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
| Situation | Best Habit | Why It Helps |
|---|---|---|
| Opening exchange | Use strikes and quick grapples | You build control without slow setup |
| Full momentum | Check position before spending it | Finishers and signatures need the right state |
| Opponent is groggy | Go for signature or finisher payoff | Your big move has a cleaner window |
| Opponent reverses often | Mix strikes, grabs, whips, and movement | Variety makes defense less predictable |
| Submission plan | Focus one body area | Damaged limbs make holds matter more |
| Career Mode | Chase stars and stat growth | Bare wins may slow title progress |
| Tag match | Work back to your corner | Hot tags and partner tools can reset pressure |
| Ladder or cage match | Learn object controls first | The win condition is different from pinfall |
| Weapon match | Use ability fit | Object, Table Match, and related tools gain value |
| Multiplayer scramble | Watch legal targets and partners | Wasted 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
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Do not spend full momentum blindly - Check whether a signature or finisher is actually ready.
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Do not press one reversal button for everything - Strikes and grapples need different answers.
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Do not open every match with strong grapples - Bigger holds are safer after damage or a setup.
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Do not taunt in reach of a standing opponent - The meter gain is not worth a free counterattack.
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Do not chase submissions without body-part work - Holds need targeted damage to become reliable.
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Do not ignore abilities - Dirty Pin, Hammer Throw, Springboard, Object, and other tools change the plan.
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Do not waste comeback abilities early - Save limited recovery and escape tools for dangerous moments.
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Do not treat Career Mode as a simple win streak - Stars, variety, counters, and crowd excitement matter.
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Do not abandon your partner in tag matches - Corners, hot tags, and double-teams are part of the design.
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Do not assume modern WWE 2K habits apply - This entry has older controls, older timing, and version quirks.
Summary
| Category | Top Tip |
|---|---|
| Momentum | Decide between signature setup and finisher payoff |
| Defense | Learn strike and grapple reversals separately |
| Grapples | Start quick, then use stronger holds after control |
| Submissions | Damage the target body part before serious holds |
| Abilities | Build strategy around each wrestler’s tool set |
| Career Mode | Earn strong stars instead of rushing title shots |
| Tag Teams | Use hot tags, corners, and double-teams deliberately |
| Match Types | Practice object and escape controls before competing |
| Platforms | Match advice to your exact version |
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6 checked for this guideEvery 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.
- [S1] WWE SmackDown vs. Raw 2009 Official Strategy Guide Sample
- [S2] GameFAQs - WWE SmackDown vs. Raw 2009 Move List and Guide
- [S3] The SmackDown Hotel - WWE SmackDown vs Raw 2009 Controls
- [S4] The SmackDown Hotel - SvR 2009 Abilities List, Details and Career Mode Tutorial
- [S5] The SmackDown Hotel - WWE SmackDown vs. Raw 2009 Overview
- [S6] ESRB - WWE SmackDown vs. Raw 2009 Rating Summary
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