Fire Pro Wrestling D - Strategy Guide (Page 01)
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FIRE PRO WRESTLING D Complete English Guide written by Frank James Chan
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Revision 5.0 Updated 05/21/2001
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For the latest revision, be sure to check the Fire Pro DreamWorld
and
This document contains English translations of the in-game text in
Fire Pro Wrestling D for the Sega Dreamcast.
Fire Pro D is a 2-D professional wrestling video game developed by
Vaill Corporation and released by their parent company Spike Co., Ltd.
in Japan on March 1st, 2001.
Copyright (C) 2001 Frank James Chan
Table of Contents
=================
01 .................................................. The Basics
02 .......................................... Mode Select Screen
03 ............................................. One Night Match
04 ........................................ One Night Tournament
05 ................................................. Open League
06 ........................................... Elimination Match
07 ................................................ Battle Royal
08 ................................................ Victory Road
09 ................................................... Edit Mode
10 ................................................ Network Mode
11 ................................................. Title Match
12 ...................................................... Option
13 ................................................. Memory Card
14 ........................................... Other Information
15 ..................................................... Credits
Revision History
================
Revision 5.0: 05/21/2001
- A lot of things have come up besides the huge mess surrounding the
site upgrades lately. I can't make any promises for many more
updates past this one.
- Added identifications for the extra head numbers 282 to 296, and
Special Skills, thanks to Kilroy and Melfina.
Revision 4.7: 04/23/2001
- Misc typo corrections thanks to Du Vong.
Revision 4.6: 04/21/2001
- Added a code that unlocks 300 points for use with Wrestler Edit,
thanks to Dreamcast Magazine, Vash the Stampede, and Russell.
Revision 4.5: 03/31/2001
- Added note on pulling the lights off of the boards in Fluorescent
Lights Deathmatches to the Basics - In-Game Controls section, and
added a note on tagging out while holding opponents in the Front
Headlock to the Front Grapples section. Thanks to Chip.
Revision 4.4: 03/30/2001
- Misc corrections.
Revision 4.3: 03/29/2001
- Added a complete list of wrestler heads to the Wrestler Edit
section (including the ones used for the pre-made wrestlers in the
game: numbers 1 to 220) thanks to Marbury513, edited by myself.
- Theme music list (Wrestler Edit) additions thanks to Haya.
Revision 4.2: 03/27/2001
- Completed the list of extra heads in Wrestler Edit, thanks to Hiro
(Japanese fansite maintainer) and DAN/Crippler19. The hidden heads
are the only ones remaining to be identified, some of which are
just fictitious characters.
- Completed and corrected the list of referees real names as well as
their fake names.
Revision 4.1: 03/25/2001
- Added a somewhat nitpicky note of my own about Joe Higuchi in the
Referee list under Other Information.
- Added preliminary information on the new Special Skills (numbers
10 to 22) under Wrestler Edit, thanks to Rhys Moses.
Revision 4.0b: 03/18/2001 Evening
- Very minor revision correcting typos. Thanks to HBKFan75.
Revision 4.0a: 03/18/2001 Morning
- Added the actual title of Theme Music #28 in the Wrestler Edit,
thanks to Mek.
Revision 4.0: 03/16/2001 Evening
- Additions to the Theme Music list in Wrestler Edit thanks to Jason
Louie.
- Tons of typos corrected thanks to Bill Wood.
Revision 3.9b: 03/16/2001
- Correction to the Wrestler Edit section: country of origin number
5 is Germany, not "Dutch" (Holland is already 18). This was an old
mistake that has been there since Kagura's 6MS translations.
Thanks go out to Single J for pointing it out.
Revision 3.9a: 03/15/2001 Evening
- Minor revision with additions to the Theme Music section of
Wrestler Edit, thanks to Alex Jessup.
Revision 3.9: 03/15/2001
- Added a small note on swinging around the corner post when
standing on the apron to get to the apron on another side of the
ring. High Flying - Corner Post Moves section of the Gameplay
System guide under Basics. Thanks go out to spite for pointing
this out.
