Fi-Pro Returns - Strategy Guide (Page 01)
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==FIRE PROWRESTLING RETURNS: GENERAL FAQ AND TRANSLATION GUIDE v1.5==
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for Sony PlayStation 2 (Japan)
by Bill Wood (billwood661@comcast.net)
Based on the Fire ProWrestling D Complete English Guide
written by Frank James Chan
with Dreamcast to PS2 conventions by MDK
Last modified: 10/03/05
Fire ProWrestling Returns (c) 2005 Spike
NOTE: This guide views and prints best with a monospace typeface.
ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZAAAAAAAAAAAAAAAAAAAAAA
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==TABLE OF CONTENTS==
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SECTION 01: VERSION HISTORY
SECTION 02: INTRODUCTION
SECTION 03: THE HISTORY OF THE FIRE PROWRESTLING SERIES
SECTION 04: BASIC CONTROLS AND CONVENTIONS
04.a...Menu Controls
04.b...In-Game Controls
04.c...Gameplay Conventions
04.c.1.....Striking
04.c.2.....Grappling
04.c.3.....Running Attacks
04.c.3.a.....Running Moves
04.c.3.b.....Run Counters
04.c.3.c.....Corner Run
04.c.4.....High-Flying Moves
04.c.4.a.....Running Dive to Opponent Outside
04.c.4.b.....Slingshot to Opponent Outside
04.c.4.c.....Slingshot from Apron to Opponent Inside
04.c.4.d.....Top Turnbuckle Moves
04.c.4.e.....Run-Up Rebound Moves
04.c.5.....Opponent Down Moves
04.c.5.a.....At Head, Opponent Facing Up
04.c.5.b.....At Feet, Opponent Facing Up
04.c.5.c.....At Head, Opponent Facing Down
04.c.5.d.....At Feet, Opponent Facing Down
04.c.5.e.....Running at a Downed Opponent
04.c.6.....Multi-Teaming
04.c.7.....Mount System (Shootfighting)
04.c.7.a.....Mount Position
04.c.7.b.....Front Facelock (Sprawl) Counter Position
04.c.7.c.....Back Mount Position
04.c.8.....Performance (Taunt/Pose/Crowd Appeal)
04.c.9.....Other Techniques (Various Conventions)
04.c.9.a.....Exiting/Entering the Ring
04.c.9.b.....Using Weapons
04.c.9.c.....Staying Down on the Mat
04.c.9.d.....Kicking Out of Pins and Escaping Holds
04.c.10....Moves New to Fire Pro Returns
04.c.10.a.....Corner-to-Center Attack
04.c.10.b.....Steel Cage Commands
04.c.10.c.....Over the Top Rope Toss
04.c.10.d.....Reentering the Ring (Slide)
04.c.10.e.....Ukemi
SECTION 05: MODE SELECT SCREEN
05.a...Gameplay
05.b...Edit
05.c...Options
05.d...Save/Load
SECTION 06: GAMEPLAY
06.a...Match Setup
06.a.1.....One Night Match
06.a.2.....One Night Tournament
06.a.3.....Open League
06.a.4.....Team Battle
06.a.5.....Battle Royal
06.a.6.....Title Match
06.a.7.....Match Make Mode *UNDER CONSTRUCTION*
06.b...Match Type
06.b.1.....Normal Match
06.b.2.....Steel Cage Deathmatch
06.b.3.....Electrified Barbed Wire Ropes Exploding Deathmatch
06.b.4.....Barbed Wire/Flourescent Tubes Landmine Deathmatch
06.b.5.....SWA Rules Match
06.b.6.....S-1 Rules Match
06.b.7.....Gruesome Fighting
SECTION 07:: EDIT MODE
07.a...Wrestler Edit
07.a.1.....Promotion Edit
07.a.2.....Faction Edit
07.a.3.....Wrestler Edit
07.a.3.a......Creating a New Wrestler
07.a.3.b......Editing Your Newly Created Wrestler
07.a.3.b.1.......Name Edit
07.a.3.b.2.......Skill Edit
07.a.3.b.3.......Appearance Edit
07.a.3.b.4.......Moveset Edit
07.a.3.b.5.......Parameter Edit
07.a.3.b.6.......CPU Logic Edit
07.a.3.b.7.......Finisher Name
07.a.3.b.8.......Bio/Tagline/Catchphrase
07.b...Referee Edit
07.c...Ring Edit
07.d...Logo Edit
07.e...Belt Edit
07.f...Team Edit
SECTION 08: OPTIONS
SECTION 09: SAVE/LOAD
SECTION 10: MISCELLANEOUS INFORMATION
10.a...Random Select
10.b...Clean Pause Screen
SECTION 11: CREDITS
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==SECTION 01: VERSION HISTORY==
===============================
1.5 - Minor corrections and additions.
