WWF NO MERCY SUBMISSION HOLDS FAQ V2.3b ================================================================================== ================================================================================== Version: 2.3b Updated: 17 March 2005 Game: WWF No Mercy System: Nintendo 64 Author: Pop Culture Monkey E-Mail: pcm *at* atomicmonster.com Website: http://www.atomicmonster.com ================================================================================== ================================================================================== Version History --------------- 1.0 - 08/4/01 - Produced the damn thing. 1.0a - 05/05/01 - *UNRELEASED* Gah! Mistakes! - Re-tested the Buffalo Sleeper after messing up in a submission match and realising that it doesn't attack the head, but the arm. I've said it before and I'll say it again... The game has some really weird ideas on hit points sometimes. 1.5 - 14/05/01 - Update city. Turns out I GROSSLY underestimated the game - Some submission holds have dual hit points, one even has TRIPLE hit points... Though it will harm one part faster than the other, so where there is more than one hit point I have listed the 'Primary' hit point first and the 'Secondary' hit point second. Lots of changes there. - Fixed the 'Surfboard Stretch' hit point from 'Arm' to 'Body'. - Added a 'Tester' section, wanna test for hit points yourself? Go here. - Added a 'General FAQ' section, oughta clear up some of the questions you damned people have been mailing me. 1.5a - 06/06/01 - A few minor updates. - Fixed an error with the Mexican Surfboard Stretch. - Changed the layout a little. - Added a few comments to the FAQ section and an additional note to the 'Tester' section. 1.5b - 30/06/01 - Missed a counter. - A Helpful guy brought it to my attention that I'd missed a counter. So I've added it in. Look for 'Counter To Spear' in the 'Reversals' section. - Additional note on Armbar counters. 2.0 - 01/07/01 - Missed something HUGE about the game. Meaning a HUGE update. - Added 'Flying' HIT POINT to the FAQ. I previously thout it unimportant, how wrong I was... - Added 'General Notes on 'Hit Points' section. - Added 'General Notes on 'Parameters' section. - Added 'General Notes on 'Submission Skills' section. - Added 'Additional General Notes' section. - Altered guide to include ALL 'Multiple Hit' attacks in the game. - Altered guide layout to include whether or not an attack can incite a tap-out. - Formatting changes. - Updated 'Tester' section. - Updated FAQs section. 2.1 - 02/07/01 - Got mail from idiots, tested the game some more. - Added a new piece to 'Tester' section. - Added 'Glossary' section. - Updated 'General Notes' section. - Updated 'FAQ' section. - More formatting changes. - Added an additional disclaimer to 'Notes'. 2.2 - 12/08/01 - Few small additions. - Added note on Reverse Armbar - Moved notes on Rolling German Suplex and Continuous Powerbomb/DVD to the 'General Notes' section. - Added several 'Stalling' moves to the list... Added 'em because just like submissions, button-bashing can cause the move to be held on longer. And that stalling part DOES do damage. - Updated the 'FAQ' section. 2.3 - 15/08/01 - More small additions. - Updated 'General Notes' section. - Updated 'the Paradox' after recieving mail. Obvious really. It should have occured to me sooner. - Updated 'FAQ' section. - Corrected long-standing error in 'Holds' section. Mexican Surfboard only hurts the legs. 2.3a - 12/01/02 - Pointless changes. - Updated 'FAQ' section. - Updated 'Notes' section. 2.3b - 17/03/05 - Final pointless changes. - This is the final update, though not an official 'final' release. Rather, it exists so that people can still find my website and keep in contact with me. - Updated website URL. - Updated E-mail address. - Updated FAQs. ================================================================================== ================================================================================== CONTENTS -------- 1 - INTRODUCTION 2 - GENERAL NOTES - a. Hit Points b. Parameters c. Submission Skills d. Additional 3 - HIT POINTS AND SUBMISSION POINTS 4 - HOLDS - a. Front Grapple b. Back Grapple c. Upper Body Submission, Facing Up d. Upper Body Submission, Facing Down e. Upper Body Submission, Sitting Up f. Upper Body Submission, Sitting Down g. Lower Body Submission, Facing Up h. Lower Body Submission, Facing Down i. Irish Whip Grapple j. Turnbuckle Grapple k. Counter Attack, Punch l. Counter Attack, Kick m. Reversals 5 - TESTER - a. Testing for Hit Points. b. Testing for multiple Hit Points. c. What if the character doesn't hold any part? d. Testing Parameters and Submission Skills/Bizarre paradox. 