Revision 3.8: 03/14/2001 Morning
- Very minor revision, fixing typos.
Revision 3.7: 03/13/2001 Early Morning
- Added Tree of Woe to the Corner Grapples section of the Gameplay
System guide under Basics. This has been in past Fire Pro games
but was overlooked when the section was written, so thanks go out
to Dragon Heart for the reminder.
Revision 3.6: 03/12/2001 Morning EST
- Correction to the Skill Edit screen thanks to Y2JRULZ.
Revision 3.5: 03/11/2001 at 10:30PM EST
- Added Random Select to the Other Information section, thanks to
NetRonin.
Revision 3.4: 03/11/2001 Night
- Very minor correction thanks to matmaniac. There was a small typo
in the theme music explanation, there are a total of 28 themes as
listed above that paragraph, not 37.
Revision 3.3: 03/11/2001 Evening
- Corrections to the extra heads list for Wrestler Edit thanks to
Michael Walsh.
Revision 3.2: 03/11/2001
- Added identifications of the theme music tracks in the Skill Edit
area of the Wrestler Edit mode.
- Added a few more identifications of the extra heads in Wrestler
Edit, thanks to Bigdaddynero.
Revision 3.1: 03/08/2001
- Very minor update fixing some small errors and adding the names of
the default referees under the Other Information section.
Revision 3.0: 03/07/2001
- Added a detailed Gameplay System subsection to the Basics section
which includes all known gameplay elements (moves, the new apron
grapples, etc.) Shoot system integrated into this section, thanks
to Ian John (added to Credits).
- Added translations of the pop-up menus in One Night Tournament and
Open League modes.
- Added note on Zooming and Moving the preview in the moves section
of Wrestler Edit.
- Added a translation of the Player Records function under the Other
Information section.
- Added the Staff Credits option for the Option screen (hidden until
Victory Road is completed.)
Revision 2.1: 03/04/2001
- Added translations of the new options for Special Skill in the
Wrestler Edit, although their exact functions are still unknown
at this point (we may need to wait for the guidebook to find out.)
Revision 2.0: 03/03/2001 Afternoon
- Added much more detail to the Memory Card section and the way
data files are handled by the game.
- Added hidden heads/bodyparts/costume pieces (which are unlocked
by completing Victory Road) to the Edit mode section.
- Moved Clean Pause trick to Tips and Tricks section under Other
Information.
- More of the Extra Faces/Bodies in Wrestler Edit mode identified by
Michael Walsh.
- Many other additions and changes throughout the guide.
Revision 1.7b: 03/03/2001 Early Morning
- Another minor revision with a correction on Open League, thanks to
Madhat.
Revision 1.7a: 03/03/2001 Midnight/Early Morning
- Minor correction to Belt Edit thanks to Lukin. The three options
for belt types in Belt Edit are Heavy, Junior, and No Weight
Class Limitation.
Revision 1.7: 03/02/2001 Evening
- Extra Faces corrections thanks to Substance J.
- Minor correction to Edit mode thanks to AJ 187.
Revision 1.6: 03/02/2001 Noon
- Added a list of the extra heads in Wrestler Edit (heads not used
by the pre-made wrestlers in the game).
Revision 1.5: 03/02/2001
- Added a detailed explanation of how to use the color section at
the top of the MAKE (Appearance) screen in Wrestler Edit.
Revision 1.2: 03/01/2001 Evening
- Added a full translation of the CPU Logic section under Wrestler
Edit.
- Minor corrections to Deathmatch configuration.
Revision 1.1: 03/01/2001
- Added more detail to the Memory Card section about how to use the
Auto Update feature (the option at the top of the saving screen).
Revision 1.0: 02/28/2001
- First public revision of the guide. There will likely be a lot
of corrections and additions that will need to be made, but that's
to be expected of a first release.
