler beat on you a little. I.STANDING MOVES A Button Moves A[Big Slap] to A[Slap Series] to A[Slap Series] A[Big Slap] to upA[Enzuguri Kick*] A[Big Slap] to B[Combo Hold] to dnA[Stretch Plum*](50) or C[Dangerous Brain Buster](50) A[Big Slap] to B[Combo Hold] to B[Switch] then: A[Enzuguri Kick] C[Dangerous Back Drop] <-C[Release German Suplex](50) dnA[Low Kick] upA[High Kick] ->A[Middle Kick] -> ->A[Short Range Lariat] B Button Moves B[Hold] then: ->C[Hammer Throw] <-C[DDT] upC[Front Suplex] dnC[Brain Buster] becomes [Power Bomb] at (50) C[Cover] ->C[Throw Outside](Near Ropes) ->C[Top Rope Brain Buster] (Near Corner) B[Hold] to A[Arm Lock] becomes [Repeating Stand-Up Chop] at (50) or C[Brain Buster] B[Hold] to B[Switch] to A[Sleeper Hold] or ->A[Push Away Lariat] or C[Back Drop] B[Hold] to B[Switch] to <-C[German Suplex] to C[Hold for Pin] or dnC[Dragon Suplex](50) to C[Hold] C Button Moves C[Body Slam] II.SIDE MOVES B[Head Lock] C[Knee Crusher] III.BACK MOVES B[Sleeper Hold] C[Back Drop] IV.NEAR ROPES ->A[Elbow Rush] ->C[Outside Throw] V.CORNER MOVES ->A[Stomping Rush] -> ->A[Climbing Enzuguri] ->C[Top Rope Brain Buster] VI.HAMMER THROW ->A[Lariat](50) -> ->A[Wheel Kick](50) C[Power Slam] (with cover) ---[Counter Kick] VII.DOWNED A[Stomping] B[Lift Up] C[Cover] ->A[Half Boston Crab] becomes [Cross Arm Breaker] at (50) -> ->A[Scalpal Kick] dnA[Repeating Step Kick] VIII.OUTSIDE MOVES A[Slap] ->A[Middle Kick] upA[High Kick] dnA[Low Kick] -> ->A[Short Range Lariat] B[Hammer Throw to Railing] when Near Corner becomes [Hammer Throw to Post] C[Body Slam] at (50) becomes [Power Bomb] SIDE B/C[Knee Crusher] BEHIND B[German Suplex] C[Back Drop] DOWNED A[Stomping] B/C[Lift Up to Ring] ============= Kenta Kobashi ============= Kobashi is a basically good at everything, he has some powerful strikes, painful throws, and a couple nasty holds. While I rarely break bones with Kobashi, I still put the opponent through a world of hurt. Truthfully, Kobashi's offense is kind of boring until he hits DM 50. Until then, I basically center around the [Half Nelson Suplex]. After he hits DM 50 he truly becomes the "Orange Crush." Gaining a vicious [Enzuguri Kick], the [Kentucky Bomb] and the [Rolling Samurai Chop] among others. At DM 80, look out! His [Reverse Full Nelson DDT] is painful to watch! He can now also perform the [Jack Knife Hold] that completes a [Power Bomb] nicely. The crowd seems to dig Kobashi, use his chops and kicks to compliment several [Half Nelson Suplex]es at first and you should have them behind you by time you reach the 50 point level. I.STANDING MOVES A Button Moves A[Horizontal Chop] to A[Thrash Kick] or ->A[Machine Gun Horizontal Chop*](50) A[Horizontal Chop] to B[Combo Hold] then: A[Samurai Chop] to A[Rolling Samurai Chop](50) B[Switch] to upC[Half Nelson Suplex] C[Power Bomb](50) to C[Jack Knife Hold](80) dnC[Reverse Full Nelson DDT](80) -> ->A[Drop Kick] ->A[Lariat**](80) B Button Moves B[Hold] then: ->C[Hammer Throw] <-C[DDT] upC[Front Suplex] at (80) becomes [Orange Crush*] ->C[Throw Outside] (Near Ropes) ->C[Top Rope Brain Buster](80) B[Hold] to C[Delayed Brain Buster] or A[Arm