6 - GENERAL FAQ 7 - GLOSSARY 8 - NOTES ================================================================================== ================================================================================== 1 - INTRODUCTION ---------------- A lot of people think it's next to impossible to get a submission in No Mercy. But the fact is, that it's just about the best way to deal with a difficult opponent and absolutely essential to clocking up a win in 'Iron Man' mode. The trick to getting your win with submission holds is to know which part of the body that submission hold targets - You just have to beat down upon that part of the body until the opponent is holding that body part, whack it a little more for good luck, then apply your hold and watch 'em tap out. But the thing is, all submission holds target the body parts in one of two ways and a move only ever works as a submission hold on one body part (Take a look at the 'HIT POINTSs and SUBMISSION POINTS' section below), so sometimes the game makes odd decisions. This guide will tell you exactly which moves target which body parts, then it's just a case of beating down upon that part of your opponent. If you're using a Tazmission - Piledrive the crap out of 'em. If you're using the Rings Of Saturn - Elbow smash their arms. It's that simple. It will also show you how to test move yourself and how the Submission Hold system works. Believe me, some of the moves hurt an opponent in utterly bizarre ways. I wrote this as an aid in creating my own CAWs, but this FAQ should be of use to anyone if they like using the more exotic submission holds. Also included in this guide are moves that hit repeatedly - Knee Strikes or Rolling German Suplexes, etc... These moves will not result in a submission, though they will keep doing damage until your opponent escapes. The move list below tells you which moves result in a submission. ================================================================================== ================================================================================== 2 - GENERAL NOTES ----------------- a - Hit Points -------------- There are five hit points: Head Body Leg Arm and Flying This guide deals with the first four. The final 'Flying' HIT POINT is only used in off-the-turnbuckle/off-the-apron flying attacks. It counts as a seperate area in and of itself. EVERY move targets one of the five HIT POINTS, if you use a move repeatedly and they haven't started holding a body part - Then it probably targets the 'Flying' HIT POINT. 'Flying' is used as a somewhat miscellaneous HIT POINTS. Several 'multiple attack' moves such as the 'Chop-Down' and holds that do not result in submissions such as the 'Big Swing' actually hit the 'Flying' HIT POINT. 'Flying' isn't just for aerial attacks. Consider 'Flying' to mean 'General'. Remember: Just because it looks as if someone is being hit on the body, it doesn't make the body the HIT POINT. ---------------------------------------------------------------------------------- b - Parameters -------------- When building a CAW, you can assign a rating (1-5) to each HIT POINT in the 'Parameter' section of the CAW screen. Impact moves can be made weaker or stronger based upon these numbers, as can your defence against the impact moves. However, these ratings have no bearing whatsoever upon the effectiveness of a submission hold. The effectiveness of a submission hold is controlled by two factors - Damage done to the targeted body part and the character's 'submission skills'. Take a look in the 'Tester' section below for ways to test this yourself. ***NOTE*** 'Multiple Attack' moves work like impact moves, therefore parameters will affect their effectiveness. ---------------------------------------------------------------------------------- c - Submission Skills --------------------- In the 'Fighting Style' section of the CAW page you can set your character's 'Submission Skills'. Choosing from 'Expert', 'Normal' and 'Novice'. The setting will control two things - The effectiveness of your submission holds and your resistance to other people's submission holds. - An 'expert' will get a submission far faster than a 'novice' when using a submission hold. - A 'novice' will tap out far more quickly than an 'expert' when being attacked with a submission hold Take a look in the 'Tester' section below for ways to test this yourself. ***NOTE*** This does not apply to 'multiple attack' moves such as Knee Strikes, their effectiveness can only be altered through parameters. ---------------------------------------------------------------------------------- d - General Notes ----------------- Remember that you can press 'R' to release a submission hold at any time. *** Holding the analogue stick will keep you locked in a submission hold. *** Repeatedly hitting buttons whilst performing a submission does