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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter F » Fi-Pro Returns - Strategy Guide (Page 04)

Fi-Pro Returns - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Fi-Pro Returns - Strategy Guide (Page 04).

Voice 1/Voice 2 Kind: (Voice Category; Press /\ to preview)
     01 - Nihonjin (Japanese) 1
     02 - Nihonjin (Japanese) 2
     03 - Nihonjin (Japanese) 3
     04 - Nihonjin (Japanese) 4
     05 - Nihonjin (Japanese) 5
     06 - Gaijin (Foreigner) 1
     07 - Gaijin (Foreigner) 2
     08 - Gaijin (Foreigner) 3
     09 - Joshi (Female) 1
     10 - Joshi (Female) 2
     11 - Joshi (Female) 3

Voice 1/Voice 2 Selection: (Voice Sample; Press /\ to preview)
     01-05: 0-157 (Nihonjin)
     06-08: 0-75 (Gaijin)
     09-11: 0-74 (Female)
    
APPEARANCE EDIT
"Layering" was first introduced in Fire Pro Z, and has been expanded upon
in Fire Pro R with the all-new face/head layering option. Whereas previous
versions of Fire Pro only allowed you to choose from a variety of premade
heads (you could still recolor them), Fire Pro R allows you to layer masks
and hairstyles to create just about anyone you can possibly imagine!

From the Appearance Menu, you are presented with the following options,
which will be described in detail below:

   Overall.......Choose from "custom" or 59 presets
   Stance........Choose your wrestler's stance
   Size..........Choose your wrestler's height and girth.
   Head..........Choose and adjust head/mask/hair design
   Torso.........Choose and adjust torso design
   Abdomen.......Choose and adjust abdomen design
   Upper Arm.....Choose and adjust upper arm design
   Lower Arm.....Choose and adjust lower arm design
   Thigh.........Choose and adjust thigh design
   Calf..........Choose and adjust calf design
   Feet..........Choose and adjust feet design

OVERALL
This allows you to choose from 59 "pre-built" wrestlers, good for using as
a starting point (i.e. you want a wrestler with long pants, wrist bands
and no shirt, load up preset #6 and go from there).

Here's a list of the preset wrestlers:

   01-15 - Different Styles            36 - Zandig
           (Pro Wrestling, Amateur,    37 - Wifebeater
           MMA, Sumo, etc. to use      38 - Kendo Nagasaki
           as a base)                  39 - Koki Kitahara
   16 - Manami Toyota                  40 - Hisakatsu Ohya
   17 - Fumiko Hamada                  41 - Ricky Fuji
   18 - Dynamite Kansai                42 - Perro
   19 - Hiroyuki "Red Shoes" Unno      43 - Ted Dibiase
   20 - Umanosuke Ueda                 44 - Pentagon
   21 - Norio Honaga                   45 - Gerard Gordeau
   22 - Heat                           46 - Heath Herring
   23 - Ryusuke Taguchi                47 - Francisco Filho
   24 - Dick Murdoch                   48 - Mika Nishio
   25 - Mike Rotundo                   49 - HIKARU
   26 - Giant Kimala                   50 - Rico Constantino
   27 - MAZADA                         51 - Kagetora
   28 - Haruka Eigen                   52 - Rasse
   29 - Mighty Inoue                   53 - Muscle Sakai
   30 - Mitsuo Momota                  54 - Yusuke Inokuma
   31 - Satoru Asako                   55 - Futoshi Miwa
   32 - Tengu Kaiser                   56 - Yoshihiko
   33 - Hayate                         57 - Gronda
   34 - Stalker Ichikawa               58 - Akebono
   35 - Great Kojika                   59 - Taichi Ishikari

STANCE
Choose your wrestler's stance.

   01 - Strong
   02 - Technical
   03 - Amaresu (amateur wrestling)
   04 - Power
   05 - Lucha
   06 - Shooting
   07 - Mysterious
   08 - Koppo
   09 - Ko-budo (Old Budo)
   10 - Boxing
   11 - Mix Style

SIZE
Choose your wrestler's overall girth. New to the Fire Pro series is the
ability to individually scale body parts.

   Base......Male Small
             Male Medium
             Male Large
             Male Giant
             Joshi (female)
   Head......85%-120%
   Torso.....85%-120%
   Arm.......85%-120%
   Hands.....85%-130%
   Leg.......85%-120%

HEAD/FACE
Choose your wrestler's face, hair, facial hair and mask if applicable.
Many of the faces belong to the in-game wrestlers, while the remaining
ones are extras made for use in Edit Mode. With creative use of the all
new face layering option combined with the right body parts and colors,
you can create nearly any wrestler on the face of the planet!

   Base......Choose from 558 edit heads
   Layer 1...Choose from 138 hairstyles, masks and patterns
   Layer 2...Choose from 138 hairstyles, masks and patterns

CHEST
Choose the outfit for your wrestler's chest. You can use additional layers
to create elaborate patterns and designs. Press /\ to toggle other
selected layers on/off within the preview window.

   Base......Small
             Medium
             Large
             Demi
             Joshi (female)
             Bodybuilder
             Kuma (bear)
   Layer 1...Choose from 23 torso garments and patterns
   Layer 2...Choose from 23 torso garments and patterns
   Layer 3...Choose from 23 torso garments and patterns

WAIST
This option selects the outfit not only for the upper tights area, but
lower shirt and belt options as well. In other words, "waist" covers the
entire area from the upper abdomen to the crotch. Press /\ to toggle other
selected layers on/off within the preview window.