1.4 - The most important guide update to date, by far. Thanks to Lord
Vermin, the Wrestler Edit section is MUCH more accurate and
informative. Anywhere you see an +LV+ in that section, it means the
preceding words are his, not mine.
Also fixed an option in the One Night Tournament settings, and
reworded the "Escaping a Pin" section due to revelations on the
FPR boards.
1.3 - Minor corrections and additions. Lots of typos corrected, plus a
correction to the Match Configuration option settings.
1.2 - Lots of general cleanup, plus:
* Added "Ukemi" to the "New Moves" section (thanks Muka!).
* "Junior" and "Heavy" order switched in Skill Edit.
* "Random" option removed from ring selection.
* R1 function explained in greater detail.
* Minor update to arena descriptions
1.1 - Lots of general cleanup, plus:
* "Submission" "CRITICAL!" skill changed from Cost 20: to Cost: 25.
* Special skill descriptions corrected.
1.0 - Initial release of the guide. Expect a lot of additions, revisions
and corrections in the near future. If you see (???) or *UNDER
CONSTRUCTION* anywhere in this guide, it means it's either a work
in progress, or hasn't been fully translated yet.
"Ukemi" section of CPU Logic and "Match Make Mode" still to do.
============================
==SECTION 02: INTRODUCTION==
============================
Welcome to the Fire ProWrestling Returns General FAQ and Translation Guide
v1.5! Fire ProWrestling Returns (Fire Pro R, FPR) is a 2-D professional
wrestling game made exclusively for the Sony PlayStation 2 in Japan by
Spike Co. Ltd. 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 a mega-deep Edit Mode, and you have what is quite
possibly the wrestling simulation in existence.
The wrestlers are FPR are fictional in the sense that they are based on
very real professional wrestlers (mostly Japanese), but their names are
changed to avoid legal issues in the game's native country. Fortunately
the game has a rename option that allows players to give these likenesses
their real world names. This "pseudo-realistic" approach to wrestler
creation gives Spike the ability to up the roster to a mind-blowing total
of 327, nearly five times the amount of any American wrestling game!
But that's not all. With FPR, Spike has increased the available number of
wrestler edits (known as "CAWs" to most American gamers) to a whopping
500! Altogether, that's 827 wrestlers in a single game, each with their
own appearance, skills, movesets, offensive/defensive stats and CPU logic!
Indeed, with FPR, Spike has decided to pull out all 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, traditional steel cage matches and ring editing are
available in a Fire Pro game... and that's only the tip of the iceberg!
This guide is intended to provide English translations for many of the
game menus, as well as basic button conventions, and even a history
lesson! I need to mention here that this guide would never have been done
(by myself anyway) were it not for the Mysterious Kagura and Frank James
Chan (a.k.a. Icemaster), whose earlier Fire Pro guides are the basis for
what you're reading now. Frank's guides have introduced dozens (hundreds?)
of players to this influential wrestling game series, hopefully this guide
will serve a similar purpose. Thanks also to MDK for his transcription of
button mappings from FPD to FPZ, it made the task of authoring of this
guide a whole lot easier.
I would also like to make mention of the terrific community of players
spawned by their appreciation of Fire ProWrestling. Most of them are
extremely helpful and only too willing to help out newcomers, and were it
not for them, a guide such as the one you're reading certainly would not
exist. In that sense, this guide isn't authored by one person, but dozens
of people who are always looking for new players to share their Fire Pro
experiences, be it managing an e-fed, having a five-star match with a
friend, or simply LOLing at the mention of Pineapple Jojo.