Lock] at(50)becomes[Repeating Stand Up Chop] B[Hold] to B[Switch] then: A[Enzuguri Kick*](50) ->A[Cobra Twist] to C[Kentucky Bomb*](50) C[Back Drop] <-C[German Suplex] to C[Hold for Pin] upC[Release German Suplex] (80) C Button Moves C[Body Slam] II.SIDE MOVES B[Head Lock] C[Knee Crusher] III.BACK MOVES B[Sleeper Hold] C[Back Drop] IV.NEAR ROPES ->A[Elbow Rush] ->C[Throw Outside] V.CORNER MOVES ->A[Stomping Rush](50) ->C[Top Rope Brain Buster] VI.HAMMER THROW A[Jumping Shoulder Tackle] ->A[Counter Kick] at (50) becomes [Lariat] -> ->A[Drop Kick] -> ->C[Jumping Neck Breaker Drop](80) ---[Shoulder Throw] VII.DOWNED A[Stomping] B[Lift Up] C[Cover] upA[Leg Chin Drop*] dnA[Half Boston Crab] at (50) becomes [Texas Clover Hold] upA[Diving Leg Chin Drop](80) (Near Corner) upC[Moonsault Press*](80) VII.OUTSIDE MOVES A[Horizontal Chop] ->A[Lariat](80) B[Hammer Throw to Railing] when Near Corner becomes [Hammer Throw to post] C[Body Slam] at (80) becomes [Power Bomb] SIDE B/C[Knee Crusher] BEHIND none DOWNED A[Stomping] B/C[Lift Up to Ring] ================= Mitsuharu Misawa ================= Misawa is the perennial champion of AJPW, he also has some of the most lethal moves to boot. When two normal moves are considered specialties, you know the guy is pretty good! Misawa has a great balance of strikes, throws, and holds, and THE deadliest move in the entire game, the [Tiger Driver '91]. Misawa really opens up once your DM is over 50. The [Rolling Elbow], [Face Lock], and his finsher the [Tiger Driver] all come into play. The [Tiger Driver] takes away from your DM so be sure to get in all the [Face Lock]s you want before using it. Once your DM is over 80, look out! The [Release German Suplex] and aforementioned [Tiger Driver '91] are unlocked, either of these can put an opponent away for good. Misawa also has a nice Forearm Plancha when the opponent is outside and you're near the ropes. I use it if I have a hard time getting the crowd excited, even if you miss they'll cheer your effort. I.STANDING MOVES A Button Moves A[Elbow*] to A[Combo Elbow] to A[Rolling Elbow*](50) A[Elbow*] to B[Combo Hold] then: A[Elbow Rush] to A[Rolling Elbow*] B[Switch](80) to C[Release Tiger Suplex] C[Tiger Driver**](50) dnC[Tiger Driver '91*](80) -> ->A[Drop Kick*] <- A[Back Elbow*](50) B Button Moves B[Hold] then: ->A[Elbow Rush] upA[Arm Lock] at (50) becomes [Elbow Butt] dnA[Jump Kick*] ->C[Hammer Throw] <-C[DDT] dnC[Brain Buster] ->C[Throw Outside](Near Rope) ->C[Top Rope Brain Buster](50) (Near Corner) B[Hold] to A[Head Lock] to A[Elbow Butt] or C[Hammer Throw] B[Hold] to C[Snap Mare] to ->A[Face Lock*](50) B[Hold]----B[Switch] then: A[Push Away Elbow] to A[Enzuguri Kick] or C[Release German Suplex](80) ->A[Cobra Twist] C[Half Turn Back Drop] <-C[German Suplex] at (50) becomes [Tiger Suplex] to C[Hold for Pin] C Button Moves C[Body Slam] C[Snap Mare](50) to ->A[Face Lock*](50) II.SIDE MOVES B[Head Lock] C[Knee Crusher] III.BACK MOVES B[Sleeper Hold] C[Half Turn Back Drop] IV.NEAR ROPES ->A[Elbow Rush] ->C[Throw Outside] V.CORNER MOVES ->A[Stomping Rush](50) ->C[Top Rope Brain Buster] C[Flying Body Press] (Opponent Down) VI.HAMMER THROW ->A[Flying Lariat] -> ->A[Drop Kick] ---[Spin Kick] VII.DOWNED A[Stomping] B[Lift Up] C[Cover] upA[Senton] dnA[Half Boston Crab] (Face Up) dnA[Camel Clutch] (Face Down) C[Flying Body Press] (Near Corner) VIII.OUTSIDE MOVES A[Elbow] B[Hammer Throw to Railing] when Near Corner becomes [Hammer Throw to Post] C[Body Slam] at (80) becomes [Tiger Driver] SIDE B/C[Knee Crusher] BEHIND none DOWNED A[Stomping] B/C[Lift Up to Ring] ========== Akira Taue ========== "Dynamic T" is probably my second most-used character, the guy is a powerhouse! He's a bit slow, but makes up for it in strength. His offense is pretty limited until he reaches the DM 50 mark, but you can still wear an opponent down quickly. I usually base my strategy on the [Atomic Drop] to[Back Drop] combo and the [Atomic Whip], they do some great damage and soften up the other wrestler's back for when Taue hits DM 50 and his lethal version of the [Cobra Twist] opens up. Another nice chain to use is the one ending with the [Enzuguri Kick], this also does good damage and will usually get your opponent's Neck ready to be broken with the deadly [Choke Slam] that also opens up at the DM 50 mark. It's kind of hard to get the crowd pumped at the beginning of a match, so you may want to consider taking the action outside early. Appealing after a couple of [Atomic Drop]s and/or [Atomic Whip]s is also a good way to get the crowd behind you early. I.STANDING MOVES A Button Moves A[Horizontal Chop] to A[Combo H. Chop] to ->A[Sumo Rush*]or upA[Jumping Head Chop](50) A[Horizontal Chop] to B[Combo Hold] to ->C[Choke Slam*](50) A[Horizontal Chop] to B[Combo Hold] to A[Stomach Kick] to dnC[Dynamic Bomb**](80) A[Horizontal Chop] to B[Combo Hold] to B[Switch] to A[Enzuguri Kick] or C[Release German Suplex](80) ->A[Big Slap] -> ->A[Drop Kick] B Button Moves B[Hold] then: ->A[Knee Crusher] <-A[Head Lock] upA[Arm Lock] becomes [Cobra Twist] at (50) ->C[Hammer Throw] <-C[DDT] upC[Brain Buster] becomes [Choke Slam*] at (50) ->C[Outside Throw](Near Rope) ->C[Top Rope Brain Buster](50) (Near Corner) B[Hold] to A[Horizontal Chop] becomes [Repeating Stand Up Lariat](50) B[Hold] to C[Brain Buster] becomes [Power Bomb](50) to C[Hold for Pin] B[Hold] to B[Switch] then: <-C[German Suplex] to C[Hold for Pin] to dnC[Atomic Drop] to <-C[Back Drop] ->C[Atomic Whip] C[Back Drop] C Button Moves C[High Angle Body Slam] II.SIDE MOVES B[Head Lock] C[Knee Crusher] III.BACK MOVES B[Sleeper Hold] C[Back Drop] IV.NEAR ROPES C[ Guillotine Whip] (50) ->C[Throw Outside] V.NEAR CORNER ->A[Stomping Rush] (50) ->C[Top Rope Brain Buster] (50) VI.HAMMER THROW ->A[Counter Kick] becomes [Jumping Counter Kick](50) -> ->A[Lariat] becomes [Sumo Tackle](50) C[Power Slam] ---[Shoulder Throw] VII.DOWNED A[Stomping] B[Lift Up] C[Cover] upA[Elbow Drop] dnA[Half Boston Crab] VIII.OUTSIDE MOVES A[Horizontal Chop] ->A[Big Slap] B[Hammer Throw to Railing] when Near Corner becomes [Hammer Throw to Railing] C[High Angle Body Slam] becomes [Choke Slam] (80) SIDE B/C[Knee Crusher] BEHIND B/C[Atomic Whip] DOWNED A[Stomping] B/C[Lift Back to Ring] ========================== "Dr. Death" Steve Williams ========================== Dr. Death is all about breaking necks! Never pass up a chance to use the Dangerous Back Drop it's a devestating move that does great damage, but don't forget to vary your offense to please the crowd. The only real downside to using Steve Williams is you'll probably beat the opponent senseless before you get a chance to use his finisher, the ultra-deadly Back Drop Driver. The BDD can be a pain to pull off though, since your damage meter has to be at 80 and you must grab the opponent from behind (not switch after you are holding the other guy). The Oklahoma Stampede is a nice alternative if you don't want to wait to get the BDD, and the crowd loves it, too. I. STANDING MOVES A button moves A[Chop] toA[2nd Chop] to ->A[Drop Kick] A[Chop] to B[Combo Hold] to A[Stomach Kick] to -> ->C[Doctor Bomb*](80) A[Chop] to B[Combo Hold] to A[Stomach Kick] to upC[Lift Up Slam*] ->A[Punch*](50) -> ->A[Short Range Lariat] downA[Toe kick] B button moves B[Hold] then: A[Head lock] ->A[Arm Lock] upA[Cobra Twist] ->C[Hammer Throw] <-C[DDT] downC[Brain Buster] upC[Front Suplex] B[Hold] to B[Switch] then: ->A[Push Away Elbow] to A[Head Kick] ->A[Push Away Elbow]----upC[Release German Suplex] C[Dangerous Back Drop*] <-C[German Suplex] to C[Hold for Pin] B[Hold] to C[Power Slam] to C[Single Prawn Hold] C button Moves C[Body Slam] II.BACK MOVES B[Sleeper Hold] C[Dangerous Back Drop*] when(80) it becomes[Back Drop Driver**] III.SIDE MOVES B[Head Lock] C[Knee Crusher] IV.NEAR ROPES ->A[Elbow Rush] ->C[Throw Outside] V.CORNER MOVES ->A[Stomping Rush] C[Oklahoma Stampede*] ->C[Top Rope Brain Buster] VI.HAMMER THROW MOVES ->A[Dropkick] at (50) becomes [Lariat] <-C[Spine Buster*] ---[Shoulder Tackle] VII.DOWNED OPPONENT A[Stomp] upA[Elbow Drop] downA[Half Boston Crab] (legs) at (50) becomes[Achilles Hold] B[Lift] C[Pin] VIII. OUTSIDE MOVES A[Chop] ->A[Punch](50) -> ->[Short Range Lariat] B[Hammer Throw to Railing] or [H.T. to Post](Near Corner) C[Body Slam] becomes [Doctor Bomb**] at (50) SIDE B/C[Knee Crusher] BEHIND B/C[Dangerous Back Drop] DOWN A[Stomping] B/C[Lift Back to Ring] ============= Jeffry McWild ============= A VF alum, Jeffry is a big brute that has quite a few striking combinations, and a few throws that can cause MAJOR pain. I like to start out using a few strike combos to get some energy advantage, then bust out a couple [Coconut Crush]s and [Back Breakers] to deal out the real punishment. His [Choke Sleeper Swing] is a nice goto move if you are being over powered by your opponent, it will usually leave them lying on the mat for a bit giving you a chance to gather your wits. The Splash Mountain is a nice finisher when your DM is abve 50, but if it's a close match and you're both above 80 then by all means go for the [Toe Kick] to [Splash Mountain] chain, it'a bit more devastating. Really, Jeffry becomes his most dangerous when his DM is high. I guess this holds true with most of the wrestlers in the game, but Jeffry becomes SO much more of a threat it's scary! With a small amount of holds and throws, Jeffry has a hard time getting the crowd into his matches. Be sure to Appeal after any move that does