--------------
01. THE BASICS
--------------
Menu Controls
=============
A Button Choose/Confirm
B Button Cancel/Go Back
R Trigger Fast Scrolling
Hold the R trigger to scroll faster on screens with
long lists/categories.
In-Game Controls
================
X Button Weak
Used for weak strikes and holds. The exact move
varies depending on situation.
A Button Medium
Used for medium strikes and holds. The exact move
varies depending on situation.
B Button Strong
Used for strong strikes and holds. The exact move
varies depending on situation.
Y Button Run/Weapon
This will allow you to voluntarily run (as opposed
to being Hammer Thrown).
When outside of the ring, stand close to the ring
apron and press Y + direction toward the ring to
grab a weapon from underneath the ring.
If/when a weapon is dropped on the ground, it may be
picked up again by standing "above" it and pressing
Y + D-Pad Down.
NOTE: In the Fluorescent Lights Deathmatch, you can
grab the lights off of the boards on the corners by
pressing Y + direction toward the corner. The light
can then be shattered over the head of an opponent.
D-Pad Walk
The D-Pad directions are relative to the screen
(Ex. pressing D-Pad Up will walk into the depth, or
"toward the top of the screen")
L Trigger Breathe/Tag
Hold Breathe to catch your breath and avoid fatigue
during a match. Knowing when and where to use this
is part of the strategy.
In Tag Matches, press L + D-Pad toward a partner,
who is standing on the apron, to tag out.
R Trigger 3D Walk
Holding 3D Walk will modify the D-Pad directions so
that they are first-person perspective rather than
relative to the screen.
(Ex. Holding 3D Walk and pressing D-Pad Up will walk
forward in your wrestler's point-of-view)
Analog Performance
Every wrestler has up to four different Performances
(taunts/poses). Each one is triggered by one of the
Analog Stick's four directions: LEFT, RIGHT, UP, and
DOWN. Some wrestlers may have a taunt assigned to
more than one direction.
Start Pause the game.
Pause Menu:
1. Continue
2. Mode Select (Exit to Main Menu)
If you choose Mode Select, you will be asked:
OK? (to exit the match)
1. Yes
2. No
Gameplay System
===============
The exact move your wrestler will execute depends on the wrestler's own
move set and fighting style. However, the method used in order to
perform those moves are universal.
As a general rule, the moves you use should gradually advance from your
weakest to your strongest over the course of the match. Doing strong
moves at the opening of the match will usually be reversed/countered,
but depending on the specific circumstance, it may actually work,
although it is not recommended. The flow of a typical Fire Pro match
simulates that of a properly worked pro wrestling match.
**Striking
Striking moves are done by simply pressing the attack buttons. Over
time, players should become familiar with the distance at which you
must stand from the opponent in order to land striking moves
properly. Different strikes will reach different distances.
[When standing, opponent also standing]
1. X (Weak Strike)
2. A (Medium Strike)
3. B + D-Pad in any direction (Strong Strike #1)
4. B (Strong Strike #2)
5. X + A simultaneously (Strong Strike #3)
**Grappling
Simply walk into your opponent to grapple. The moment the two
wrestlers make contact, you will hear a small "smack" sound effect.
Be the first to press a button or button+direction at/after the
sound to win the grapple (which move is actually done will depend
on which button or button+direction was pressed by that player).
For beginners, it may seem hard at first, but once you are familiar
with it, the timing becomes a completely natural reaction.
NOTE: Repeated pressing a button rapidly will NOT win a grapple, it
can cause you to lose it.
Counters/reversals depend on many factors: in many cases, if an
opponent is not worn down enough to take a big move, it will be
countered/reversed automatically. If the two wrestlers press
simultaneously, you will go into a Test of Strength -- the only
instance where "button mashing" has any effect in this gameplay
system.
[Front Grapple]
If you grapple an opponent facing you.
