WWF NO MERCY SUBMISSION HOLDS FAQ V2.1

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Version: 2.1
Updated: 02 July 2001

Game: WWF No Mercy
System: Nintendo 64
Author: Pop Culture Monkey
E-Mail: popculturemonkey@btinternet.com
Website: http://www.popculturemonkey.btinternet.co.uk

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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'.
     
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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

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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.  For example:  The 
Sharpshooter targets the legs for it's submissions, whereas the Texas 
Cloverleaf targets the body.

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.

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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.

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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.

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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.

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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 hittong 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.

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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...

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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
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 - Body
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.

+ Multiple German Suplex/Continuous Powerbomb Note - These 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 upwards of six 
or seven 'C' rated hits.  The minimum number of hits will be three.

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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.

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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.

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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.).

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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.  They'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?

Well, assuming there's no real logic behind it (Which I'm assuming that there isn't - 
Therefore making it a bug of sorts.) 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'.

Bizarre.

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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.  With submission holds, I can get a submission as easily with an 'G' attack 
    as I can with an 'A', does this mean that the letters mean nothing?

A.  Not really, though it's as easy to get a submission with an Abdominal Stretch 
    as it is with an Iron Claw providing you've worn down the body part first, the 
    moves with 'high' letters are better for actually wearing them down in the first 
    place.  Therefore:  If you put the Iron Claw on someone who's hurting but not 
    yet holding their head, you may still get a submission as it'll do a lot of 
    damage...  To get a submission in the same way with a Mandible Claw you'll have 
    to get 'em either holding their head or close to holding their head first.


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 and too bloody boring.  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 <Insert Submission 
    Hold Here> 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 <Insert article here> 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 probably won't EVER see that 'FINAL'.


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.  Where can I find the latest version of this FAQ?

A.  Only GameFAQs.  If you see this guide, parts of this guide or even anything 
    that resembles a part of this guide anywhere other than GameFAQs.com - 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.

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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.

SUBMISSION POINT - The point on the body that the submission hold targets for 
                   the submission.

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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 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 address at the 
top of this guide.

Visit my site at: http://www.popculturemonkey.btinternet.co.uk 
We're going live in August with all kinds of great stuff.

Copyright Pop Culture Monkey 2001

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