Jump to content

Offical Beginners Guide For Fire Pro Returns


Recommended Posts

Credit Goes to Bill Wood

=====================
==TABLE OF CONTENTS==
=====================

SECTION 1: VERSION HISTORY

SECTION 2: INTRODUCTION

SECTION 3: BASIC QUESTIONS

* Where can I find FPR?
* What do I need to play FPR on my non-Japanese PS2?
* Will you be contributing full character guides for this game
like you did with FPD and FPZ?
* I thought Fire Pro Z was the last ever Fire Pro game!
Why are we getting another one?
* What about an X-Box/Gamecube version of Fire Pro?
* There were no WWE wrestlers in FPZ. Are they back in FPR?
* What has been improved over FPZ, and is it worth the dough?
* Has anything been removed?
* I've seen pictures of this game and it looks like a Super
Nintendo game to me. Are you sure it's that good?
* Isn't the whole game in Japanese?
* Isn't there ever going to be an English version?
* I heard there was an English patch for FPR. Where do I get it?
* Is there an official guide for this game?
* Can I play FPR online against a friend
* Can I create my own promotion?
* Do the wrestlers bleed in FPR?
* Is the infamous "Ganso Bomb" in the game?
* How does FPR's Edit Mode stack up?
* How do I properly adjust my created wrestler's CPU logic?
* How many outfits can my edit have?
* How do I choose my edit's specialty moves and/or finisher?
* Where can I exchange my wrestler and logo edits with other
Fire Pro players?
* Can I exchange ring and ref edits as well?
* Do I need a special device to download edits?.
* How much can I alter the default wrestlers?
* How can I update the moves of the default wrestlers?
* How do I unlock the hidden wrestlers/edit points/costumes?
* Are there any Gameshark codes or hacks that will create
different match types?

SECTION 4: GAMEPLAY QUESTIONS

* How steep is the overall learning curve?
* I'm just getting started and can't do anything! Help!
* I'm trying to learn the grapple system and I lose every
single time! What gives?
* My grapple timing is now impeccable. Problem is, every move
I attempt gets reversed!
* I can't seem to hit my opponent. My moves whiff every time!
* How do I do my wrestler's finisher?
* What is a Test of Strength? How do I win one?
* How do I escape a pin attempt?
* How do I escape a submission or stretch hold?
* How do I do top rope moves?
* How do I do MMA/shootfighting in this game?
* My wrestler is walking around with his shoulders slumped,
gasping for air! What should I do?
* How often should I breathe?
* How do I grab the back of my opponent's head and ram it into
the turnbuckle?
* How do I execute a grapple or ground reversal?
* How do I execute the new "corner-to-center" attack?
* How do I pick up weapons? My wrestler just starts running!
* Do moves onto weapons do increased damage?
* How do I get up off the mat quicker?
* How do I throw my opponent to the apron so I can do apron
moves?
* How do I throw my opponent over the top rope?
* How do I tag my partner in a tag match?
* How do I get my partner to come in for the save during
a tag match?
* What is "CRITICAL!"?
* Why can't I ever get a "CRITICAL!" on my opponent when I
want to?

SECTION 5: ADVANCED STRATEGY

SECTION 6: FIRE PRO R LINKS (always under construction!)

SECTION 7: CLOSING

==============================
==SECTION 1: VERSION HISTORY==
==============================

1.5 - Even more FAQ additions, plus all FAQs now listed in the ToC.

1.4 - Minor additions and corrections.

1.3 - Changed the info about kicking out of pins, thanks to Jason
Blackhart. More minor additions and corrections.

1.2 - General cleanup, additions and corrections.

1.1 - General cleanup, additions and corrections.

1.0 - Initial release of the guide.

===========================
==SECTION 2: INTRODUCTION==
===========================
Welcome to the Fire ProWrestling Returns Beginner's Guide v1.5! This guide
is here to help out those of you who are new to Fire ProWrestling Returns
(Fire Pro R, FPR) for PlayStation 2. In FPR you can choose from hundreds
of wrestlers from different promotions across the world, creating the
possibility of endless dream matches. Combine this with an extremely
challenging and rewarding gameplay system and you have what is quite
possibly the wrestling simulation in existence.

With FPR, Spike has decided to pull out all of the stops and give the fans
what they want... an expansive wrestling game experience with a nearly
limitless number of possibilities. Finally, long desired options such as
face/head layering, cage matches and ring editing are available in a Fire
Pro game... and that's only the tip of the iceberg! Read on to see exactly
how Spike has improved this long running and influential series, and why
after trying it for yourself, you may never want to go back to another
wrestling game.

FPR is a great game, no doubt, but there's a rather steep learning curve
that comes along with it. There's a language barrier to get through, and
the gameplay system itself isn't exactly novice friendly. That's where
this guide comes into play, to help newcomers get over the curve and get
the most from the game. Hopefully it serves its purpose.

++ NOTE: For traditional Fire Pro game conventions, commands, etc., I
++ seriously recommend giving my FPR Complete FAQ and Translation Guide a
++ thorough reading first. This guide is meant as a sort of companion
++ guide for beginners, not a complete gameplay guide.

==============================
==SECTION 3: BASIC QUESTIONS==
==============================

Q: Where can I find FPR?

