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Wrestler Edit Creation Guide


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==VERSION HISTORY==
===================

1.2 - Added "CRITICAL!" ability section. Other corrections and additions.

1.1 - Some typos fixed.

1.0 - Initial release of the guide.

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==TABLE OF CONTENTS==
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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

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==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
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