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==SECTION 03: THE HISTORY OF THE FIRE PROWRESTLING SERIES==
===========================================================
Before we delve into the guide proper, let's take a glance at what has
made the Fire Pro series such a sensation with gamers across the globe:
Since 1989, HUMAN Entertainment and Spike Co. Ltd. have produced the
unique and highly entertaining Fire ProWrestling series of videogames for
the Japanese market. In Japan, pro wrestling (or puroresu) is taken more
seriously both as a sport and a form of competition than it is in most
other regions of the world (with Mexico being the lone possible
exception). Pro wrestling even receives coverage in the sporting columns
of major Japanese newpapers.
Fire ProWrestling games are a reflection of this spirit, focusing on solid
simulation and technique as opposed to flashy graphics and mundane match
options. For this reason, Fire Pro has developed a loyal following in its
native homeland, as well as an ever-growing legion of fans in North
America, Europe and abroad.
Over the last fifteen years, over a dozen Fire ProWrestling titles have
appeared on several import consoles, including the PC Engine, Super
Famicom, Saturn, PlayStation, Wonderswan and GameBoy Advance. Two handheld
versions have even been distributed in the U.S. through BAM Entertainment.
And as you'll see here, even though the series has steadily built a solid
fan base, Fire Pro's own real-life version of Victory Road wasn't always
a smooth one...
Fire ProWrestling made its debut in 1989 on a Japanese console known as PC
Engine. The long standing tradition of using the likenesses of real-life
wrestlers began with this very first game, which featured timeless
classics as Victory Musashi (Antonio Inoki) and Star Bison (Stan Hansen).
And although the sparse roster of 16 wrestlers may seem anemic by current
standards, the game was an apparent success, or at least popular enough to
inspire two PC Engine sequels in Japan before moving over to the ultra
popular Super Famicom system.
The following excerpt is from The Mysterious Kagura's "Pro-Wrestling
Video Game History:"
"I believe the purpose of the Fire Pro series was to attract the
'hardcore' pro wrestling fan. Given the idea that pro wrestlers
from different promotions would be able to face each other in
interpromotional 'dream matches' that normally would never even
happen due to the political nature of professional wrestling.
HUMAN greatly accomplished that purpose by using the likenesses
of those wrestlers and giving them pseudonyms, but at the same
time, gave them their real-life moves and attributes."
It was during this time that HUMAN boosted the popularity of Fire Pro by
providing gamers with several solid titles. And as import gaming became
increasingly popular during the early 90's (mainly due to the success of
Street Fighter II and other fighting games), it was not uncommon to find
Super Famicom versions of Fire ProWrestling floating around on import
gaming store shelves.
Even to this date, Fire Pro has arguably attained its biggest success on
Nintendo's 16-bit console. When it was all said and done, the Super
Famicom hosted no fewer than eight "Super Fire Pro" titles, including the
classic Super Fire ProWrestling X Premium, which remains a favorite of the
emulation community to this day.
Many Fire Pro fans outside of Japan were introduced to the series in 1996
with Fire Pro S: Six Men Scramble (6MS) for the Sega Saturn. As this game
featured at what was at the time an unrivaled amount of depth when it came
to wrestler creation (in many ways it still does), American gaming mags -
and even a few American wrestlers, such as Rob Van Dam - touted 6MS as a
brilliant alternative for fans of wrestling games who didn't mind having
to clear a language barrier to enjoy an excellent game.
The other remarkable feature of 6MS was its unparalleled roster. While the
rosters of previous Fire Pro games had steadily increased from the
original 16 over the years, the roster in 6MS topped out at 160, which was
absolutely unheard of back then. Even to this date, no wrestling game
outside of those developed by the creators of Fire Pro can offer such a
large collection of wrestlers gathered under one banner.
But a great roster is not enough to create a truly memorable wrestling
game, and fortunately HUMAN decided to complement the stellar roster in
6MS with the best gameplay in a Fire Pro game to date. With adjustments
and improvements in terms of animation and timing, the grappling system
took a vital step forward, and although it still wasn't the easiest system
to learn, many had decided it was definitely the best.