not increase the effectiveness of that hold directly, though it does help you to keep the hold locked on for longer. Repeatedly hitting buttons whilst being held in a submission will allow you to escape more quickly. *** The length of your 'Attitude' bar doesn't make the move more damaging, though it does make it harder to escape from a hold if your bar is lower than theirs. It doesn't affect how fast they'll submit. It's practically impossible to escape from a hold if the SPECIAL meter is flashing. *** The Multiple German Suplex and Continuous Powerbomb/DVD are two of the most effective moves in the game. Every roll or slam results in another 'C' rated hit... When 'SPECIAL' is flashing, they become pretty much inescapable - Leading to upto six 'C' rated hits. The minimum number of hits will be three. The Bronco Buster hits repeatedly with a 'B', but since it's aimed at the 'Flying' HIT POINT, it's far less useful than these two. *** The three 'Stalling' moves in the game cause damage in two ways - Once whilst actually 'Stalling' and once with the actual impact. The impact damages the part that you would expect (Piledriver - Head, Brainbuster - Head, Suplex - Body...) But the stall itself damages the 'Flying' HIT POINT. *** Repeatedly applying the submission hold is more effective than applying the same hold for a long time - Regardless of whether or not your submission skills are 'Expert', 'Normal' or 'Novice'. And why? The breakdown is this: The opening of the attack counts as an entirely seperate attack. MEANING: A submission hold causes damage in two ways: 1 - The APPLICATION of the hold. 2 - The time you keep the hold locked on. The opening of the attack (Stage 1.) causes an immediate amount of damage which is the followed by a variable amount of damage (Stage 2.) as you keep the hold locked on. But remember, once the hold is applied, all the damage you do afterward is free hits... So once you've got it locked on - Don't go releasing it unless you have to. *** The letter rating of the hold, whether it be A, B, C, D, E, F or G relates to the opening of the hold (Stage 1.), not Stage 2... All submission moves do a pretty similar amount of damage once actually applied, with one or two exceptions - Notably, the flat body Camel Clutch and Boston Crab take FOREVER to force a submission, as do a few others, and the Tazmission is slightly faster than usual. I'm not going to test every move, it'd take a loooong time. ================================================================================== ================================================================================== 3 - HIT POINTS AND SUBMISSION POINTS ------------------------------------ Ooooh... This is where it gets complicated. Y'see, since I discovered that some moves hit more than one body part, I had to do a whole lot of research and test a bunch of moves. What I discovered was, though some moves hit more than one body part - You can only get a submission on one point. Confused? Okay, let's use the Sharpshooter and the Camel Clutch as an example: Sharpshooter: Attacks Legs and Body Camel Clutch: Attacks Body If I spend my entire match just railing on my opponent's body, he will start to hold his body... At this time I can apply a Camel Clutch and get a submission - This is because the Camel Clutch SUBMISSION POINT is the Body. However, If I were to apply a Sharpshooter, I'd be sorely disappointed because though the Sharpshooter's HIT POINTS include the Legs and the body, it's SUBMISSION POINT is the Legs. But, if I were to use a Sharpshooter on my opponent, it would hurt their legs and body, leaving them vulnerable to the Camel Clutch or a Leg submission hold. To clarify: With the Sharpshooter, if you want them to submit, work on the legs. Though it will also attack the body, the SUBMISSION POINT is still to the legs. In this FAQ, when I list the attack area, I will list all of the HIT POINTS, but the SUBMISSION POINT will be listed first and in capitals. If you want to make 'em submit with that move, make sure you wear down the SUBMISSION POINT, though the move will still be effective as an attack to set up another submission hold. Don't feel bad about mailing me if you're having trouble grasping this simple concept. Just TRY to understand it before firing off that E-Mail... ================================================================================== ================================================================================== 4 - HOLDS LIST -------------- HOLD DAMAGE SUBMISSION AREA ---------------------------------------------------------- FRONT GRAPPLE ------------- Bearhug E Yes Body Big Swing F No Flying Butterfly Lock F Yes Head Canadian Back Breaker E Yes Body Choke Takedown D No Head Chop Down E No Flying