A: As of this writing (September 2005), several online import retailers
are carrying FPR. Here are a few dealers you could try:

www.ncsx.com
www.japanvideogames.com
www.lik-sang.com
www.play-asia.com

Q: What do I need to play FPR on my non-Japanese PS2?

A: Because FPR is an import title (assuming you don't live in Japan), you
will need some sort of aftermarket device that allows your PS2 to play
imports. Personally, I use a flip-top in combination with the Swap Magic
boot disc (v2.0) and it works fine. Search the web and you should find
several flip-top retailers. (Note: PLEASE do not e-mail me with PS2 mod
specific inquiries, I will not respond.)

For the newer (slimline) PS2s, a Ghost Switch is recommended. In any
event, stay away from slide cards, and note that use of any of the above
products may void your warranty.

For further help in this area, I would suggest visiting this site:

[url="http://www.purogamer.com"]http://www.purogamer.com[/url]

Q: Will you be contributing full character guides for this game like you
did with FPD and FPZ?

A: Yes. The first two FPR character guides are Ebessan and the Dynamite
Kid, with more to come in the near future.

Q: I thought Fire Pro Z was the last ever Fire Pro game! Why are we
getting another one?

A: FPZ was supposed to be the end of the series, but that game's lukewarm
criticism apparently prompted Spike to release another Fire Pro title, one
that aimed to be everything FPZ wasn't. Either that, or Spike needed a
new Fire Pro game to pay the utility bills! I guess we'll never know...

Q: What about an X-Box/Gamecube version of Fire Pro?

A: Highly unlikely. I could launch into a lengthy and detailed diatribe
about the Fire Pro/Gamecube rumors (*cough* Gamespot *cough*), but let's
just say it won't be coming out anytime soon.

Q: There were no WWE wrestlers in FPZ. Are they back in FPR?

A: No, but you can pretty much make them all in Edit Mode. The WWE heads
are there (a good deal of them anyway), but you'll have to build them from
scratch; appearance, moveset, logic, etc. - it all needs to be done.

But with all of the fuss and bother over no WWE wrestlers in Fire Pro, I
have come to the conclusion that this is actually a GOOD thing. Why?
Because, with a mind-blowing 500 edit slots to fill, you can create your
own perfect versions of each and every WWE superstar from just about
every era of the company, just the way you want them. (And let's face it,
some of the American guys in FPD needed some major retooling anyway.)

On a somewhat related note, there ARE quite a few North American wrestlers
in FPR, including (but not limited to) Bret Hart, Vader, Sting, Sabu, A.J.
Styles, Jeff Jarrett, Petey Williams, the Road Warriors and of course,
Andre the Giant.

++ NOTE: I've written FPD and FPZ character guides for many American
++ wrestlers. Those guides can be used as a reference for movesets when
++ recreating WWE/WCW/ECW wrestlers.

Q: What has been improved over FPZ, and is it worth the dough?

A: (a) A lot; and (b) in my humble opinion, yes, yes, and yes 100 times
over. Whereas FPZ was a debatably marginal improvement over FPD, FPR is a
full-blown upgrade, with tons of features that longtime fans have long
wished for in a Fire Pro game. Listed below are just a few of the key new
features in Fire Pro R:

* 500 EDIT SLOTS: Yeah, you read that right. Five. Zero. Zero. Think about
it, you're lucky if you get 32 slots in a THQ game, yet Spike has saw fit
to more than double the number of available edit slots in FPR (216 was the
previous amount for FPD and FPZ). Truly awesome.

* MASSIVELY UPDATED ROSTER: Yes, this was to be expected somewhat, but
Spike really went all out with the roster this time around. Smaller
Japanese indy promotions such as Osaka Pro and DDT are represented in
full form this time around, in previous Fire Pro games you'd be lucky to
get three or four wrestlers from these feds. All in all, FPR features a
whopping 327 (!) wrestlers from various promotions (mostly Japanese).
When you factor in the 500 that you can create in Edit Mode, that gives
you a total of 827 wrestlers available in a single video game, a
number that is unlikely to be equalled by any wrestling game other than
another Fire Pro title.

* TONS OF NEW MOVES: Again, to be expected, but these new moves looks
terrific nonetheless. Everything from the John Woo to the controversial
Canadian Destroyer are in FPR. Also added are reanimated versions of
classic moves such as the Emerald Flowsion and Burning Hammer.

* FACTIONS WITHIN PROMOTIONS: Finally, you can create heel/face factions
within the promotions themselves, perfect for recreating popular stables
such as the Four Horsemen, nWo or Team Black.

* FACE/HEAD LAYERING: Fire Pro fans have wished for this for years. Face
and head editing has long been the missing link in Fire Pro's godly
wrestler creation mode. Now it's here! Add masks, facial hair and other
features as you see fit.

* TRADITIONAL STEEL CAGE MATCH: Another long-wished-for feature makes its
way into the series! Okay, so other games have featured cage matches
dating back to the last millennium, but still... Fire Pro!!! YEAH!!!

* PRESET MATCH OPTIONS: You can now save a total of 4 preset match options
for most game modes, which is handy if you frequently use the same match
settings over and over.