Helping to break the language barrier of import gaming was the exploding
internet gaming community, many of whom devoted selfless hours to making
sure that the uninitiated would be able to see what made these games so
special. Were it not for the efforts of classic Fire Pro personae such as
The Mysterious Kagura, and later the Icemaster (Frank Chan), many of us
would still be scratching our heads, wondering what the big deal is.
In June of 1999, nearly three years later the release of 6MS, HUMAN
released Fire ProWrestling G (FPG) for the Sony PlayStation in Japan.
Sony's system offered exposure to an even wider audience due to the
console's overwhelming lead in the console race, yet most longtime Fire
Pro fans were anything but impressed by the latest offering. In fact, the
concessions made to tailor the game for the PlayStation (4 Men Scramble?)
had many believing that Fire ProWrestling had seen its brightest days.
When HUMAN went out of business a short time after, Fire Pro fans were
even more convinced that 6MS would go down in history as the series'
greatest title. Yet like a phoenix rising from the ashes, Fire
ProWrestling would make a triumphant return to consoles in 2001 in the
form of Spike's Fire ProWrestling D (FPD) for the Sega Dreamcast. Touting
enhanced visuals, vastly expanded content and more match options than even
the most hardcore fan could possibly imagine, Spike did the impossible by
taking the Fire Pro series out of HUMAN's hands and to an entirely
different level.
The increase in both quality and quantity in Spike's Fire Pro D cannot be
understated. Simply put, they knocked one out of the ballpark with their
first swing. In fact, FPD was such an improvement over its predecessors in
nearly every aspect (sound being the lone possible exception) that it
basically rendered all earlier versions of the game obsolete, no easy feat
considering the nostalgia among Fire Pro fans when it came to the beloved
Six Men Scramble.
It was at this time that the series arguably gained it biggest fanbase
outside of Japan, as scores of disenchanted Dreamcast owners began looking
for new software for their beloved yet slumping system. Increasingly, the
name "Fire Pro" was being used as the benchmark for just how good a
wrestling game could be, and a result, more and more wrestling gamers
dissatisfied with the current crop of WWF/E titles began making the switch
over to this influential Japanese game.
Released for the PlayStation 2 in 2003, Fire ProWrestling Z was intended
to be Fire Pro's swan song, a final farewell for the diehard fans who
rigorously supported the series over the years. However, while the game
sported numerous improvements, it also seemed lacking in areas when
compared to FPD, especially in the audiovisual department. And when it
became apparent that the fans expected much more from the final Fire Pro
title (which is still a great game, if a little too similar to its
predecessor), Spike decided to go back to the drawing board and produce
another effort, one that would live up to the fans' lofty expectations.
Which brings us to the present, and Fire ProWrestling R. Has Spike
succeeded in giving the fans what they want? Well, judging from the
majority of reactions from longtime players, that answer is a resounding
"yes". Consider this: how many video game franchises have managed to
escape extinction not once, but twice? Fire ProWrestling has, which is a
testament to both the enduring quality of the series, and the faithful
fans who support it.
Here's my list of recommended Fire Pro titles:
* Super Fire ProWrestling X Premium (Super Famicom)
* Super Fire ProWrestling: Queen's Special (Super Famicom)
* Fire ProWrestling S: 6 Men Scramble (Saturn)
* Fire ProWrestling G (PlayStation)
* Fire ProWrestling D (Dreamcast)
* Fire ProWrestling Z (PlayStation 2)
* Fire ProWrestling (GameBoy Advance)
* Fire ProWrestling 2 (GameBoy Advance)
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==SECTION 04: BASIC CONTROLS AND CONVENTIONS==
==============================================
-------
--KEY--
-------
O.......Circle button
X.......X button
[]......Square button
/\......Triangle button
L1......L1 button
R1......R1 button
L2......L2 button
R2......R2 button
Up......D-Pad UP
Down....D-Pad DOWN
Left....D-Pad LEFT
Right...D-Pad RIGHT
+.......simultaneously
/.......or
N/A.....does not apply
???....."work in progress" section of the guide; requires translation
-----------------
--MENU CONTROLS--
-----------------
O Button........Choose/Confirm
X Button........Cancel/Go Back
[] Button.......Open Submenus (when available)
/\ Button.......Open Folders (when available)
R2 Button.......Fast Scrolling: Hold the R2 trigger to scroll faster on
screens with long categories, such as movelists and head
options.