1. X (Weak Front Grapple Move #1)
2. X + D-Pad UP (Weak Front Grapple Move #2)
3. X + D-Pad LEFT or RIGHT (Weak Front Grapple Move #3)
4. X + D-Pad DOWN (Weak Front Grapple Move #4)
5. A (Medium Front Grapple Move #1)
6. A + D-Pad UP (Medium Front Grapple Move #2)
7. A + D-Pad LEFT or RIGHT (Medium Front Grapple Move #3)
8. A + D-Pad DOWN (Medium Front Grapple Move #4)
9. B (Strong Front Grapple Move #1)
10. B + D-Pad UP (Strong Front Grapple Move #2)
11. B + D-Pad LEFT or RIGHT (Strong Front Grapple Move #3)
12. B + D-Pad DOWN (Strong Front Grapple Move #4)
13. X + A simultaneously (Strong Front Grapple Move #5)
* Y (Hammer Throw, aka. Irish Whip)
UNIVERSAL: Used to throw opponent to the ropes. However,
there are other variations to this depending
on your own position:
- Your back is facing a corner
This will cause you to throw the opponent
into the corner, so that they are hooked
on it. See Corner Grapple for more.
- Your back is up against ropes
You will throw your opponent out of the
ring. See High Flying Moves for more.
- OUTSIDE: Your back is up against the apron
You will throw your opponent back into
the ring.
* R Trigger (Front Headlock)
UNIVERSAL: Used to take control of the opponent and walk
wherever you please, useful to moving the
opponent to the center of the ring. There is a
new variation to this:
- Your back is up against the ropes
This will cause you to throw the opponent
out to the apron (not down to the floor).
This is useful for setting up an Apron
Grapple move, see Apron Grapple for more.
Also, in tag matches, you can tag out while
holding an opponent in the Front Headlock,
which can be useful for setting up double team
maneuvers.
[Back Grapple]
If you grapple an opponent facing away. This is usually only
possible if the opponent is standing dazed, or is busy fighting
others in a multiplayer situation (ie. Battle Royals).
1. X (Weak Back Grapple Move)
2. A (Medium Back Grapple Move)
3. B (Strong Back Grapple Move #1)
4. B + D-Pad UP/DOWN (Strong Back Grapple Move #2)
5. B + D-Pad LEFT/RIGHT (Strong Back Grapple Move #3)
6. X + A simultaneously (Strong Back Grapple Move #4)
* Y (Hammer Throw, aka. Irish Whip)
UNIVERSAL: See Front Grapple Y above.
* R Trigger (Hold for double-team striking)
UNIVERSAL: Used to hold the opponent's arms back,
allowing a partner to attack.
* R Trigger + D-Pad UP (Shoulder Carry Setup)
UNIVERSAL: Used to set opponent on your shoulders to
setup for double team moves, such as the Road
Warriors' Doomsday Device.
When an opponent Back Grapples you, you can attempt to counter
by pressing X or A. The timing for countering is the same as
grappling offensively, as described at the top of this section.
[Corner Grapple]
When an opponent is hooked on the corner (see Front Grapple Y
on throwing to corner) you can walk in and grapple them.
1. B + D-Pad UP (Corner Grapple Move #1)
2. B + D-Pad LEFT/RIGHT (Corner Grapple Move #2)
3. B + D-Pad DOWN (Corner Grapple Move #3)
* R Trigger (Tree of Woe)
UNIVERSAL: Sets the opponent up in the "Tree of Woe"
(hooked upside-down on the corner).
[Apron Grapple]
This is a new category added in Fire Pro D. When an opponent is
standing on the apron, walk into them to grapple just as you
would for normal Front Grapple moves. See R Trigger under the
Front Grapple section above for an easy way to get opponents
out to the apron in order to setup for these moves.
1. Press either X, A, or B (Inside Apron Grapple Move)
When an opponent tries to perform an Apron Grapple, you can try
to counter:
1. Press either X, A, or B (Outside Apron Grapple Move)
**Running Attacks
Voluntarily run by pressing Y.
[Running Moves]
When you are running.