Continuous Powerbomb/DVD C No Head Cross Heel Hold E Yes Leg Flipping Armbar F Yes Arm Guillotine Choke F Yes Head Headlock F No Head Iron Claw A Yes Head Knee Strike 01 F No Flying Knee Strike 02 F No Flying Knee Strike 03 E No Flying Leg Sweep/Strong Punching F Yes Head Mandible Claw D Yes Head Reverse Armbar * F Yes Arm Rolling Leglock F Yes Leg Rushing Armbar E Yes Arm Shoulder Thrusts E No Body Six Seconds Magic F Yes Arm Stalling Brainbuster B No Flying Stalling Piledriver C No Flying Stall Suplex E No Flying Standing Armbar F Yes Arm Sweep w/ Mounted Punching F No Body Tie Up Knee Strikes F No Leg Two Handed Choke Lift E Yes Head Ultimate Armbar F Yes Arm BACK GRAPPLE ------------ Abdominal Neck Wrench D Yes Body Abdominal Stretch (Floor) F Yes Body Abdominal Stretch (Standing) E Yes Body Chicken Wing Headlock E Yes HEAD - Arm Eastern Stretch D Yes Body Jumping Armbar E Yes Arm Multiple German Suplex C No Head Octopus Stretch D Yes BODY - Head Rear Naked Choke E Yes Head Reverse Armbar E Yes Arm Sleeper Hold E Yes Head Spinning Torture Rack B Yes Body Surfboard Stretch E Yes Arm Tazzmission D Yes Head Torture Rack D Yes Body UPPER BODY SUBMISSION - FACING UP --------------------------------- Armbar 01 G Yes Arm Armbar 02 G Yes Arm Choke Hold G No Head Clutching Punch G No Head Dragon Sleeper G Yes Head Eastern Stretch G Yes HEAD - Body Eye Gouge G No Head Front Headlock G Yes Head Gangsta Stretch F Yes Leg Goku-Raku Stretch G Yes Body Head Pound G No Head Mounted Position Punching G No Head Neck Wrench G Yes Head Sleeper Hold G No Head Strangle Hold G Yes Head Surfboard Stretch G Yes Body Triangle Hold G Yes Head Ultimate Punching G Yes Head Venis Grind and Punch G No Head UPPER BODY SUBMISSION - FACING DOWN ----------------------------------- Camel Clutch G Yes Body Crippler Crossface F Yes Head Rear Naked Choke G Yes Head Rear Naked Choke w/ Delay G Yes Head Rings Of Saturn F Yes Arm Sitting Reverse Armbar G Yes Arm UPPER BODY SUBMISSION - SITTING UP ---------------------------------- Buffalo Sleeper Hold F Yes ARM - Head Dragon Sleeper Hold F Yes Head Eastern Stretch F Yes HEAD - Body Front Headlock F Yes Head Neck Wrench F Yes Head Ne-Han F Yes Body Sleeper Hold F Yes Head Surfboard Stretch G Yes Body UPPER BODY SUBMISSION - SITTING DOWN ------------------------------------ Camel Clutch G Yes Body Rear Naked Choke G Yes Head LOWER BODY SUBMISSION - FACING UP --------------------------------- Ankle Lock G Yes Leg Boston Crab G Yes Body Figure Four Leg Lock G Yes Leg Leg Lock G Yes Leg Reverse Figure Four Leg Lock G Yes Leg Sharpshooter G Yes LEG - Body Side Leg Lock G Yes Leg Single Leg Crab G Yes LEG - Body Spinning Toe Hold G Yes Leg STF G Yes LEG - Head Texas Cloverleaf G Yes LEG - Body Walls Of Jericho F Yes Body Wishbone G Yes Leg LOWER BODY SUBMISSION - FACING DOWN ----------------------------------- Ankle Lock G Yes Leg Boston Crab G Yes Body Bow and Arrow Lock G Yes LEG - Head - Body Indian Deathlock G Yes Leg Mexican Surfboard Stretch G Yes Leg Reverse Achilles Lock G Yes Leg Single Crab G Yes LEG - Body IRISH WHIP GRAPPLE ------------------ Abdominal Stretch E Yes Body Crippler Crossface A Yes Head Double Handed Choke Lift E Yes Head Lou Thesz Press Knuckle E No Flying Reverse Armbar F Yes Arm Sleeper Hold E Yes Head TURNBUCKLE GRAPPLE -------------------------------- Bronco Buster B No Flying Flury G No Flying Foot Choke G No Flying Jumping Armbar Takedown D Yes Arm Knee Strikes G No Flying Multiple Chops G No Flying Multiple Clothesline G No Flying Shoulder Thrusts G No Flying Stink Face G No Flying Stomp And Choke G No Flying Thump F No Flying 10 Punch G No Flying 10 Punch With DX Pose G No Flying COUNTER ATTACK - PUNCH ---------------------- Reverse Armbar F Yes Arm COUNTER ATTACK - KICK --------------------- Standing Ankle Lock F Yes Leg REVERSALS --------- Counter Armbar E Yes Arm Counter To Spear N/A Yes Head * Reverse Armbar Note - The 'Reverse Armbar' (Asterisked above) is often the move that is used to counter clotheslines. It is also used to counter suplexes if your character's fighting style is set to 'Martial Arts'. The HIT POINT and rating is the same. ADDITIONAL NOTE - Certain clotheslines will be countered with a different-looking armbar. Don't be unduly surprised... The HIT POINT and rating is exactly the same as the 'Reverse Armbar'. ================================================================================== ================================================================================== 5 - TESTER ---------- a - Testing for HIT POINTS. --------------------------- So, how do you test to determine which moves strike where? I've covered the submission holds for you, but what about the others... First things first, use your common sense - Piledrivers hit