R Analog Stick..Shortcut Dial: Opens Submenus just like the [] button, but
can be quicker and more convenient. This can be disabled
from the Options menu.
--------------------
--IN-GAME CONTROLS--
--------------------
[] Button.......Weak Attack
Used for weak strikes and grapples. The exact move varies
depending on the situation and assigned move.
X Button........Medium Attack
Used for medium strikes and grapples. The exact move
varies depending on the situation and assigned move.
O Button........Strong Attack
Used for strong strikes and grapples. The exact move
varies depending on the situation and assigned move.
/\ Button.......Run/Pick Up Weapon
* Allows your wrestler to voluntarily run (as opposed to
being Irish whipped).
* When outside of the ring, stand close to the ring apron
and press /\ + 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 by standing "above" it and pressing /\ + Down.
++ NOTE: In the Fluorescent Lights Deathmatch, you can grab
++ the lights off of the boards on the corners by pressing
++ /\ + direction toward the corner. The light can then be
++ used to poke opponent in the stomach, smash the stomach,
++ or shatter over the head depending on the attack button
++ used.
D-Pad ..........Walk (the analog stick is not used for wrestler movement)
L Analog Stick..Performance (Taunt, Crowd Appeal)
Every wrestler has up to four different Performances
(taunts/poses/crowd appeals). Each one is triggered by one
of the Analog Stick's four directions: Left, Right, Up,
and Down. Some wrestlers may have the same taunt assigned
to more than one direction.
L1 Button.......Breathe/Tag/Dodge/Ukemi
* Hold Breathe to catch your breath and avoid fatigue
during a match. Knowing when and where to use this is an
important part of the match strategy.
* In Tag Team Matches, press L1 + D-Pad toward a partner
standing on the apron to tag out.
* Press L1 (with the appropriate timing) to dodge an
Irish whipped opponent.
* Press L1 during a grapple or while lying prone on the
ground for the "Ukemi" option (see the "New Moves" section
of the guide for more details).
R1 Button......."3D" Walk/Drag Opponent/Front Facelock (from grapple)
Holding the R1 button while moving about the ring will
modify movement so that the wrestler moves in a first
person perspective rather than relative to the screen.
(i.e. holding R1 and pressing Up will walk forward from
your wrestler's point-of-view). This can be useful for
tactics such as circling an opponent.
Note that in tag matches, while holding R1, you will
remain locked onto whichever opponent you are currently
focused on. In other words, R1 can be used to bypass the
Fire Pro auto-focus feature and stay focused on a single
opponent.
You can also drag a downed opponent around the ring by
holding a direction + R1. And for the first time in a Fire
Pro game, you can drag the opponent in directions other
than left and right! Simply pressing R1 without a
direction will make your wrestler automatically drag the
opponent in the opposite direction he is facing.
Start...........Pause the game. From here you will see two options:
1. Continue
2. Mode Select (Exit to Main Menu)
------------------------
--GAMEPLAY CONVENTIONS--
------------------------
++ NOTE: If this is your first experience with the Fire ProWrestling
++ series, I would seriously suggest that you take a peek at the FPR
++ Beginner's Guide, a companion piece to this guide which was
++ specifically written to help newcomers get accustomed to the game.
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. For example, the [] button always represents
the weakest attacks in your wrestler's arsenal, be it a scoop slam or a
single leg takedown.
As a general rule, you should gradually progress from your weakest moves
to your strongest moves over the course of the match. Attempting strong
moves at the opening of the match will usually result in a reversal or
counter, but depending on the circumstances, they may actually work. When
sticking to this basic "weak-to-strong" rule of thumb, you'll notice that
the flow of a typical Fire Pro match simulates that of a properly worked
professional wrestling match.