1. X (Running Attack #1)
2. A (Running Attack #2)
[Run Counters]
When an opponent is running (either voluntarily or after being
Hammer Thrown/Irish Whipped). Keep in mind that you are also
vulnerable to Run Counters when you run voluntarily.
1. X (Run Counter Move #1)
2. A (Run Counter Move #2)
* L Trigger (Dodge)
UNIVERSAL: Used to dodge a running opponent. Depending on
your fighting style, this may be a leap frog
or drop to the mat. Done often in professional
wrestling particularly by Junior Heavyweights.
[Corner Run]
When an opponent is hooked on a corner (see Front Grapple Y on
throwing to corner) you can run toward them for a move.
1. B (Corner Run Attack)
**High Flying Moves
High Flying Moves are not necessarily available to all wrestlers.
Large heavyweights generally have less/no high flying moves while
Luchadores generally have quite a few.
For moves such as Missile Kicks, you can do them whether the
opponent is dazed or not, although it would generally be wise to
attempt such moves only when they are dazed.
[Running Dive to Opponent Outside]
When in the ring and an opponent is standing outside, run
toward the ropes in the direction toward the opponent and hold
the B button.
[Slingshot to Opponent Outside]
When in the ring and an opponent is standing outside, stand up
against the ropes closest to the opponent and press B + D-Pad
in the direction toward the opponent.
[Slingshot from Apron to Opponent Inside]
When standing on the apron and an opponent is in the ring,
press B + D-Pad in the direction toward the opponent.
[Corner Post Moves]
Climb the corner by standing near it and pressing X or A +
D-Pad in the direction toward it. All four corners can be
climbed. You can also climb corners from the outside (commonly
done by American heavyweights) by pressing X + D-Pad in the
direction toward the corner when standing near it on the apron.
Also, when standing on the apron, you can swing around a corner
post to move to the apron on another side of the ring by
pressing A + D-Pad in the direction toward the corner.
1. X (Post Move #1)
2. A (Post Move #2)
3. B (Post Move #3)
4. X + A simultaneously (Post Move #4)
Which are aimed at standing opponents and which at downed
opponents completely depends on each wrestler's moveset
individually.
[Run-Up Rebound Moves]
Run toward a corner and hold the button.
1. X (Run-Up Rebound Attack vs standing opponent)
2. A (Run-Up Rebound Attack vs downed opponent)
**Downed Moves
When an opponent is down, you can do grounded strikes and
submissions by standing over them. For most pro wrestlers, at least
one of these moves should be a pin, depending on his style. Shoot
fighters and shoot style workers should not have a pin at all.
[Standing at the HEAD of an opponent facing UP]
1. A (Downed move #1)
2. B (Downed move #2)
* X (Pick up to feet by the hair/head)
UNIVERSAL: If the opponent is worn down enough, this is a
way to set them up standing dazed in order to
perform strong strikes or back grapples.
* R Trigger (Drag opponent)
UNIVERSAL: Used along with any direction on the D-Pad to
drag a downed opponent around. Often used to
pull opponents away from the ropes to avoid a
rope break if Rope Check is on (see Match
Configuration).
[Standing at the FEET of an opponent facing UP]
1. A (Downed move #3)
2. B (Downed move #4)
* X (Roll over)
UNIVERSAL: Roll opponent over to face down instead.
* R Trigger (Drag opponent)
UNIVERSAL: Used along with any direction on the D-Pad to
drag a downed opponent around. Often used to
pull opponents away from the ropes to avoid a
rope break if Rope Check is on (see Match
Configuration).
[Standing at the HEAD of an opponent facing DOWN]
1. A (Downed move #5)
2. B (Downed move #6)
* X (Roll over)
UNIVERSAL: Roll opponent over to face up instead.
* R Trigger (Drag opponent)
UNIVERSAL: Used along with any direction on the D-Pad to
drag a downed opponent around. Often used to
pull opponents away from the ropes to avoid a
rope break if Rope Check is on (see Match
Configuration).