* GIANT-SIZED WRESTLERS: Does it upset you that in FPD/FPZ, Andre the
Giant is the same size as The Rock? Well, bum out no more, because
"G-Size" makes its triumphant return to Fire Pro in FPR! Giant Gonzales
fans, get those controllers ready!

* ALL-NEW "CORNER-TO-CENTER" ATTACK POSITION: Of all the things Spike
would be expected to add to a new Fire Pro game, a new attack position
isn't exactly one of them. Yet here it is, an all-new attack position that
manages to inject yet another layer of strategy to this terrific game.

* RING EDIT: Adjust the mat, turnbuckle and apron colors to your liking.
Another long desired dream come true in FPR.

* NEW DEATHMATCH TYPES: Can you say "Electrified Barbed Wire Ropes
Landmine Deathmatch"? (Whew, that's a mouthful!) In any case, the new
deathmatch options are truly stupendous, and the new option to toss your
opponent over the top rope into explosives on the floor only adds to the
excitement of these matches.

* MANAGERS/SECONDS AT RINGSIDE: You can make Bobby "the Brain" Heenan or
Jim Cornette and have them accompany your wrestler(s) to the ring, if you
so desire!

* POST-MATCH BEATDOWNS: They were inexplicably absent from FPZ, but now
they're back!

* IMPROVED SOUND: Yes, it is a MAJOR improvement over FPZ, which featured
what was quite possibly the worst audio in a modern video game. The new
crowd sounds are terrific for the most part (there's still some annoying
looping here and there), and they even chant along with certain wrestler
taunts and poses!

* LARGER CHARACTER SPRITES: Another major complaint about FPZ was that the
character sprites seemed "shrunken" or "compressed" in comparison to FPD.
This has been fixed, the new sprites are large, sharp, and quite detailed.

* EASIER-TO-NAVIGATE MENUS: While they do take some getting used to, menu
navigation in a Fire Pro game has never been easier, thanks in part to the
new submenus that are opened up with the [] button.

* EXPANDED CPU LOGIC OPTIONS: More than ever, FPR gives you precise
control over how you want the CPU to handle your created wrestler. You can
choose what weapon your wrestler prefers to wield, how he sells his
opponent's moves, and even specific move sequences to end a match!

So there you have it, a brief look at look at how Spike has improved the
Fire Pro series this time around. In all honesty, if you're curious enough
about Fire Pro to have found this guide on the net in some shape or form,
I suggest you consider doing yourself a favor and check out what FPR has
to offer. Clearing the import hurdle isn't as major as it may seem, and
odds are you'll soon discover why fans of the Fire Pro (and King of
Colosseum) series swear by these games. They just don't make them like
this anywhere outside of Japan.

Q: Has anything been removed?

A: Yes. The "Player Records" option seems to be missing (bummer, I
actually used this), and the newer deathmatch types basically replace the
old ones, which means you'll be scouring for your copy of FPD/Z if you
want that old-school Electrified Steel Cage Match. Does any of this
detract from the FPR experience? Not in my humble opinion. Make no
mistake, FPR is THE definitive version of Fire ProWrestling.

Q: I've seen pictures of this game and it looks like a Super Nintendo
game to me. Are you sure it's that good?

A: Two words; old school. Fire Pro WAS a Super Famicom game (actually
there are several Super Famicom versions) and it was great even back then.
The gameplay is unique, very much skill-based, and has only improved with
every iteration. It's nothing like other wrestling games out there (except
perhaps the one mentioned below), but once you get the hang of it, it's a
blast, and extremely challenging at higher levels!

But if for some odd reason you can't imagine yourself playing an old-
school 2D game in this day and age, I would recommend you check out
Spike's King of Colosseum II, which is as close to Fire Pro in a 3D
environment as you're going to get. And like the Fire Pro games, I've
written an introductory guide for KoC II as well, which can be found
on GameFAQs in that game's "FAQs and Guides" section.

Q: But isn't the whole game in Japanese?

A: Yes and no. The menus, options, etc. are all in Japanese and you can't
change them (well, you can in a way, see below). But a little memorization
and my FPR guide will have you navigating Japanese menus in no time. Also,
you CAN rename all of the wrestlers and their promotions to their real
English names. Is there a learning curve? Yes. Is a game like this is
worth the effort? Absolutely.

Q: I REALLY don't want to be bothered with navigating through a bunch of
Japanese text that I can't understand just to play a wrestling game. Isn't
there ever going to be an English version?

A: Believe it or not, this is probably the single most frequently asked
question in the history of Fire ProWrestling. And honestly, if you're the
type of person who finds yourself asking this same question, maybe Fire
Pro just isn't for you. After all, it's much easier to stick with a less
comprehensive game in one's native language than it is to take on the task
of fully understanding a massive foreign game with unreadable text.

But know this; there are literally hundreds of English-speaking Fire Pro
(and King of Colosseum) fans all over the world who have cleared the
language hurdle in order to discover the rewards of these games; if this
isn't the route you choose to take, the loss is yours.

Q: I heard there was an English patch for FPR. Where do I get it?

A: There is a patch available (it's not a 100% translation), but for the
sake of the patch authors' sanity, you're going to have to do some
homework yourself to locate and use this patch successfully.

Q: Is there an official guide for this game?

A: Yes there is, it's due out in October (in Japan only, obviously), and
the ISBN is 4797331747.