the head, DDTs hit the head, an Arm Breaker hits the arm, etc... But some moves are hard to figure out by looking at them, so just follow this guide: Step 1: Create a blank CAW, call him 'Tester'. Give him a costume if you want, it doesn't matter. Step 2: Make him average in every way. Make him 6'0, 250lbs, Medium Body, etc. Step 3: Set his fighting style: Stance - Normal Ring entry - Normal Counter/Reversals - Heavy Speed - Normal Submission Skills - Normal Irish Whip Evasion - Yes Recovery Rate - Normal Bleeding - Normal Reaction To Blood - Normal Endurance - Normal Turnbuckle Climbing - Climbing Jumping Distance - Normal Specific Weapon - Random Step 4: Set every number on 'Parameter' to a '3'. You now have a totally average CAW, so now you just set a move to one of his buttons. Let's test the ambiguous-looking 'Snap Powerbomb 01', does it hit the Head or the Body? Step 5: Set 'Snap Powerbomb 01' to Strong Grapple 'B'. Step 6: Save the CAW. Step 7: Enter a two-player game with nobody on the second pad, wrestle against a clone of yourself. Step 8: Strong Grapple your opponent and hit the Powerbomb. Pick him up and do it again, keep doing it until they're holding a body part. (In the case of the Snap Powerbomb 01, it takes about 18 slams and they end up holding their Body.) And that's that, try it with other moves if you're unsure. By doing this, you can create a wrestler who's entire movelist is geared towards performing a submission finisher. It's the same process with finishing moves, only it'll take longer since you have to taunt your bar up to 'Special' first. This is the best technique for testing the HIT POINTS... It's possible to use much faster methods, but none of those are effective when testing for secondary HIT POINTS... I'm not gonna go into it too deeply here... But just like submission holds, some moves will hit two body parts. If after slamming 'em a few times they stand up holding their head, just try giving 'em a single body shot - If they start holding their body then the move was hitting two body parts. ---------------------------------------------------------------------------------- b - Testing for multiple HIT POINTS ----------------------------------- A lot of people have asked me how to do this, and what it comes down to is this: Follow the guide above to the letter, until they hold a body part. Now, they're worn down, so attack all of the other HIT POINTS on their body. For example: You've used a Chicken-Wing Headlock - They'll be holding their head. Hit their legs - They're still holding their head. Hit their body - They're still holding their head. Hit their arm - Now they'll be holding their arm. Imagine that every body part has an energy bar, that when reduced to zero, stays at zero. Once that bar is at zero, any attack on that particular HIT POINT will make a character hold onto that area. The character will always hold the most recently attacked area. ---------------------------------------------------------------------------------- c - What if the character doesn't hold any part? ------------------------------------------------ The HIT POINT is 'Flying'. It's possible for moves to hit the 'Flying' point whilst on the floor (See the Big Swing, above.). ---------------------------------------------------------------------------------- d - Testing Parameters and Submission Skills. --------------------------------------------- The following are two different methods for testing the effect that 'Parameters' and 'Submission Skills' have upon the effectiveness of a submission hold. T hey're idiot-proof to the extreme, though if you attempt both tests, you'll notice a bizarre paradox. METHOD 1 METHOD 2 ----------------------------------------------------------------------------------- 1. Create a character with a '5' for | 1. Create a character with a '5' for all offensive parameters and a '1' | all offensive parameters and a '1' for all defensive. Set his | for all defnesive. Set his submission skills to 'Expert'. | submission skills to 'Expert'. Call him 'T1'. Make sure he | Call him 'T1'. Make sure he has the Sleeper Hold as a back | has the Sleeper Hold as a back grapple. | grapple. | 2. Create another character called | 2. Create another character called 'T2'. Set his submission skills to | 'T2'. Set his submission skills to 'Expert'. Set all of his defensive | 'Expert'. Sey all of his defensive parameters to '5' and all of his | pararmeters to '5' and all of his offensive parameters to '1'. | offensive parameters to '1'. | 3. Start a 'T1' Vs. 'T2' Match. | 3. Start a 'T1' Vs. 