Failurizationâ„¢ Posted December 6, 2007 Report Share Posted December 6, 2007 =================== ==VERSION HISTORY== =================== 1.2 - Added "CRITICAL!" ability section. Other corrections and additions. 1.1 - Some typos fixed. 1.0 - Initial release of the guide. ===================== ==TABLE OF CONTENTS== ===================== SECTION 1: INTRODUCTION SECTION 2: POINT TOTAL ASSIGNMENT SECTION 3: "CRITICAL!" ABILITY SECTION 4: SPECIAL SKILL ASSIGNMENT SECTION 5: MOVESET ASSIGNMENT SECTION 6: CPU LOGIC ASSIGNMENT SECTION 7: CLOSING =========================== ==SECTION 1: INTRODUCTION== =========================== There's no arguing that Fire Pro R's Wrestler Edit Mode is by far the deepest to be found in a wrestling game. Not only do players have the ability to edit a wrestler's visual features and moveset, but also more finite details such as a wrestler's breathing, stamina, and even his or her ring psychology. But with the seemingly endless amount of options available to edit creators (and the ability to share these edits via save transfer devices), there comes a question; is there a "right" way to make an edit? Are there rules which shouldn't be broken, boundaries which shouldn't be crossed? And is there any such thing as a "bad" edit? The answer is both yes and no. If you're creating edits for personal use and aren't really concerned with balancing out your edit in relationship to the rest of the Fire Pro roster (as well as other edits), the answer is "no". But if you want to create a more "accurate" wrestler, and one that can be realistically competitive in a variety of situations, then the answer is a possible "yes". Which brings us to the purpose of this guide, which is to provide some very general guidelines for edit creation. By following some of the more basic rules, edit creators can create and share edits that instantly seem at home in the Fire ProWrestling universe. So is this guide the "be all to end all" when it comes to making edits? Absolutely not, there are a ton of scenarios where your own judgment and preference comes into play when making edits. This guide is nothing more than a set of suggestions, and should be regarded as such. It should be noted that this guide pertains mainly to the recreation of real-life wrestlers in Fire Pro R, although there is also some mention of superhuman-type characters. And if you're creating a custom character for one of the many superb Fire Pro e-feds out there, you need to check with the e-fed administrator for rules regarding your edit. Before we delve too deeply, it should be stated that this guide assumes you're familiar with navigating through Fire Pro R's Wrestler Edit Mode. If not, you should familiarize yourself with the Fire Pro R General FAQ and Translation Guide, which has full transcriptions of this mode. ===================================== ==SECTION 2: POINT TOTAL ASSIGNMENT== ===================================== An edit's point totals affect a wide variety of areas; special skills, stamina, breathing, willpower, body endurance, quickness, and finally, individual offensive and defensive parameters. As you can guess, point assignment plays a HUGE role in the overall effectiveness of your edit. Before getting started with an edit, you should ask yourself a few basic questions; what type of wrestler or fighter am I trying to create? Do I want to make an edit that fits in nicely with the rest of FPR's roster, or do I even care about how accurate he is in comparison? Is he supposed to win every match he's involved in, or should he be competitive? For example, if you want to create a superhero or other character with above-average abilities (which you CAN do here), then the sky's the limit. You have a total of 380 skill points to allocate to your edit, and a fighter of superheroic strength would probably be somewhere in the 320-380 region. Knock yourself out with point assignment. But if you're creating a more down-to-earth type fighter -- say, an indy wrestler or an established junior -- you'll probably want to be more conservative with your point allocation. Remember, these point totals should reflect a wrestler or fighter's likelihood of success, not his actual skill level. For example, even if a Christopher Daniels in miles ahead of a JBL in terms of ringwork, considering their respective careers to date, how would things fare if they actually squared off in the ring? The point here is that booking can (and should) play a huge part in how many points you assign your edit, if you want to make him accurate. As another example, let's say you really like C.M. Punk, and you want to make an edit of him. You consider him to be a great worker in the ring, so you assign him lots of skill points, somewhere in the 300 region. Now look at FPR's Jumbo Tsuruta, one of wrestling's more legendary figures, and one of Fire Pro's mightiest combatants. His point total is 312, second only to Antonio Inoki. Congratulations, you've instantly catapulted Mr. Punk to legendary status. =P Below I've listed a VERY LOOSE outline for point assignment in Fire Pro R. Take it with a grain of salt, as it is by no means absolute, and is merely intended as a general guideline to consider when making edits: 000-110 - JOBBER A wrestler (or manager) who has a very small likelihood of ever actually winning a match, usually portrayed as a loser. Also, lesser known figures on the American/Japanese indy circuits may fall into this category, not because they are "bad wrestlers" per se, but because they they are lesser known talents lacking a wide amount of exposure and/or experience. 