Q: Can I play FPR online against a friend, or do I have to live in Japan
to do that?

A: You can't play online, even if you move to Tokyo. Online play is not an
option with FPR.

Q: Can I create my own promotion?

A: Yes, you can. You can even customize your own logo to go with your new
promotion. Not only that, you can now create "factions" within these
promotions! For example, you can create a WWE promotion in FPR, complete
with RAW and SmackDown! factions.

Q: Do the wrestlers bleed in FPR?

A: Yes. Not a lot, but they do bleed (and yes, the women bleed as well).

Q: Can you reorder the wrestlers in their promotions? For example, I want
to put Satoshi Kojima above Keiji Mutoh in All Japan.

A: Yes! At last you can do this in a Fire Pro game! (On a personal note,
this is a feature I've been clamoring for ever since I saw it in King of
Colosseum, and it's great to finally have it in Fire Pro.)

Q: Is the infamous "Ganso Bomb" in the game?

A: There IS a move called the ganso bomb in the game, but it's not the
move Toshiaki Kawada used against Mitsuharu Misawa. (In case you didn't
know, the incident occured when Kawada reversed a Misawa huracanrana and
dropped Misawa on his head. It's considered one of the more brutal spots
in pro wrestling history.)

Q: Every wrestling game nowadays has a Create-A-Wrestler (CAW) Mode. How
does FPR's Edit Mode stack up?

A: Quite nicely. With all of the moves and body parts available, it's
possible to create a 90% likeness/moveset for just about anybody you can
think of, including all of the missing WWE guys. Plus you can create a
total of 500 wrestler edits!

But the best feature of Fire Pro's Edit Mode - and one that has not been
included in any American wrestling game to date - is the ability to fully
customize CPU logic. If you want to control how reckless your wrestler is
when controlled by the CPU, you can do that here. If you want to control
how often he attempts a certain move at a certain point in the match, you
can do that as well. Most Fire Pro fans will agree this feature is one of
the main selling points of this game, especially when it comes to
"simming" matches for e-feds.

American wrestling game fans, imagine this; having the ability to create a
wrestler that not only looks like his real-life counterpart and uses all
of his real-life moves, but also BEHAVES like that wrestler would in the
ring. For instance, which specific move he uses at what point in the
match, how dedicated he is to actually winning the match (as opposed to
entertaining the fans), how he chooses to interact with tag partners, how
he reacts to blood loss, the list goes on. All of this is possible in a
Fire Pro game.

Q: How do I properly adjust my created wrestler's CPU logic?

A: There is no simple answer to this. Seriously, there is a lot that goes
into properly tweaking CPU logic, and if you don't know what you're doing,
you might get lost quickly.

However, you shouldn't let this discourage you. After all, you have the
patience to read through this Beginner's Guide, right? If you're dedicated
enough to do some groundwork, you're going to be in for quite a treat when
it comes to making your very own Fire Pro edits.

I would first recommend that you study the FPR General FAQ and Translation
Guide, which lists all the available CPU logic options. This will give you
an idea of just how expansive this portion of the game is. If you have a
created wrestler you'd like to experiment with, you may want to start by
adjusting his main personality traits (Entertainment, Serious Time and
Flexibility) to see how this affects his in-ring behavior. It may not be
immediately noticeable in every instance, but these settings do make a
huge difference in how your wrestler performs during a match.

From there, you can get into some of the "fine-tuning" aspects of CPU
logic, such as how often your wrestler will attempt his more damaging
moves, based on his opponent's health status. Note that it's important to
know exactly what you're tweaking here; it's all Japanese text, and
there's no move preview to show you which move tendencies you're altering!

But most importantly, have fun with CPU logic, that's what it's there for!
Once you get immersed, you can take pride in the fact that your Fire Pro
creation is much more personalized than anything any THQ game has to
offer. Throw your wrestler in a simmed match with a default wrestler of
similar status, observe what he does, then make adjustments as necessary
to ensure he can stay competitive in that match. Remember, it's not always
a matter of winning or losing, but rather if your creation is doing what
he should be doing at all times within the squared circle.

Q: How many outfits can my edit have?

A: Only one outfit per edit.

Q: How do I choose my edit's specialty moves and/or finisher?

A: When choosing your wrestler's moves, pay attention to the two columns
at the bottom of the movelist window, just to the left of the move name.
The first column is where you select your wrestler's voice to accompany a
move. If a voice is selected, it will say (kanji) 1 or (kanji) 2 in that
1st column.

The 2nd column is where you can designate the selected move as a finisher.
Blue kanji in that column means the move is a specialty move, red kanji
means the move is a finisher. You can have a total of 4 specialty moves
and 1 finisher per wrestler.

In order to select a new move as a finisher, you first must deselect any
move previously chosen as a finisher.

So, to recap, from the move selection menu:

Green kanji, 1st column = voice assignment
Blue kanji, 2nd column = Special Move assignment (4 max)
Red kanji, 2nd column = Finisher assignment (1 max)

Q: Where can I exchange my wrestler and logo edits with other Fire Pro
players?