Bone-Break damage to your opponent, the crowd loves it! Also, try to use a few more Hammer Throw moves than you would with the other characters, they seem to spark the crowd a bit. I.STANDING MOVES A Button Moves A[Hell Stab] to ->A[Machine Gun Hell Stab] ->A[Head Butt] to A[Kenka Upper] to -> ->A[Tackle] ->A[Head Butt] to dnA[Machine Gun Knee Lift] ->A[Head Butt] to ->A[Double Head Butt](50) to ->A[Triple Head Butt*](80) dnA[Toe Kick] to A[Toe Kick Hammer] to A[Raging Hammer](50) dnA[Toe Kick] to B[Combo Hold] to C[Lift Up Throw] dnA[Toe Kick] to B[Combo Hold] to <-C[Body Lift](50) to dnC[Stomach Crush] dnA[Toe Kick] to-> ->C[Splash Mountain**] B Button Moves B[Hold] then: <-A[Head Lock] upA[Knee Crusher] dnA[Corkscrew Knuckle] ->C[Hammer Throw] dnC[Power Bomb] to C[Cover] B[Hold] to A[Hell Back Hammer] to dnA[Iron Claw] B[Hold] to B[Switch] to A[Sleeper Hold] to <-C[Choke Sleeper Swing] B[Hold] to B[Switch] to C[Back Breaker] to dnA[Double Claw Lift] B[Hold]----C[Coconut Crush] C Button Moves C[Power Slam]----C[Hold for Pin] -> ->C[Splash Mountain**](50) II.SIDE B[Head Lock] C[Coconut Crush] III.BACK B[Sleeper Hold] C[Atomic Drop] IV.NEAR ROPE ->C[Throw Outside] V.CORNER MOVES none VI.HAMMER THROW ->A[Heel Attack] -> ->A[Hip Attack*] -> ->C[Front Back Breaker] ---[Counter Kick] VII.DOWNED A[Stomping] B[Lift Up] C[Cover] ->A[Flying Body Press] dnA[Camel Clutch] (Face Down, Near Head) upA[Riding Drop](50) (Near Corner) VIII.OUTSIDE A[Hell Stab] ->A[Head Butt] dnA[Toe Kick] B[Hammer Throw to Railing] when Near Corner becomes: [Hammer Throw to Post] C[Power Slam] at (50) becomes [Splash Mountain**] SIDE B/C[Coconut Crush] BEHIND B[Atomic Drop] C[Back Breaker] DOWNED A[Stomping] B/C[Lift Up to Ring] ================ WOLF HAWKFIELD ================ Wolf is my favorite VF character, so naturally he's one of my favs to use in this game. The VF characters have a bit more of an "arcadey" feel to them, but it doesn't ruin the game in my opinion. Wolf has a nice balance of strikes and throws, most of which are his VF moves(they even have the same names usually). The [Calf Branding], [Frankensteiner], and [Tiger Suplex] can wreak havoc on an opponent's neck. Just be sure to mix up his moves well, if you do you'll have the crowd cheering for you in under 5 minutes. The Giant Swing is a very good move to use when your DM is at 50 or more, but I use the S.S.D more. 1 the S.S.D. does more damage and 2 the Giant Swing takes away form your DM. If it's a close match and you're above 80, by all means go for the S.S.D to Giant Swing chain, Wolf throws the other wrestler right out of the ring! On the downside, using this chain takes away ALL of your DM, so make sure you're going to finish them off(once they get back in the ring of course :P) I.STANDING MOVES A Button Moves A[Level Back Chop] to A[Body Plow] to A[Rolling Saw Butt] at(80)becomes [Neck Cut Kick] A[Level Back Chop] to downA[Tomahawk Crush] to downC[Double Arm Suplex*] A[Level Back Chop] to B[Combo Hold] to C[Brain Buster] or -> ->C[Giant Swing**](50) A[Level Back Chop] to B[Combo Hold] to ->C[Push] to ->A[Axe Lariat] or ->->A[Short Shoulder] A[Level Back