[Standing at the FEET of an opponent facing DOWN]
1. A (Downed move #7)
2. B (Downed move #8)
* X (Pick up to feet by the tights)
UNIVERSAL: If the opponent is worn down enough, this is a
way to set them up standing dazed in order to
perform strong strikes or back grapples.
* R Trigger (Drag opponent)
UNIVERSAL: Used along with any direction on the D-Pad to
drag a downed opponent around. Often used to
pull opponents away from the ropes to avoid a
rope break if Rope Check is on (see Match
Configuration).
[Downed Running]
Run toward a downed opponent and hold B.
**Multi-Teaming
Double Teaming (Two Platon) and Triple Teaming (Three Platon) moves
are done when more than one wrestler grapples an opponent. Such a
situation may occur in Battle Royals or even Tag matches when
partners are in the ring helping another partner. Situations
for multi-teaming include:
-Front Double Team (2 grapple an opponent from the front)
-Front Triple Team (3 grapple an opponent from the front)
-Back Double Team (2 grapple an opponent from behind)
-Back Triple Team (3 grapple an opponent from behind)
-Corner Double Team (2 corner-grapple an opponent)
-Corner Triple Team (3 corner-grapple an opponent)
**Mount System
Shoot-style mounting is available to most shoot fighters and some
shoot-style workers. The way to mount varies between fighters,
although it is usually assigned as one of the grapples and/or one
of the downed moves.
[Mount Position]
In the normal mount position, wait for the opponent's legs to
wrap around, that is your signal to press a button (similar to
the come-into-contact moment of a normal grapple).
1. X (Mount Position Move #1)
2. A (Mount Position Move #2)
3. B (Mount Position Move #3)
If you are on the receiving end of a Mount, you can counter by
pressing any of the three buttons (X, A, or B) at the signal.
This will execute your Mount Position Counter Move.
[Front Facelock Shoot Tackle Counter Position]
When you counter a shooter's attempt to tackle you for a Mount
Position, you will have him in a front facelock. You will
struggle for a moment and then hear a small "smack" sound, that
is your signal to press a button.
1. X (Front Facelock Move #1)
2. A (Front Facelock Move #2)
3. B (Front Facelock Move #3)
If you are on the receiving end of a Front Facelock, you can
counter by pressing any of the three buttons (X, A, or B) at
the signal. This will execute your Front Facelock Counter Move.
[Back Mount Position]
In the back mount position, wait for the mounting fighter to
raise both fists, that is the ready position which is your
signal to press a button.
1. X (Back Mount Position Move #1)
2. A (Back Mount Position Move #2)
3. B (Back Mount Position Move #3)
If you are on the receiving end of a Back Mount, you can
counter by pressing any of the three buttons (X, A, or B) at
the signal. This will execute your Back Mount Counter Move.
**Performance (Taunt/Pose)
Performing can be useful depending on your wrestler's fighting
style. Every wrestler has four different performances using the
four directions on the Analog Stick.
1. Analog Stick LEFT (Taunt/Pose #1)
2. Analog Stick RIGHT (Taunt/Pose #2)
3. Analog Stick UP (Taunt/Pose #3)
4. Analog Stick DOWN (Taunt/Pose #4)
**Exiting and Entering the Ring
To exit the ring to go out to the floor or entrance ramp, simply
stand up against the ropes and press X + D-Pad in the direction
toward the ropes. Do the same up against the ring apron to go back
inside.
Rather than exiting directly down to the floor, you can also exit
out to the apron first by using A instead of X. Doing so again will
jump down to the floor. Similarly, you can use A to climb up to the
apron before going directly inside.
**Weapons
To acquire a weapon, go outside to the floor, stand up against the
ring apron, and press Y + D-Pad toward the ring to grab a weapon
from underneath the ring.
Weapons are dropped voluntarily by pressing Y again. They can also
be dropped when grappling, when an opponent strikes, when an
opponent runs into you, etc. You can, however, use Breathe when
holding a weapon without dropping it.