A: As of this writing, there really isn't one central hub where all edits
can be found, but you may want to start by checking some of the threads
over at the Fire Pro Club (www.fireproclub.com). Registered members are
allowed access to player-created saves featuring renamed wrestlers and
promotions, and customized wrestlers and ring logos!

Q: Can I exchange ring and ref edits as well?

A: Unfortunately no, unless you exchange the entire game save.

Q: Do I need a special device to download edits?

A: It depends on the supplied file format. Some people upload their saves
in the form of SharkPort (.sps) or XPort (.xps) files, and the appropriate
save device is needed for those formats. However, some saves are uploaded
in .bin/.cue or .iso format, which means that anyone with the ability to
burn CD images can make a PS2 bootable disc that can transfer the save
directly from the CD to the memory card. Seeing as this is the only cross-
platform (PC & Mac) option available and requires no additional hardware
for downloaders, hopefully this file format will become the standard for
Fire Pro R save transfers.

Q: How much can I alter the default wrestlers?

A: You can change their name and one of their attires, that's it.

Q: How can I update the moves of the default wrestlers?

A: You cannot do this directly, but there IS a workaround:

You want to make a copy of the wrestler in Edit Mode. Once you do this,
you may reassign his moves however you wish. Remember though, you'll also
have to reassign all of his skill points (special skills, "CRITICAL"
style, body endurance, etc.), as they will all reset to zero by default.

Although this information cannot be accessed directly within the game,
Jason Blackhart has graciously transcribed each wrestler's stats and
skills for us, and a full listing can be found at the Fire Pro Club
(www.fireproclub.com). If you're not already a member on those forums,
what are you waiting for?

Once you have your creation tweaked to perfection, you can hide the old
"default" version of him by sending him to "hide" (a.k.a. "retire") from
the Wrestler Promotion Edit menu.

Note that when you create an edit copy of an existing wrestler, that edit
is treated like any other edit, and therefore will not have his original
four outfits to choose from.

Q: How do I unlock the hidden wrestlers/edit points/costumes?

A: There are none, everything is unlocked from the outset (so far).

Q: Are there any Gameshark codes or hacks that will create different match
types (ala No Mercy and SmackDown)?

A: No. Remember we're talking sprites (2D) vs. polygons (3D), a lot of
those hacks just aren't possible with this type of game.

=================================
==SECTION 4: GAMEPLAY QUESTIONS==
=================================

Q: How steep is the overall learning curve?

A: Pretty steep, although honestly, it been so many years since I first
began playing Fire Pro, it's difficult to remember! I DO remember getting
discouraged very early on, and not really understanding why everyone
thought this game was so great. But then something "clicked", and ever
since that time I've sworn by Fire ProWrestling.

In any case, I would estimate that it would take the average player a
minimum of one to two hours just to get the basics down; grapple timing,
match pacing, etc. This is in stark contrast to most American wrestling
games, where the learning curve is usually around a half an hour or less.

Q: I'm just getting started and can't do anything! Help!

A: Start off with learning the grappling system. This is perhaps the
toughest learning curve for beginners. Regular kicks and punches aren't
going to do a whole lot of damage, and they can be even more difficult to
time than grapples. Besides, working with Fire Pro's grapple system is one
of videogamedom's true treasures.

Q: OK, I'm trying to learn the grapple system and I lose every single
time! What gives?

A: It's time to learn the "Golden Rule of Fire Pro" - thou shalt not
button mash! Unlike other games where you can do this with a moderate
degree of success, in FPR you will be punished for hammering on buttons
trying to pull off a move.

The timing is like this: when the wrestlers are close enough together,
they will automatically go into a "lock-up" where their arms lock up for a
grapple. As soon as their arms meet, enter the desired command (Up + [],
Down + O, etc.). Again, enter it once and ONLY once, otherwise you will
lose the grapple. If you entered your command before the opponent entered
his, you'll see your wrestler execute the desired move.

If you're still having troubles, you can do one of two things:

a) Set the difficulty to 1. You should have no trouble at this level.

b) Practice against a "dead" opponent. Set the other wrestler to 2P and
leave the 2P controller alone.

And remember, patience is a virtue! If your grapples are successful, but
your moves are constantly being reversed, see the next question.

Q: My grapple timing is now impeccable. Problem is, every move I attempt
gets reversed!

A: You may be attempting your stronger moves too early in the match. You
must first wear the opponent down with weak ([] button) grapples, then
work your way up to the stronger X, O and [] + O moves. Attempting your
stronger moves early in a match almost always results in a reversal.

Q: I can't seem to hit my opponent. My moves whiff every time!

A: In FPR, strikes are all about timing and distance. Sometimes you have
to be lined up on a horizontal plane with your opponent to connect,
although this is not an absolute rule. You can always use the "dead
opponent" tactic to practice your timing and distance, but I much prefer
practicing against a live opponent, simply because it's harder to connect
when the opponent is constantly moving around.

Q: How do I do my wrestler's finisher?

A: It depends on the wrestler's real life finisher. For example, Keiji
Mutoh's Shining Wizard is done from a front grapple, and Dragon Kid's
Dragonrana is done from the top turnbuckle. If you're really stuck on this
and know your way around Edit Mode, you could always load up a copy of the
wrestler, then look for the move in his moveset with the red kanji icon
next to it.

Q: What is a Test of Strength? How do I win one?