Chop] to ->A[Combo Knee Blast] ->A[Body Blow] -> ->A[Knee Blast] B Button Moves B[Hold] then: upA[Sliding Leg Scissors] <-A[Arm Lock] ->C[Hammer Throw] <-C[DDT] downC[Wrist Lock Throw] ->C[Throw Outside] (Near Ropes) ->C[Top Rope Brain Buster] (50) (Near Corner) B[Hold] to A[Head Lock] to C[Hammer Throw] B[Hold] to B[Switch] to C[German Suplex] to C[Hold for Pin] B[Hold] to B[Switch] to ->C[Calf Branding] B[Hold] to <-C[Tiger Suplex] to C[Hold for Pin] B[Hold] to C[Rolling Neck Throw] to upC[Dragon Suplex](50) to C[Hold for Pin] C Button Moves C[Body Slam] to dnA[Double Claw] to upC[S.S.D.*](50) to dnA[Double Claw 2] to -> ->C[Giant Swing**](80) II.SIDE MOVES B/C[Wrist Lock Throw] III.BACK MOVES B[Sleeper Hold] C[Back Drop] IV.NEAR ROPES ->A[Elbow Rush ->C[Throw Outside] V.NEAR CORNER ->C[Top Rope Brain Buster] (50) VI.HAMMER THROW -> ->A[Drop Kick] <-C[Frankensteiner*] ---[Arm Whip] VII.DOWNED A[Elbow Drop] B[Lift Up] C[Cover] dnA[Cross Arm Breaker](80) (Face Up, Near Head) VIII.OUTSIDE MOVES A[Level Back Chop] ->A[Body Blow] -> ->A[Knee Blast] B[Hammer Throw to Railing] when Near Corner becomes[Hammer Throw to Post] C[Body Slam] ->A[Plancha] (Near Ropes when opponent is outside and you are still inside the ring) SIDE B/C[Rolling Neck Throw] DOWNED A[Elbow Drop] B/C[Throw Back to Ring] ================ 5.NEXT REVISION ================ This was just a quick revision to update the look of the guide and add my new E-Mail address. But after looking at this guide, I realize it's pretty ugly. I'll be giving it a new, revamped look soon. I don't have a definite time yet, but since there's no huge demand for info on the game, I'll be doing it pretty leisurely. I'm also thinking of doing something for the Featuring Mode of the game, but that won't be for awhile. =================== 6.ABOUT THE AUTHOR =================== This is just one of a few FAQs I've written, all of which are available at GameFAQS. A few my FAQs are on various other websites (usually with proper creditO_o) as well. I hope this or any of the other FAQs I've written help you in some way, or allow you to enjoy a game more than before, or maybe just get a good read out of it. If you have any questions about this game, or any other I've written a FAQ for, feel free to drop me an E-Mail. BUT keep in mind a few things: 1. Please don't ask when the next revision will be out, or if I can send it to you, or if I can help you with a part not covered in the FAQ yet. I don't really have a set schedule for these things, and you can pick up the FAQ(s) at GameFAQs. 2. Please don't ask about something already covered in the FAQ. Usually once a FAQ comes out I'm swamped with E-Mails and skip ones that are covered in the FAQ. 3. Don't mail asking for codes, I don't have a Gameshark or keep track of cheat codes or anything. Other than that, I try to answer every single E-Mail I get and am usually pretty good at getting back to people quickly, but sometimes I lose letters in my computer or forget to keep them as new. If I don't answer in a week or so it's safe to say I won't be getting back to you, sorry. My E-Mail address: ProfRev@cox.net === END ===