111-170 - MID-CARDER (also INDY, JUNIOR) A wrestler with a relatively decent chance of success, depending on the scenario. Many indy/junior wrestlers fall into this category, as despite their talents, they would have a small chance of success against the following groups. 171-250 - MAIN EVENTER A wrestler who regularly headlines wrestling events, and has likely held a major title for some period of time. Also, legendary juniors (Dynamite Kid, Tiger Mask) may fall into this category, as their skills are above those of other juniors, but lesser than most heavyweight legends. 251-320 - LEGEND A wrestler of legendary status. Multi-time title holder, and a person who has made a significant impact on the sport of pro wrestling. This wrestler would not lose to most other wrestlers in most scenarios. 321-380 - SUPERHUMAN A fighter with colossal strengths and attributes, not likely to lose to a pro wrestler under any condition. Again, the above outline comes from my personal experience and is merely an approximation. Your mileage may vary. ================================== ==SECTION 3: "CRITICAL!" ABILITY== ================================== When recreating real-life pro wrestlers in Fire Pro R, unique "CRITICAL!" abilities should be assigned very conservatively, if at all. Sure, there a few guys in the game with special skills in this area (ex: Misawa = striking; Vader = power), but they are definitely exceptions to the rule. Let's use Kurt Angle as an example. Kurt is portrayed as a shooter-type character on TV, a dangerous wrestler who knows his share of submissions. His finisher, the Angle Lock, is also a submission move. So should he get the Submission "CRITICAL!" ability? Probably not, because how many matches has he finished with a submission other than his finisher? In other words, the default "Finisher Only" should work just fine for Kurt. ======================================= ==SECTION 4: SPECIAL SKILL ASSIGNMENT== ======================================= Special skills are specific traits a wrestler may exhibit in the ring. For example, not submitting easily, getting a boost early in the match, or getting fired up at the sight of blood. As you can guess, these skills -- some of which are definitely more potent than others -- can ultimately affect the outcome of a match. Much like point assignment, special skill assignment (which requires points and therefore is linked to point totals) should be logically assigned. Just because TNA's Abyss is touted as a monster, that doesn't necessarily mean he gets the "Monster" special skill. Study the skills as they are listed in the General Guide; learn what they mean, how they actually affect a wrestler's ring performance, then go from there. Many default wrestlers have no special skill at all, which is perfectly fine for many pro wrestlers. As a general rule of thumb, when creating WWE workers, you may want to assign them the "Stardom" or "One-Hit Finisher" (upper-midcarder) or "Superstar" (main eventer) special skill, as these skills seem to tie in well with the way they are presented on television. Below I've listed a few real-life American wrestlers with a few suggested special skill assignments for Fire Pro R: Abyss (TNA).........One-Hit Finisher, Start Dash The Sandman (ECW)................Hardcore, Blood Shawn Michaels (WWE)..........Stardom, Superstar Undertaker (WWE).......One-Hit Finisher, Monster ================================= ==SECTION 5: MOVESET ASSIGNMENT== ================================= Of course, movesets are the attacks that define a wrestler's arsenal. Fire Pro R allows you to assign a wide array of moves for a variety of in-ring scenarios, as well as four Specialty Moves and a Finisher. Movesets are perhaps the easiest part of edit creation; you know which moves a wrestler has in his or her real-life arsenal, you assign them in the game... it's that simple. But one major mistake in moveset creation is to assign moves which look cool, or moves that you feel a real-life wrestler SHOULD be able to perform. A unique move here or there is fine (and in many cases, necessary to fill a moveset), but too many of these will definitely lessen the realism of your edit. For example, Poison Sawada JULIE's trance is one of the coolest moves in the game. Yet it is HIS signature move and his alone, you wouldn't see a WWE worker using this in a million years (watch, now that I say that someone will start using