A: A "Test of Strength" is when two wrestlers enter a grapple command at
the same time. You'll see them lock hands in an attempt to overpower each
other. The player who enters the most D-Pad commands wins. This can be
done by wiggling the D-Pad back and forth or by rotating the D-Pad in a
circular motion.

++ NOTE: Tests of Strength are the absolute worst part of any Fire Pro
++ game. Not only does it wear down the controller (and your thumb), but
++ the CPU becomes RIDICULOUSLY difficult after Level 5. My advice here
++ is to give up on Tests of Strength and focus on improving your
++ grapple timing. (Your thumb will thank you for it!)

Q: How do I escape a pin attempt?

A: Tap the X button rapidly. Although you can simply hold the X button
down to escape a pin (I've been all the way through Victory Road AND
Story Mode in FPD/FPZ using this method), it has been brought to light by
Mr. Jason Blackhart that tapping the X button repeatedly may make a
difference in close situations, plus it helps your wrestler recuperate
spirit energy.

Q: How do I escape a submission or stretch hold?

A: Move the D-Pad around. I prefer wiggling it back and forth, but you can
rotate it as well. Button mashing may actually help here, I'm not sure.

Q: How do I do top rope moves? I always miss with my flying attacks!

A: Just like regular strikes, high-flying moves require your opponent to
be in a certain location in order to be successful. For example, a frog
splash may whiff if the opponent is in the center of the ring, yet a
flying headbutt may go the distance.

Also note that your wrestler's offensive style dictates how effective he
will be with flying attacks. Obviously a luchador will have more
effectiveness using high-flying moves than, say, a pure grappler.

Here's another tip for all you would-be luchadors: when the opponent
begins to tire, use an X grapple move to knock him down, then climb the
turnbuckle. Your can now perform your "top rope - opponent down" attack.
If you use a O grapple move and climb the turnbuckle, the opponent will
stand up dazed. You can now pull off "top rope - opponent standing"
attacks (i.e. Dragonrana). This may vary depending on the actual moves in
your wrestler's moveset, but it is a fairly common setup for most of the
default wrestlers.

Q: How do I do MMA/shootfighting in this game?

A: MMA-style shootfighting involves real-life fighting techniques such as
takedowns and mount grapples. It can be very challenging to learn at
first. If you're completely new to Fire Pro, I would seriously suggest
sticking to the pro wrestling basics until you have that aspect of the
game mastered, then move on to shootfighting.

Once you feel you're up to the task, please review my Fire Pro D: Kazushi
Sakuraba Character Guide, which contains a section devoted to the basic
principles and timing of Fire Pro shootfighting. The same rules also apply
to Fire Pro R, so it works perfectly with this game.

Q: My wrestler is walking around with his shoulders slumped, gasping for
air! What should I do?

A: Breathe, man, breathe! [see next question]

Q: How often should I breathe?

A: Breathing is done by holding down the L1 trigger, and there is no
definitive answer as to how often you should do it. It depends on several
factors (your wrestler's attributes, attacks used, etc.). As a rule, I try
to breathe at least every 2 minutes of FPR time.

Q: How do I grab the back of my opponent's head and ram it into the
turnbuckle? I see the CPU do it all the time and it looks cool!

A: The move you're referring to is a corner setup move. Here's how it's
done: When in a grapple, press d-pad in the direction of the corner you're
closest to + /\. For example, let's say you're both on the left side of
the ring. Grapple, then left + /\ to do the move. The only time this
doesn't work is when you're close to the center of the ring or near the
top or bottom turnbuckle.

If you press the D-Pad in the opposite direction, you'll Irish whip the
opponent into the opposite corner. For example, using the last scenario,
press Right + /\ instead of Left + /\. Either move will set you up for a
corner move (i.e. top rope Frankensteiner) if the opponent is worn down
enough and manages to stay there dazed.

Also note that you can only use the east and west posts for corner moves,
not the north and south posts. You can climb and jump from all four
turnbuckles, but you can only corner grapple from the east and west.

Q: How do I execute a grapple or ground reversal?

A: You don't have to press a button to pull off a reversal (ala No Mercy
and SmackDown). Grapple/ground reversals happen automatically depending on
certain factors (stamina, weight imbalance, etc.). For example, if you're
Gran Naniwa and you try to suplex Andre the Giant, you will more than
likely get your move reversed. And as far as I know, ground reversals are
completely random.

Q: How do I execute the new "corner-to-center" attack?

A: Easy. Just make sure your opponent is downed near the center of the
ring, then walk over to the east or west turnbuckle. Then press O + D-Pad
toward the turnbuckle (away from the opponent) to execute the move. Note
that you obviously have to have this type of move in your arsenal to
perform it (not all wrestlers do).

Q: How do I pick up weapons? My wrestler just starts running!

A: Picking up weapons can be tricky because you have to press Down + /\
(Run button) to pick them up (bad idea, Spike). A little practice will get
you there though, just stick with it.

Q: Do moves onto weapons (i.e. piledriver onto a chair, powerbomb onto
table piece) do increased damage?

A: No, they just look really cool. ^_^

Q: How do I get up off the mat quicker?

