+++++++++++++++++++++++++++++++++++++
Power Meters
The Stun (Recovery) Meter
The Hold Meter (Rest Holds)
The Pain Meter (Submission Holds)
The Pin Meter
The Move Damage Meter
The TieUp System
Basic Maneuvers
Weapons Match
Steel Cage Match
Tag Team Match
Royal Rumble (N64 Only)
Taunts and Poses
Hints & Tips
Note on All Moves
Note on Finishers and "Hidden Moves"
Notations for Move Listings
++ SECTION 3: Controls ++
+++++++++++++++++++++++++
Nintendo 64
L = Dodge Left R = Dodge Right
C-Up = Climb C-Right = Run
B Button = Punch C-Left = TieUp
A Button = Kick C-Down = Block
++ SECTION 4: Basic Play Mechanics ++
+++++++++++++++++++++++++++++++++++++
Your power meters starts off green. When it's drained you will be stunned
until the stun meter runs out, then your new power meter will be a more
yellowish shade of green. This will eventually get to shades of yellow,
orange, and finally red, at which time the wrestler is at his weakest.
When one of your power bars is drained, you will be stunned. While you're
stunned, you won't have control of yourself until the stun meter is drained.
Rapidly press buttons to recover faster. If your opponent is stunned, use
stomps, elbows, or whatever other moves you have for fallen opponents in
your arsenal.
When a wrestler is in a normal hold, the power meter will be replaced by
a red Hold meter with the word "HOLD" beside it. While it's draining, the
wrestler doing the hold mashes buttons to inflict more damage while the one
in the hold has to mash buttons to try to escape faster. The more worn out
you are, the longer you will stay in a hold.
When a wrestler has been put in a submission hold once his Power meter has
reached red, the Power meter is replaced by the Pain meter with "PAIN"
beside it. It starts to slowly empty out, but also fills up as more
pressure is applied by the wrestler doing the hold. The wrestler doing the
submission hold mashes buttons to apply more pressure, his opponent must
mash buttons to try to escape. If the Pain meter fills up, the wrestler in
the submission hold will submit.
When a wrestler is being pinned, the power meter will be replaced by the
red Pin meter. It slowly empties, and the wrestler being pinned can mash on
the buttons to try to empty it faster. Once it's empty, he will kick out,
so he must try to empty it before the referee counts to 3.
The small meter under your power bar is the Move Damage Meter. It shows how
much damage is being inflicted by the move you're performing.
Use Block in a TieUp to Irish Whip (throw to ropes). Every wrestler in War
Zone has 9 moves (not counting the Irish Whip) that he can do from a TieUp.
DAMAGE BUTTON COMBINATION
=====================================================
1 Kick
2 Punch
3 TieUp
4 One Direction, Kick
5 One Direction, Punch
6 One Direction, TieUp
7 Two Directions, Kick
8 Two Directions, Punch
9 Two Directions, TieUp
The actual directions used for 7, 8, and 9 are different for each wrestler.
As a basic rule: Whoever tries the weaker move will win the TieUp. However,
you can pull off a more damaging move than the one your opponent is trying
by gaining a TieUp Advantage: The name of each wrestler appears white at
first. Performing non-TieUp moves will darken it to different shades, and
you'll have gained the advantage for a TieUp. The darker the shade, the
greater your advantage is. Here is a chart of the relative advantage:
NAME COLOR ADVANTAGE
=============================================
White 0
Light Blue 1-3
Medium Blue 4-6
Dark Blue 7-9
You can win a TieUp if your Move Damage minus Advantage is less than your
opponent's Move Damage minus Advantage. For Example. If you throw a punch
(damage = 2) and your name is light blue (Advantage = 2), your total number
is 0. Your opponent uses a TieUp (Damage = 3) and his name is still white
(Advantage = 0). 3 - 0 = 3. You win the TieUp.
To further complicate this system, here's the way it avoids "cheesy" players
who always try the low damage moves:
TieUp moves 6 and 9 always beat move 1.