To pick up a dropped weapon, press Y + D-Pad DOWN when standing
just slightly "above" the upper rim of it.
**Staying Down on the Mat
If you would like to stay down on the mat, hold the A button while
you are downed. If you are in the process of getting up to your
feet, holding A will keep you in a squatting position for a limited
amount of time, which could be useful for dodging strikes when an
opponent is expecting you to get up.
**Voluntarily Releasing a Pin/Submission/Illegal Hold
If you would like to either release a pin or hold to continue
punishing your opponent, or are performing an illegal act on a
fatigued opponent and would like to avoid the 5 count (if the
Disqualification Count is on), press the A button.
**Kicking Out of Pins and Escaping Holds
The most efficient way to kick out of a pin attempt is to simply
hold the A button. Similarly, to escape a submission holds more
efficiently, simply roll the D-Pad around in different directions
rapidly.
Rapidly tapping all the buttons ("button mashing") actually
decreases your chances of kicking out or escaping a hold.
----------------------
02. MODE SELECT SCREEN
----------------------
The game's main menu.
One Night Match Victory Road
One Night Tournament Edit Mode
Open League Network Mode
Elimination Match Title Match
Battle Royal Option
Memory Card
[BOTTOM: Description of highlighted mode]
-------------------
03. ONE NIGHT MATCH
-------------------
Configure a professional wrestling match.
-Initial Screen
Normal Match
Exploding Cage Deathmatch
Barbedwire Deathmatch/Fluorescent Light Boards Deathmatch
Gruesome Fighting (Octagon Shoot Fighting/Mixed Martial Arts)
SWA Official Rules Match (Battlarts-style Rules)
Mode Select (Exit)
Normal Match
============
-Configuration Screen
Blue Corner CP, 1P, CP-CP, 1P-1P, 1P-2P, CP-CP-CP, ...
Red Corner CP, 1P, CP-CP, 1P-1P, 1P-2P, CP-CP-CP, ...
Match Type 3 Count, 2 Count, Only Fall (Pin), Only Give Up
Match Limit 5 min, 10 min, 15 min, 30 min, 45min, 60min, No Limit
Match Fall 1 Fall, 3 Falls
Ring SWA (Fictional)
VIEW JAPAN (New Japan)
OLIVE JAPAN (All Japan)
SUPER NOVA (Pro Wrestling NOAH)
Shin IW (FMW)
Yukiguni Puroresu (Michinoku Puroresu)
Super Dragon Pavilion (Toryumon)
ZIP JAPAN (Big Japan)
Kansai Puroresu (Osaka Puroresu)
WFW Puroresu (WWF)
WWC Puroresu (WCW)
THREE-A (AAA)
GONGS (RINGS)
High Class (Pancrase)
Battration (Battlarts)
Joshi (Womens, based on AJW ring)
BLADE (PRIDE)
UWH (UWFi)
RANDOM
Match Location Nihon Butoukan (Nippon Budokan)
SPIKE DOME (Tokyo Dome)
Yurakuen Hall (Korakuen Hall)
Murakawa Gym (Generic Gym)
USA (WWF/WCW set style)
RANDOM
COM Level 1(easiest) - 10(hardest)
Game Speed 100% - 800%
COM Skip OFF, ON
(ON: CP vs CP matches highlighted instead of shown in
full)
Referee Choose a referee
Rope Check OFF, ON
(ON: Pins and submission holds are broken if you are
touching the ropes)
Lumberjack OFF, ON
(ON: As soon as a wrestler is thrown out of the ring
or manually exits, he will automatically re-enter)
Tornado Battle OFF, ON
(ON: In tag matches, all Participants are allowed in
the ring at once)
Cut Play OFF, ON
(ON: In tag matches, allows partner interference when
in danger)
DQ Count OFF, ON
(ON: referee will count up to 5 for an illegal act
