WWE SmackDown vs. Raw 2009 guides

WWE SmackDown vs. Raw 2009 Beginner Tips - Signatures, Abilities, and Tag Teams

Beginner WWE SmackDown vs. Raw 2009 tips for signatures, finishers, abilities, tag teams, Career Mode, reversals, and match types.

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WWE SmackDown vs. Raw 2009 is a wrestling game from the pre-WWE 2K era, so its rhythm is built around momentum, stored signature icons, separate reversal buttons, wrestler abilities, and match-type controls. It also pushes tag-team play harder than the previous entry, with hot tags, team-based momentum ideas, and a co-op Road to WrestleMania route.

Content note: this Teen-rated game includes arcade wrestling violence, blood, mild language, suggestive themes, and weapon-legal match types.

Use these tips for Exhibition, Career Mode, Road to WrestleMania, local multiplayer, and older-console replay. Platform versions differ, so follow your version’s on-screen prompts whenever exact buttons matter.

Essential Tips

1. Separate Signatures From Finishers

Full momentum is not always an instant finisher button.

SvR 2009 adds signature moves as a major step between normal offense and finishers. When your momentum is full, decide whether you want the immediate finisher attempt or a stored signature icon. A signature can set up the right opponent state, keep pressure going, or give you a payoff when the finisher position is not ready yet. Spend the meter only when the opponent is placed correctly.

2. Learn Strike and Grapple Reversals Apart

Defense improves once your hands know which attack is coming.

The control scheme splits strike reversals and grapple reversals, and that matters more than button speed. If an opponent is jabbing, kicking, or diving, answer the strike side. If they reach in for a grab, strong grapple, or running hold, answer the grapple side. Beginners often lose because they press one defensive button for everything.

3. Use Quick Grapples to Start, Strong Grapples to Cash In

The slower move is usually better after you already control the exchange.

Quick grapples are your safe starter because they come out faster and help you build position. Strong grapples and Ultimate Control Grapples hit harder, but they take more setup and are easier to interrupt when both wrestlers are fresh. Open with strikes, quick grapples, and Irish whips, then upgrade to bigger holds once the opponent is hurt or groggy.

4. Taunt Only When the Ring Is Yours

Momentum is valuable, but taunts leave you open.

Taunting can help build the meter and improve crowd energy, especially in Career Mode, but it is a bad habit when the opponent is standing or a second wrestler is nearby. Taunt after a knockdown, outside-ring separation, partner save, or weapon scramble. If the opponent can reach you, make space first.

5. Attack Body Parts With a Purpose

Submission wins need damage before the hold matters.

Submissions are tied to damaged body areas. If you want an arm, leg, head, or body submission to matter, keep returning to that target instead of throwing random moves. Wrestlers with submission tools become much scarier after repeated limb pressure. Against them, avoid long mat exchanges when your damage is already deep.

6. Treat Abilities as Wrestler Identity

A wrestler’s best plan often comes from the six abilities they carry.

Abilities replace the old fighting-style feel with more specific tools. Dirty Pin rewards rope-side pin attempts. Hammer Throw changes Irish whip pressure. Lock Pick affects submission defense. Springboard and Outside Dives reward space and rope position. Object and Table Match matter more when weapons or tables are legal. Before a long Career run, check what your wrestler can actually do.

7. Do Not Waste Durability, Kip-Up, or Lock Pick

Recovery tools are strongest when they change the finish of a match.

Some abilities are comeback tools, not buttons to press as soon as they appear. Durability requires you to stop moving while healing, so use it only after creating safety. Kip-Up can flip a knockdown into momentum and health, but burning it in a harmless moment wastes the surprise. Lock Pick has limited use and costs momentum, so save it for holds that could end the match.

8. Play Career Mode for Stars, Not Just Wins

A weak victory may not move you forward enough.

Career Mode rewards more than the final bell. Strong match results, crowd excitement, finishers, signatures, taunts, counters, and varied offense all help build star ratings. If you barely scrape by or repeat the same move sequence, you may need rematches to meet championship-path requirements. Build your wrestler while chasing the belt instead of rushing every contender match.

9. Use Hot Tags Like a Reset Button

Tag matches are built to punish lonely wrestling.

The 2009 tag focus means your partner is more than decoration. When your legal wrestler is trapped, damaged, or low on control, the hot tag can swing the match back. Work toward your corner, protect the apron partner, and avoid fighting forever in enemy territory. In co-op, call out when you are setting up a double-team or tag finisher.

10. Know Which Match Type Changes the Controls

Ladder, cage, Cell, table, and weapon matches have their own habits.