'T2' match. | 4. Have 'T1' put the Sleeper Hold on | 4. Have 'T1' put the Sleeper Hold on 'T2'. Hold 'T2's' analogue stick | 'T2', wait for him to release it. until 'T2' taps out. | Apply it again and wait for it to | release. Keep doing this until 5. It should take about 25 seconds to | 'T2' submits. get the submission. | | 5. It should take about seven Sleeper 6. Re-Start at step one, but this time | Holds to get the submission depending set 'T1' up with a '5' in all | upon how quickly you re-apply the defensive parameters and a '1' in all | hold each time. offensive parameters. Don't change | 'T2'. | 6. Re-Start at step one, but this time | set 'T1' up with a '5' in all 7. Getting a submission will still take | defensive parameters and a '1' in all 25 seconds. | offensive parameters. Don't change | 'T2'. 8. Now Re-Start at step one with | whatever parameters you like (We've | 7. Getting a submission will still take just established that they do | seven attempts depending upon how nothing.) This time set 'T1's' | quickly you re-apply the hold each time. submission skills to 'Novice'. | | 8. Now Re-Start at step one with 9. Getting a submission will now take | whatever parameters you like (We've over 30 seconds. | just established that they do | nothing.) This time set 'T1's' 10. Take note: If you drop 'T2's' | submission skills to 'Novice'. submission skills down to 'Novice' | whilst keeping 'T1' at 'Expert', 'T1'| 9. Getting a submission will still take can get a submission in 18 seconds. | seven attempts. The Paradox: ------------ You'll notice that both METHOD 1 and METHOD 2 prove that 'Parameters' have no real effect upon submission holds. However, though METHOD 1 proves that 'Submission Skills' are directly responsible for the speed at which an opponent submits... METHOD 2 seems to suggest that neither 'Parameters' OR 'Submission Skills' have an effect upon the speed of a submission. What can we learn from this? (Repeated from 'General Notes.) It means that repeatedly applying the submission hold is more effective than applying the same hold for a long time - Regardless of whether or not your submission skills are 'Expert', 'Normal' or 'Novice'. And why? The breakdown is this: The opening of the attack counts as an entirely seperate attack. MEANING: A submission hold causes damage in two ways: 1 - The APPLICATION of the hold. 2 - The time you keep the hold locked on. The opening of the attack (Stage 1.) causes an immediate amount of damage which is the followed by a variable amount of damage (Stage 2.) as you keep the hold locked on. But remember, once the hold is applied, all the damage you do afterward is free hits... So once you've got it locked on - Don't go releasing it unless you have to. ================================================================================== ================================================================================== 6 - GENERAL FAQ --------------- Q. So what do the letters on your guide mean? A. *Sigh* The better the letter, the more damaging a move is... In the game, 'S' is the highest possible damage level, decreasing in power with 'A', 'B', 'C', and so on... the weakest attack level is 'G'. They're pretty much useless as a standard attack, but as submission holds, 'G' attacks work fine. Q. What is the best submission hold in the game? A. Six Seconds Magic, no two ways about it. You don't have to do a lot of damage to their arms, it still makes 'em tap out in a few seconds. Though the Iron Claw and the Crippler Crossface are both rated higher than the 'Magic, don't believe it for a second... The 'Magic kicks ass. Q. What does 'CAW' stand for? A. 'Create A Wrestler', genius. Q. Some of the dual-hit holds don't see to be very effective when I target the secondary HIT POINT... Why? A. Read the bloody 'HIT POINTS and SUBMISSION POINTS' section. Q. Is there any chance of you doing a HIT POINTS list for the other moves in the game? A. Not if I live to be a million. Q. Should I try and make one? A. You can try, but it's waaaay too big an undertaking, trust me - I've tried. As a simple guide, if it looks like it's hitting a certain body part, that's the HIT POINT, but don't count on that as a perfect guide. Chokeslams hit the head, for example. But, I mean, Christ... If you piledrive 'em, you pretty much count on their head hurting. It's not rocket science folks. But doing a comprehensive guide to slams would just be too big, too bloody boring, totally unnecessary, and let's face it - It would be a boring-ass read, too. Q. But I really want to know how a particular attack hits... I'm not sure about how to test it, how do you do it? A. Go and take a look at the 'Tester' section. Q. Can you tell me some good moves to use if I want to have as my finisher? A. No, people keep on asking me this and up until this revsion of the FAQ I've been helpful... But that question is occuring so much that I can't answer everybody. Just use the 'Tester' section