it on TV =P). On the other hand, if you're creating a fantasy edit, the only limit to moveset assignment is your own imagination. And although it is not an absolute rule, there are several moves that nearly every FPR wrestler has in common at certain places in their moveset. For example, nearly every pro wrestler's "Up + []" grapple move is a Body Slam (High-Angle Body Slam for bigger wrestlers); nearly every pro wrestler's "Up + X" grapple move is a Brainbuster of some sort. Does this mean you have to keep these types of moves assigned to these commands? Not at all, but if most Fire Pro wrestlers have a Body Slam or Brainbuster in their arsenal in these locations, it might be a good idea to keep your edits consistent with the default wrestlers. =================================== ==SECTION 6: CPU LOGIC ASSIGNMENT== =================================== What more can be said about logic? It is still the defining feature of the Fire Pro series, and a feature that hasn't been touched with a ten-foot pole by any American wrestling game producer as of this writing. But Fire Pro logic has also taken something of a bum rap over the years; it's too tough to learn, it's too time intensive, it's not worth the effort, etc. etc. To which I say "nonsense". After all, this is Fire Pro we're talking here, why not take a bit of time to understand what really sets this series apart from its peers? But why not just stick with FPR's default logic? Is it really that bad? More or less, yeah, it is. One of the worst things about default CPU Logic is that many of the key behavioral settings are 50/50, which is direct contrast to the logic of the default wrestlers themselves. For this reason alone, you may want to make logic assignment a priority for your edit. With a small bit of studying (yes, I know, a horrible word to use in the context of videogaming, but nonetheless), you will be rewarded with an edit that not only looks and moves just the way you want him to, but also BEHAVES the way you want to. No other wrestling game can boast this. Fire Pro wrestler logic can basically be divided into two distinct categories (please note that specific logic parameters are outlined in the General FAQ): MOVESET LOGIC - Determines which moves a wrestler will attempt at certain points in the match. For example, how often a wrestler decides to attempt his "big" moves depending on his opponent's health status. Tweaking these parameters can ultimately make your edit more reckless or conservative in the ring, depending on the settings. BEHAVIORIAL LOGIC - Determines the wrestler's general characteristics and tendencies inside the ring. For example, does he try to entertain the audience, or does he only care about winning? If he has a tag partner, is he cooperative? Tweaking these parameters will greatly affect your edit's overall in-ring psychology. As you can imagine, all of this makes a tremendous difference in how your edit will be handled by the CPU when not controlled by a human player. Yes, it does take time to get things tweaked just how you like them. You may find yourself simming a match with your edit, going back into Edit Mode to make adjustments, then going back to simming again. But in the end, you'll end up with the best edit possible this way. ------------------------- CPU LOGIC TIPS AND TRICKS ------------------------- If all of this just seems like too big a hassle for you, there are a few ways to make it easier on yourself: A) FOCUS SOLELY ON BEHAVIOR: Once familiar with the menus, it literally takes less than a minute to fully adjust a wrestler's four main behavior patterns; Entertainment, Serious Time, Flexibility and Cooperation. Other behavior patterns such as frequency of weapon usage and tag touchwork can also be adjusted with a minimum amount of input. B) COPY LOGIC FROM A DEFAULT WRESTLER: Let's say you want to make ECW's Sandman, but you don't want to go through all of the rigamorale of CPU Logic adjustment. You can always start by making a new wrestler using Sabu as a template, this way you will be using Sabu's logic instead of default logic. Is it a perfect solution? Maybe not, but it's certainly better than Fire Pro's 50/50 logic. ====================== ==SECTION 7: CLOSING== ====================== In closing, I would like to remind all of the novice Fire Pro R edit creators out there that all of the above suggestions are exactly that... suggestions, nothing more. This guide isn't meant to "set the record straight" or become your new bible when it comes to creating wrestlers, it's only a compilation of advice based on experience and research. Take this as what you will. Most importantly, remember that this is supposed to be FUN. As long as you're happy with your results, that's what is most important. Pleasing others comes second. ^_^ Just if people ask how to do something that involes wrestlers. Forgot to mention credit to gamefaqs Link to comment Share on other sites More sharing options...
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