The command conventions listed here are broken down into nine individual
groups, with sub-groups within each group:
* Striking
* Grappling
* Running Attacks
* High-Flying Moves
* Opponent Down Moves
* Multi-Teaming (Double or Triple Team Attack)
* Mount System (Shootfighting)
* Performance (Taunt/Pose/Crowd Appeal)
* Other (Various Conventions)
----------
-STRIKING-
----------
Striking moves are done by simply pressing any of the attack buttons. Over
time, players should become familiar with the distance at which you must
stand from the opponent in order to connect with striking moves. Also
note that different strikes must be initiated from different distances.
When standing (opponent also standing):
[]...............................Weak Strike
X..............................Medium Strike
O + D-Pad (any direction)...Strong Strike #1
O...........................Strong Strike #2
[] + X......................Strong Strike #3
-----------
-GRAPPLING-
-----------
If you're a fan of wrestling games, you'll already know that grappling is
the meat and potatoes of any respectable game, and no amount of bells and
whistles can save a game with a bad grappling system. Your success or
failure in a Fire Pro match will certainly depend on mastering the game's
excellent grappling system. And since it's not exactly friendly to
novices, it's important that you read this section closely to how to
understand how grappling works in a Fire Pro game.
To initiate a grapple in FPR, simply come within proximity of your
opponent. When you are close enough, you will see the animation for the
grapple automatically engage. This is your key to prepare for your command
input. At the precise moment the two wrestlers make contact (arms locked),
you will hear a small "smack" sound effect. At this point, be the first to
enter a grapple command to win the grapple (which move is actually
performed will depend on which controller command was input by the
successful player).
Don't forget that even you DO win the grapple, the move can still be
countered/reversed depending on the circumstances!
++ NOTE: Repeatedly pressing a button rapidly (button mashing) will NOT
++ win a grapple, in fact it can cause you to lose it! For beginners
++ this may seem hard at first, but once you are familiar with it, the
++ timing becomes a completely natural reaction.
++ NOTE: Counters/reversals depend on many factors. In most cases, if an
++ opponent is not worn down enough to take a big move, the move may be
++ countered or reversed automatically. If the two players enter their
++ commands simultaneously, they will enter a Test of Strength, one of
++ the few instances where button mashing has any effect in this game.
There are four major grapple setups in Fire Pro R:
* Front Grapple (grappling an opponent who is facing you)
* Back Grapple (grappling an opponent who is facing away from you)
* Corner Grapple (grappling an opponent who is in the corner)
* Apron Grapple (grappling an opponent who is on the apron)
Listed below are the basic grappling conventions for Fire Pro R:
FRONT GRAPPLE
Grappling an opponent facing you. From this position there are 13 grapples
of varying strengths available to your wrestler, plus the ever-popular
Irish whip and Front Facelock options:
[]...................Weak Front Grapple Move #1
[] + Up..............Weak Front Grapple Move #2
[] + Left/Right......Weak Front Grapple Move #3
[] + Down............Weak Front Grapple Move #4
X..................Medium Front Grapple Move #1
X + Up.............Medium Front Grapple Move #2
X + Left/Right.....Medium Front Grapple Move #3
X + Down...........Medium Front Grapple Move #4
O..................Strong Front Grapple Move #1
O + Up.............Strong Front Grapple Move #2
O + Left/Right.....Strong Front Grapple Move #3
O + Down...........Strong Front Grapple Move #4
[] + X.............Strong Front Grapple Move #5
/\...................................Irish Whip
This is generally used to throw opponent toward the ropes. However,
there are variations depending on your own position:
* Your back is facing a corner:
This will cause you to throw the opponent into the turnbuckle, which
usually ends with them dazed in the corner. See "Corner Grapple" for
more info on this position.
* Your back is up against ropes:
You will throw your opponent out of the ring. See "High-Flying
Moves" for more info on this position.
* Outside the ring with your back up against the apron:
You will throw your opponent back into the ring.
R1 Button.........................Front Facelock
Used to grab the opponent by the head and move him/her around the ring,
which is useful when moving the opponent to the center of the ring or
away from his or her partner's corner. There is a variation to this:
* Your back is up against ropes:
This will cause you to throw the opponent out to the apron (but not
down to the floor). From here you can set up an Apron Grapple move
(see "Apron Grapple" for more info).
Also, in tag matches, you can tag out while holding an opponent in the
Front Facelock, which can be useful for setting up double team
maneuvers.