above to work out your own HIT POINTS, that's what it's there for. Q. You're wrong, Parameters do make moves more effective... It says so in the instruction booklet. A. Yes... And it also says that there's a 'Records' section in the instruction booklet. I wouldn't wipe my ass with the advice given in that thing. Okay, still don't trust me? You can test it with the methods in the 'Tester' section. Q. You're a retard! You got wrong. Dumbass! A. One: Bite me. Two: I went to the trouble of writing this, if you don't like it - Don't read the bastard. Three: Everything in this guide has been tested and re-tested and everything is BELIEVED to be accurate. The reason I put my E-Mail address at the bottom of the page is so that people can let me know if there are mistakes in the guide. See the revision list up there? I've made mistakes before and I've corrected them. Every assumption in the guide is explained in detail. First thing - Read the explanation, then if you still believe something is wrong, let me know and I'll re-test it. EVERYTHING in this guide is subject to alteration until you see 'FINAL' in the revision list. And you won't EVER see that 'FINAL' because I'm never happy with ANYTHING. Q. Can I use parts of your FAQ in my FAQ/on my Website? A. No. Q. Can I link to your FAQ? A. Sure, why not? But let me know you're doing it, eh? Q. What made you write an FAQ? A. I had a whole stack of written notes based on submission holds and I was just THAT bored. Q. Have you written any other FAQs? A. No. Q. Will you write any other FAQs? A. No... Well, maybe for the next Aki wrestling game... Perhaps if another game bites me like this one has. Q. Where can I find the latest version of this FAQ? A. GameFAQs and from me via E-Mail. If you see this guide, parts of this guide or even anything that resembles a part of this guide anywhere other than GameFAQs.com or my site - Let me know. Q. Do you mind if I contact you? A. Not at all, just make sure you're not a total arse. I'm serious about this, some of you haven't been paying attention. I haven't got the time to deal with morons. Constructive criticism is fine. Bollocks isn't. ================================================================================== ================================================================================== 7 - GLOSSARY ------------ CAW - 'Create A Wrestler'. HIT POINT - The point that an IMPACT MOVE or a submission hold attacks. HIT POINT (2) - The point that a submission hold damages without leading to a submission. IMPACT MOVE - A slam, MULTIPLE HIT ATTACK or a punch/kick. Power is controlled by the 'Parameters' MULTIPLE HIT - Holds that repeatedly attack the opponent without leading to a ATTACK submission (Eg: Knee Strikes, Rolling German Suplex.) These are usually IMPACT MOVES. NOTE: This does not include submission holds that do not result in a submission such as the Choke Takedown - These work like submission holds (Power is controlled by the 'submission skills') even though no submission will result. MULTIPLE HIT - A move with 'multiple hit points' will attack more than one POINT body part. With submission holds, one of these HIT POINTS will be a SUBMISSION POINT. STALLING MOVE - Moves that have a delayed impact and cause damage during the delay. There are only three in the game - Stalling Brainbuster, Stalling Piledriver and Stall Suplex. SUBMISSION POINT - The point on the body that the submission hold targets for the submission. ================================================================================== ================================================================================== 8 - NOTES --------- This guide written by the aforementioned Monkey. It is entirely my copyright. So don't even think about it. Don't distribute it, don't sell it, don't use it in your own FAQ. If you want it for any reason - mail me, we'll talk. Note also that terms such as 'Hit Point' and 'Submission point' were originally coined by me in the second revision of this FAQ. I was the first to put into print the thesis behind the workings of submission points compared to hit points. Until my FAQ was published, the hit point/submission point system had gone undocumented. Therefore, should you use said information in an FAQ or a guide, don't pass it off as your own work. It's not an issue of control - Just good manners. If you have any questions, comments, suggestions, corrections, abuse, child-like ramblings or inane thoughts, mail me at the pcm *at* atomicmonster.com Visit my website at: http://www.atomicmonster.com Copyright Pop Culture Monkey 2001, 2002, 2005 ================================================================================== ==================================================================================