TieUp moves 5 and 8 always beat move 2.
TieUp moves 4 and 7 always beat move 3.
- When your opponent is standing on the apron facing inside, and you're
standing inside the ring, you can suplex him into the ring using TieUp,
or Kick or Punch him off of the apron and to the outside with Kick or
Punch respectively.
- When your opponent is standing inside the ring near the ropes and you're
on the apron, you can hip toss him to the outside with TieUp or Punch him
using Punch or Kick (you can't kick from that position, Kick button just
punches).
- When your opponent is outside on the arena floor and you're inside the
ring, you can do an attack to the outside when you're standing near the
ropes by hitting Kick or Punch (the move can be a Slingshot Dropkick,
Flying Clothesline, etc. depending on who you're using).
- When your opponent is outside on the arena floor and you're inside the
ring, you can do a running move to the outside by running toward the ropes
in the direction of your opponent and hitting Punch (usually a Slingshot
Cross Body Block), Kick (usually a Slingshot Diving Dropkick), or TieUp
right before you would bounce off the ropes.
- When your opponent is inside the ring or on the apron, and you're standing
outside on the arena floor, you can pull him outside with Punch, Kick or
TieUp (you can't use Kick if they're on the apron though).
- When your opponent is hooked on the corner face first, use Punch, Kick, or
TieUp to slam his head on the turnbuckle. Use R-TieUp or L-TieUp to
perform a Belly-to-Back Suplex.
- To pick up a weapon in a Weapons Match, hit TieUp when you're stading over
it (while it's flashing white).
- Use the weapon you're holding with either Punch or Kick, hit TieUp again
to drop it.
- When you're at the top of the cage in a cage match, hit Down to climb out
(you'll just drop back in if your opponent's power bar isn't red yet), or
either Punch, Kick, or TieUp to dive onto your opponent (a different move
depending on whether your opponent is up or lying down inside).
- When your opponent is at the top of the cage, you can shake the cage wall
with TieUp to make him fall off (unless he has climbed to the outer side
already).
- When you're standing between your opponent and the cage wall in a Steel
Cage Match, hit R-Punch or L-Punch to slam his head onto the cage.
- To turn your attention to the other opponent in a Tag Match, hit the Climb
button.
- To tag your partner in a Tag Match, hold the direction toward your partner
when you're standing near him.
- To throw an opponent over the top rope, push him to the edge of the ring
until he's touching the ropes (if he isn't there already) when he's
stunned (standing). Now hit R-R-Block or L-L-Block (same as the Irish
Whip for everyone). It usually works better if you align yourself so that
you're directly facing the direction of the ropes and your opponent is
facing directly away from them while touching them.
Every wrestler can taunt his opponent or show off to the crowd during a
match. These combinations work for everyone:
Taunt: Press Punch + Block
Pose: Press TieUp + Kick
(Note: If you do this near the ropes with Shawn Michaels, he leans
back on top of the ropes instead of doing his normal pose)
Flex: Press Punch+Block on Top Turnbuckle
- Much like performing in front of an audience as a real wrestler, you must
try to please the crowd in War Zone. Continually using the same moves will
not get them behind you.
- You can reverse an opponent's move by pressing Block at the right time.
Timing is very important, mashing on Block won't work.
The directional system in War Zone are NOT like typical fighting games.
When you see "Right" (R) listed, it's ALWAYS Right. When you see "Left" (L)
listed, it's ALWAYS Left. They are NOT relative to your position on the
screen (they're not "Forward"/"Toward" and "Back"/"Away").
Finishers and "Hidden Moves" canNOT be done in Training Mode. These are
moves that are not listed in the in-game menus. Unlisted moves aren't
necessarily "hidden moves" though, only the ones that can't be done in
Training mode. "Hidden moves" (and most finishers) usually involve three
directions.
(P) Pin (Triggers the PIN meter)
(H) Rest Hold (Triggers the HOLD meter)
(S) Submission Hold (Triggers the PAIN meter)
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