that he sees, and disqualify if not released)
Outside Count OFF, ON
(ON: referee counts up to 20 when a wrestler is
outside of the ring)
BGM Selection Choose a Background Music track, or RANDOM
CRITICAL Rate Off, Low, Medium, High
(Chooses how often Fire Pro's infamous KO's, called
CRITICALs, will happen)
- Done -
Exploding Cage Deathmatch
=========================
-Configuration Screen
Blue Corner CP, 1P/2P
Red Corner CP, 2P/1P
Match Type 3 Count, 2 Count, Only Fall (Pin), Only Give Up
Match Time 5 min, 10 min, 15 min, 30 min, 45min, 60min, No Limit
(Time limit of the match itself)
Explosion Time 1 min, 5 min, 10 min, 15 min, 30 min, 45min, 60min,
No Explosion
(When the explosion will happen)
Match Fall 1 Fall only
Ring Special Deathmatch Ring only
Match Location Kawajima Stadium (Kawasaki Stadium) only
COM Level 1(easiest) - 10(hardest)
Game Speed 100% - 800%
COM Skip - (not implemented in this mode)
Referee Choose a referee
Rope Check - (not implemented in this mode)
Lumberjack - (not implemented in this mode)
Tornado Battle - (not implemented in this mode)
Cut Play - (not implemented in this mode)
DQ Count - (not implemented in this mode)
Outside Count - (not implemented in this mode)
BGM Selection Choose a Background Music track, or RANDOM
CRITICAL Rate Off, Low, Medium, High
(Chooses how often Fire Pro's infamous KO's, called
CRITICALs, will happen)
- Done -
Barbedwire Deathmatch
=====================
-Configuration Screen
Blue Corner CP, 1P, CP-CP, 1P-1P, 1P-2P, CP-CP-CP, ...
Red Corner CP, 1P, CP-CP, 1P-1P, 1P-2P, CP-CP-CP, ...
Match Type 3 Count, 2 Count, Only Fall (Pin), Only Give Up
Match Limit 5 min, 10 min, 15 min, 30 min, 45min, 60min, No Limit
Corner Option Barbedwire, Fluorescent Light
Match Fall 1 Fall only
Ring SWA (Fictional)
VIEW JAPAN (New Japan)
OLIVE JAPAN (All Japan)
SUPER NOVA (Pro Wrestling NOAH)
Shin IW (FMW)
Yukiguni Puroresu (Michinoku Puroresu)
Super Dragon Pavilion (Toryumon)
ZIP JAPAN (Big Japan)
Kansai Puroresu (Osaka Puroresu)
WFW Puroresu (WWF)
WWC Puroresu (WCW)
THREE-A (AAA)
GONGS (RINGS)
High Class (Pancrase)
Battration (Battlarts)
Joshi (Womens, based on AJW ring)
BLADE (PRIDE)
UWH (UWFi)
RANDOM
Match Location Yurakuen Hall (Korakuen Hall) only
COM Level 1(easiest) - 10(hardest)
Game Speed 100% - 800%
COM Skip - (not implemented in this mode)
Referee Choose a referee
Rope Check OFF, ON
(ON: Pins and submission holds are broken if you are
touching the ropes)
Lumberjack OFF, ON
(ON: As soon as a wrestler is thrown out of the ring
or manually exits, he will automatically re-enter)
Tornado Battle OFF, ON
(ON: In tag matches, all Participants are allowed in
the ring at once)
Cut Play OFF, ON
(ON: In tag matches, allows partner interference when
in danger)
DQ Count OFF, ON
(ON: referee will count up to 5 for an illegal act
that he sees, and disqualify if not released)
Outside Count OFF, ON
(ON: referee counts up to 20 when a wrestler is
outside of the ring)
BGM Selection Choose a Background Music track, or RANDOM
CRITICAL Rate Off, Low, Medium, High
(Chooses how often Fire Pro's infamous KO's, called
CRITICALs, will happen)
- Done -
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