BACK GRAPPLE
Grappling an opponent from behind. This is usually only possible if the
opponent is standing dazed, is busy fighting others in a multiplayer
situation (i.e. Battle Royal), or has the "Back Switch" move in their
front grapple set.
[].......................Weak Back Grapple Move
X......................Medium Back Grapple Move
O...................Strong Back Grapple Move #1
O + Up/Down.........Strong Back Grapple Move #2
O + Left/Right......Strong Back Grapple Move #3
[] + X..............Strong Back Grapple Move #4
/\...................................Irish Whip
See "Front Grapple /\" above.
R1 Button...................Double Team Setup #1
Used to hold the opponent's arms back, allowing a partner to attack
(strike only).
R1 Button + Up..............Double Team Setup #2
Used to hoist opponent on your shoulders to set up double team moves,
such as the Road Warriors' Doomsday Device.
When an opponent grapples you from behind, you can attempt to counter by
pressing [] or X. The timing for countering is the same as grappling
offensively, as described at the top of this section.
CORNER GRAPPLE
When an opponent is dazed in the corner (see "Front Grapple /\" for
whipping to corner) you can walk in and grapple them. Note that only the
east and west ringposts may be used for corner setups. You may climb the
north and south ringposts for high-flying moves, but you cannot whip your
opponent into them.
O + Up...................Corner Grapple Move #1
O + Left/Right...........Corner Grapple Move #2
O + Down.................Corner Grapple Move #3
R1 Button...........................Tree of Woe
Sets the opponent up in the "Tree of Woe" (hooked upside-down on the
ringpost). You can strike the opponent from this position.
Note that certain moves that "throw" opponents from the top turnbuckle
(i.e. Superplex) require a SECOND grapple input, which is to be performed
as your wrestler is grappling the opponent on the top rope.
APRON GRAPPLE
When an opponent is standing on the apron, walk into them to grapple just
as you would for normal front grapple moves. (See R1 Button under the
"Front Grapple" section above for an easy way to get opponents out to the
apron in order to set up these moves.)
[]/X/O................Inside Apron Grapple Move
When an opponent tries to perform an apron grapple, you can attempt to
counter the move:
[]/X/O...............Outside Apron Grapple Move
-----------------
-RUNNING ATTACKS-
-----------------
Make your wrestler start running by pressing /\. Make your wrestler stop
running by pressing the D-Pad in the opposite direction he/she is running.
*Running Moves*
While running toward the opponent:
[].............................Running Attack #1
X..............................Running Attack #2
O..............................Running Attack #3
*Run Counters*
When an opponent is running (either voluntarily or after being Irish
whipped), you have three run counter moves to defend yourself with. Keep
in mind that your wrestler is vulnerable to run counters when you run
voluntarily.
[]................................Run Counter #1
X.................................Run Counter #2
O.................................Run Counter #3
L1 Button..................................Dodge
Used to dodge a running opponent. Depending on your fighting style,
this may be a leap frog or drop to the mat.
*Corner Run*
When an opponent is dazed in the corner (see "Front Grapple /\" on
throwing to corner) you can run toward them for a move.
O...............................Corner Run Attack
-------------------
-HIGH-FLYING MOVES-
-------------------
High-flying moves are death-defying aerial maneuvers that can really wow
the audience. These moves are not necessarily available to all wrestlers;
in fact some cannot climb the turnbuckle at all! Generally speaking, large
heavyweights generally use very few high-flying moves, while luchadors and
juniors use quite a few.
For top rope attacks such as Missile Kicks, you can attempt them whether
the opponent is dazed or not, although it would generally be wise to
attempt such moves only when they are dazed, as they have to be pretty
much stationary for the move to connect.
*Running Dive to Opponent Outside*
When in the ring and an opponent is standing outside, run toward the ropes
in the direction opposite the opponent, then hold the O button as you hit
the opposite ropes. Continue holding O as your wrestler heads back toward
the opponent and he will catapult himself outside the ring (provided he
has such a move in his moveset).
*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 O + D-Pad in the direction toward
the opponent to launch your wrestler over the top rope (provided he has
such a move in his moveset).
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