A: I usually wiggle the d-pad when I'm down, but I don't think this really
helps (more of a nervous habit). However, you CAN stay down on the mat
longer by simply holding down X. I have no idea why you would want to do
this, unless you really like selling your opponent's moves!

Also, when lying on the mat, you can roll up and rise by holding Up on the
d-pad, or roll down by holding Down on the d-pad. This is great when
you're getting clobbered and are close enough to the ropes to roll out of
the ring and grab a breather.

Q: How do I throw my opponent to the apron so I can do apron moves?

A: With your back to the ropes, grapple the opponent and press Down + R1
if you're against the southernmost ropes, or press Up + R1 if you're
against the northernmost ropes. You will throw the opponent to the apron.
From there, grapple, then [], X or O to do your apron grapple move.

Q: How do I throw my opponent over the top rope?

A: The all-new "over-the-rope" toss is performed by pressing R1 + /\ (you
may also have to press the D-Pad toward the ropes) during a grapple. Your
opponent has to be sufficiently worn down to do this, otherwise they'll
counter or slip back into the ring under the bottom rope.

Q: How do I tag my partner in a tag match?

A: Simply press L1 + D-Pad towards your partner in your corner. Which
reminds me... why do "run" and "pick up weapon" share the same button
command (/\), and "breathe" and "tag" share the same button command (L1),
while the L2 and R2 buttons are not used at all during gameplay?

Q: How do I get my partner to come in for the save during a tag match?

A: You partner will automatically enter the ring to break up a pin or
submission hold when he thinks you might be in trouble (provided that
"Cut Play' is turned On on the Match Config screen). In other words,
don't expect your partner to break up a pin early in the match because you
can probably kick out anyway.

Inversely, your partner will likely enter the ring to protect you if
you're trying to pin your opponent and he's sufficiently worn down.

Q: What is "CRITICAL!"?

A: "CRITICAL!" is what happens when a wrestler is critically injured by
an opponent's move and is unable to continue. It usually happens with
finishers, but can also happen with regular strikes and holds, depending
on the wrestler's attributes. Pretty much the equivalent of a KO, which
doesn't really happen in professional wrestling, but it's cool to see
nonetheless.

You can force a "CRITICAL!"ed opponent to continue a match by picking him
up from the mat before the ref notices the "CRITICAL!". By doing this, it
is possible to score multiple "CRITICAL!"s on an opponent.

Q: Why can't I ever get a "CRITICAL!" on my opponent when I want to?

A: Oh no, a question I can't answer! Seriously, you could write another
complete guide focusing solely on the frequency of "CRITICAL!"s, it's
that complex. I will tell you, however, there is absolutely no way to
guarantee a "CRITICAL!". Even if you create a wrestler with colossal
"CRITICAL!" stats, it's still a matter of percentages.

================================
==SECTION 5: ADVANCED STRATEGY==
================================
If you're just learning the Fire Pro ropes, you've probably already
discovered that Level 9 and 10 opponents can be extremely tough for
beginners. Your grappling skills need to be near perfect, and even then
it's tough. However, there are a few "tricks" you can use to help you
along the way:

KNOW YOUR OPPONENT - Study their strengths and weaknesses, and use this
knowledge to your advantage. If a character guide is available for your
opponent, read it to find out where his Achilles' heel is! For example,
the Dynamite Kid is one of the toughest juniors in the game, and a very
solid ring technician all-around. Yet by examining his character guide, we
can see that he has low neck endurance. That's your cue to focus on that
area to try and get a submission victory!

Granted, not every opponent you face will have his or her own guide to
study, but this is where common sense comes into play. For example, as a
general rule, bruising heavyweights such as Vader are usually ill-equipped
to deal with high-flying attacks. Inversely, athletic and nimble juniors
such as KENTA usually don't hold up well against lariats and power-based
attacks. Of course, the effectiveness of your wrestler's arsenal will come
into play here as well.

USE STRIKES - Believe it or not, against tougher opponents is where weak
and medium strikes come in handy. The main reason for this is that while
the CPU's grapple timing improves considerably at higher skill levels,
it's still a chump when it comes to walking into strikes. Therefore, if
you can use them regularly during the match, you will eventually wear the
opponent down.

The reason I say to use weak and medium strikes is that the strong strikes
are usually the most difficult to connect with. For example, dropkicks are
notoriously hard to pull off (not mention they leave you lying flat on the
ground), and strong strikes such as Misawa's Rolling Elbow take an absurd
amount of time to initiate. Not all wrestlers have this problem with their
strong striking moves, but many do.

Also note that strikes, if used consistently, will slow your opponent's
walking and (as far as I can tell) grappling speed. This can give you a
needed advantage. My own rule of thumb is this: the higher the difficulty,
the higher the percentage of strikes used (as opposed to grapples).

USE WEAPONS - Sometimes weak strikes won't get the job done. In this case
you need to break out the heavy artillery! Use [] or O to exit the ring,
then against the ring + /\ to pick up a weapon from under the apron.
Reenter the ring and wreak some havoc! And remember, you can have more
than one weapon at a time in the ring, so feel free to litter!

When the opponent begins to fall to the mat from the blows, switch to
using submission holds and stretches for a quick finish. Note that with
the new (and more realistic) DQ settings, this old-school tactic isn't
nearly as effective as it once was. If DQ Count is On, the ref will
disqualify you if you don't drop the weapon by the count of 5!