Specialty matches are where old SvR muscle memory breaks down. Ladder matches need careful setup, climbing, reaching, and defense. Cage and Hell in a Cell matches add climbing and escape timing. Table matches require positioning before the big impact. Extreme Rules and TLC change weapon value. Spend one practice match learning the object before chasing the win.

11. Use the Environment Instead of Center-Ring Repetition

Ropes, corners, posts, ladders, tables, and ringside space all create openings.

Environmental grapples and match objects help break stalemates. Dragging a wrestler to ropes, turnbuckles, steps, posts, barricades, or announcer tables can create damage and position that normal center-ring grapples do not. This is especially useful against a reversal-heavy opponent who keeps escaping your standard attack chain.

12. Keep Platform Differences in Mind

Do not assume every version has identical features or prompts.

PS2, PS3, PSP, Wii, Xbox 360, and DS versions share the same annual identity, but they are not interchangeable. Controls, online behavior, created-content tools, handheld features, and some mode details can vary. When checking a route, unlock, or move list, match it to your platform before you build a plan around it.

Match Rhythm and Modes

SituationBest HabitWhy It Helps
Opening exchangeUse strikes and quick grapplesYou build control without slow setup
Full momentumCheck position before spending itFinishers and signatures need the right state
Opponent is groggyGo for signature or finisher payoffYour big move has a cleaner window
Opponent reverses oftenMix strikes, grabs, whips, and movementVariety makes defense less predictable
Submission planFocus one body areaDamaged limbs make holds matter more
Career ModeChase stars and stat growthBare wins may slow title progress
Tag matchWork back to your cornerHot tags and partner tools can reset pressure
Ladder or cage matchLearn object controls firstThe win condition is different from pinfall
Weapon matchUse ability fitObject, Table Match, and related tools gain value
Multiplayer scrambleWatch legal targets and partnersWasted attacks can hand the match away

Road to WrestleMania is best approached as story content with fixed wrestlers and specific routes. Career Mode is the better place to grow a chosen wrestler or created Superstar through championships, stats, and abilities. Exhibition is the practice lab: use it to test controls, tag timing, match objects, and reversals before carrying habits into longer modes.

For tag play, slow down and think in pairs. A quick tag can protect a damaged wrestler. A double-team can do more than another solo grapple. A hot tag can rescue a bad stretch. In co-op, one player should set position while the other watches interruptions, pins, rope breaks, and outside threats.

Common Mistakes to Avoid

  1. Do not spend full momentum blindly - Check whether a signature or finisher is actually ready.

  2. Do not press one reversal button for everything - Strikes and grapples need different answers.

  3. Do not open every match with strong grapples - Bigger holds are safer after damage or a setup.

  4. Do not taunt in reach of a standing opponent - The meter gain is not worth a free counterattack.

  5. Do not chase submissions without body-part work - Holds need targeted damage to become reliable.

  6. Do not ignore abilities - Dirty Pin, Hammer Throw, Springboard, Object, and other tools change the plan.

  7. Do not waste comeback abilities early - Save limited recovery and escape tools for dangerous moments.

  8. Do not treat Career Mode as a simple win streak - Stars, variety, counters, and crowd excitement matter.

  9. Do not abandon your partner in tag matches - Corners, hot tags, and double-teams are part of the design.

  10. Do not assume modern WWE 2K habits apply - This entry has older controls, older timing, and version quirks.

Summary

CategoryTop Tip
MomentumDecide between signature setup and finisher payoff
DefenseLearn strike and grapple reversals separately
GrapplesStart quick, then use stronger holds after control
SubmissionsDamage the target body part before serious holds
AbilitiesBuild strategy around each wrestler’s tool set
Career ModeEarn strong stars instead of rushing title shots
Tag TeamsUse hot tags, corners, and double-teams deliberately
Match TypesPractice object and escape controls before competing
PlatformsMatch advice to your exact version

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Sources

6 checked for this guide

Every factual claim in this guide was checked against at least two independent sources before publication. These are the references used for WWE SmackDown vs. Raw 2009.

  1. [S1] WWE SmackDown vs. Raw 2009 Official Strategy Guide SampleCommunityptgmedia.pearsoncmg.com
  2. [S2] GameFAQs - WWE SmackDown vs. Raw 2009 Move List and GuideCommunitygamefaqs.gamespot.com
  3. [S3] The SmackDown Hotel - WWE SmackDown vs Raw 2009 ControlsCommunitythesmackdownhotel.com
  4. [S4] The SmackDown Hotel - SvR 2009 Abilities List, Details and Career Mode TutorialCommunitythesmackdownhotel.com
  5. [S5] The SmackDown Hotel - WWE SmackDown vs. Raw 2009 OverviewCommunitythesmackdownhotel.com
  6. [S6] ESRB - WWE SmackDown vs. Raw 2009 Rating SummaryCommunityesrb.org