RING OUT (cheap!) - If you're REALLY frustrated, you can always go for
the ring out (if Outside Count is On). Just get the opponent outside the
ring and try to keep him there for the 20 count. This usually means
pulling off a grapple move somewhere around the 16 count, then rolling
back inside the ring. Like I said, CHEAP!

DON'T FORGET TO BREATHE! - Not really a trick, but helpful nonetheless.
Even if you're not getting hit, simply using your offense consumes energy.
Every now and then, throw your opponent to the mat and hold the L1 trigger
to catch your breath.

If you're REALLY getting the tar beat out of you, simply exit the ring.
Depending on your opponent's logic setttings, he may choose to wait for
you to return while the ref counts (if Outside Count is On). This is a
perfect opportunity to breathe! Just remember, your opponent can catch his
breath as well! Also, you may lose spirit energy by exiting the ring (it
is a cowardly act after all!).

COMBO WHENEVER POSSIBLE - Sure, a basic scoop slam will do damage, but
it's always more devastating when followed with a few stomps to the groin
and a sleeper hold! Always remember to take advantage of your opponent
being incapacitated to mount an offense.

LEARN TO FOCUS - "Focusing" is my term for concentrating all of your
attacks on a certain body part (arm, leg, neck). Joint holds are good for
this. Keep applying joint holds to one area of the body, and the opponent
will eventually have to forfeit the match.

KEEP IT SIMPLE! - Don't try fancy corner moves or Irish whip moves, higher
level opponents tend to reverse these moves often. Also, top rope moves
such as the superplex require TWO successful grapple inputs, which can
effectively cut your success rate in half. One simple strategy is to
constantly use weak grapple moves to knock down your opponent, then use
basic strikes and holds from there.

NEVER (EEEVEER) GRAPPLE VS. GIANT STYLE! - OK, maybe you can a little, but
keep it to a minimum! Andre the Giant and Giant Baba (see the word 'giant'
in their names?) are two good examples. They can reverse even your weakest
grapples, frustrating to say the least. Their weakness? Man, these guys
are slower than molasses! That means you can run circles around them,
poking with weak and medium strikes all day long.

Some veteran players have also noted that repeated Irish whips can wear
down the bigger wrestlers, which makes sense as they tire easily from
having to do so much running around the ring. Try whipping the Giant-style
guys around until you see them gasping for air with their shoulders
slumped. They're sitting ducks at this point!

===============================
==SECTION 6: FIRE PRO R LINKS==
===============================

[url="http://www.fireproclub.com"]http://www.fireproclub.com[/url]
The Fire Pro Club, est. 1993. Throughout its long history, the Fire Pro
Club has seen its share of changes, yet it is arguably stronger now than
it ever has been, with over 700 registered members as of this writing. If
you want to mingle with some of the longtime Fire Pro vets and learn the
detailed intricacies of this great game, this is a great place to start.

[url="http://kocaccess.gswf.org"]http://kocaccess.gswf.org[/url]
Monitor's Wrestling Video Game Access. Chock full of important Fire Pro
and King of Colosseum related data. If you're new to Fire Pro, be sure to
visit this site!

[url="http://www.fire-pro.net"]http://www.fire-pro.net[/url]
Huge Fire Pro e-fed related site, incredibly detailed and fun to read.

[url="http://www.purogamer.com"]http://www.purogamer.com[/url]
MDK's site is here for all you n00bs who want to install a flip-top, but
are afraid to wield a screwdriver. What are you waiting for?

[url="http://og-fpd.freeservers.com"]http://og-fpd.freeservers.com[/url]
The website of none other than Orochi Geese, one of the friendlier and
more dedicated Fire Pro players out there.

[url="http://home.comcast.net/~billwood661/"]http://home.comcast.net/~billwood661/[/url]
My personal website, with direct links to every Fire Pro guide I've ever
authored. And believe me, I've done my share! ^_^

Do you have a Fire Pro R related website you'd like to share? E-mail me at
billwood661@comcast.net and it will be added to this section in future
revisions!

======================
==SECTION 7: CLOSING==
======================
I sincerely hope you found this guide useful. In closing, I would like to
thank the following:

* Lord Vermin, Jason Blackhart and Dave Fairbairn for furthering my Fire
Pro knowledge.

* Frank James Chan for writing the original FPD Guide, which without most
of us would still be clueless.

* All the experts on the GameFAQs, FPC and Monitor boards. If I tried to
list each and every single one of you, I'd inevitably leave someone out
and hurt their feelings. If you're asking yourself if I'm referring to
you, I probably am, so let's leave it at that. -_^

* higher power (www.fireproclub.com) and Monitor (kocaccess.gswf.org) for
giving us great communities to discuss this excellent game.
Link to comment
Share on other sites

  • 1 month later...
[/quote]
Nice guide thanks alot for this one.
But I got one question I can't find in the guide.
If I'm in a tag team match or whatever where it is lot's of opponents how do I then change direction?

I mean if there is one opponent infront of me and one on my back, how do i change direction to the one who stands between my back on the xbox 360?
Wich buttom.
Link to comment
Share on other sites

  • 2 weeks later...
  • 4 months later...
  • 1 year later...

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...