   Base......Small
             Medium
             Large
             Demi
             Joshi (female)
             Bodybuilder
             Kuma (bear)
   Layer 1...Choose from 37 waist garments and patterns
   Layer 2...Choose from 37 waist garments and patterns
   Layer 3...Choose from 37 waist garments and patterns

UPPER ARM
Choose upper arm options such as arm bands, tattoos and ripped sleeves.
Press /\ to toggle other selected layers on/off within the preview window.

   Base......Small
             Medium
             Large
             Demi
             Joshi(female)
             Bodybuilder
             Kuma (bear)
   Layer 1...Choose from 17 upper arm garments and patterns
   Layer 2...Choose from 17 upper arm garments and patterns

FOREARM and WRIST
Choose lower arm options here. Again, you can use layering to combine
outfit options, such as sleeves with wristbands. Press /\ to toggle other
selected layers on/off within the preview window.

   Base......Small
             Medium
             Large
             Demi
             Joshi (female)
             Bodybuilder
             Kuma (bear)
   Layer 1...Choose from 17 upper arm garments and patterns
   Layer 2...Choose from 17 upper arm garments and patterns

HAND

   Bare hands
   MMA open palm glove
   Finger taping
   Boxing gloves
   MMA closed palm glove
   Joshi (women's) gloves
   Kuma (bear) gloves
   Meatball gloves
   Paws

THIGH
Here you can create elaborate patterns for your wrestler's tights. Press
/\ to toggle other selected layers on/off within the preview window.

   Base......Small
             Medium
             Large
             Demi
             Joshi (female)
             Bodybuilder
             Kuma (bear)
   Layer 1...Choose from 25 thigh garments and patterns
   Layer 2...Choose from 25 thigh garments and patterns
   Layer 3...Choose from 25 thigh garments and patterns

KNEE and CALF
Press /\ to toggle other selected layers on/off within the preview window.

   Base......Male
             Joshi (female)
             Bodybuilder
             Kuma (bear)
   Layer 1...Choose from 26 knee/calf garments and patterns
   Layer 2...Choose from 26 knee/calf garments and patterns
   Layer 3...Choose from 26 knee/calf garments and patterns

FEET

   Bare Feet
   Feet Taping
   Shoes 1 (laces)
   Shoes 2 (stripe)
   Panther shoes (Tiger Mask)
   Kung Fu Shoes
   Amaresu (amateur) shoes
   Leggers (kick pads)
   Arabian boots (pointy, Abdullah-style)
   Western boots
   Socks
   Kuma (bear) shoes
   Meatball shoes (paws)

COLOR SELECTION MODE
While highlighting any individual layer, press /\ to enter Color Selection
Mode. The color boxes shown here represent the colors and shades of the
wrestler's skintone, costume pieces, etc. Once you enter the color
section, use L1/R1 or the D-Pad to navigate between color sets.

While highlighting any individual color, press O to adjust the RGB values
for that particular color. Pressing /\ while editing an individual color
will reset that color to white (31/31/31).

Press [] within Color Selection Mode to see the following options:

   1) Gradation Sample: Choose from several preset gradations.
   2) Smooth Gradation: Auto-adjust gradation balance to smooth the
         transition between colors..
   3) Color Sample: Choose from several individual color samples.
   4) Use Color Group: Choose from an existing color set for that edit.
 
When you are finished with the entire color section, press the X button
and select "OK" to return to the Appearance Menu.

MOVESET EDIT
Assign moves to a wrestler's arsenal. The list to the left is the list of
moves, the display to the right is for previewing those moves. Press /\
to see your wrestler perform any selected move.

*Moving and Zooming Preview*
You can move your wrestler preview at this screen using the L Analog
Stick. You can also zoom out with L1 and zoom in with R1.

*Move Properties*
The icons at the bottom of the screen are for editing move properties
Press O while highlighting any move to change its properties:

[Command / Voice / Special Move/Finisher / Name of Selected Move]

   Command: Controller input used to perform the move. This is the only
   option that cannot be changed.

   Voice: Assign Voice 1 or 2 to accompany the move.

   Special Move/Finisher: The blue icon represents a Special Move (you can
   have up to four of these), while the red icon represents a Finisher
   (you can only have one of these). If you are unable to designate a move
   as a Special Move or Finisher, it means you have those properties
   assigned to another move. You must first unassign them from the other
   move to assign them to the new move.

*Expanded Options*
Press [] to reveal the following options:

   1. Return to top of menu
   2. Open/close all folders
   3. Remove all assigned Special Moves/Finishers
   4. Switch between expanded movelist text display/move preview display
   5. Revert to previously selected move

*Move Selection*
Caps represent the various folders/move categories, while lower case
represents the attack options within those categories.

   STANDING
     Standing [].............................Weak Strike
     Standing X............................Medium Strike
     Standing O + D-Pad.................Strong Strike #1
     Standing O.........................Strong Strike #2
     Standing [] + X....................Strong Strike #3
   RUNNING
     Running []........................Running Attack #1
     Running X.........................Running Attack #2
     Running O.........................Running Attack #3
     Counter []...........................Run Counter #1
     Counter X....................... ....Run Counter #2
     Counter O....................... ....Run Counter #3
   RUNNING TO CORNER
     Running to Corner O
   IRISH WHIPPED TOWARD OPPONENT IN CORNER
     Irish Whipped Toward Opponent in Corner
   CORNER-TO-CENTER ATTACK
     Corner-to-Center Attack
   RUNNING TO OUTSIDE THE RING
     Running to Outside O
   ROPE SLINGSHOT OUTSIDE THE RING
     Rope Slingshot to to Outside the Ring O
   ROPE SLINGSHOT FROM APRON TO INSIDE OF RING
     Apron to Slingshot Inside O
   POST
     Post []..............................Post Attack #1
     Post X...............................Post Attack #2
     Post O...............................Post Attack #3
     Post [] + X..........................Post Attack #4
   DIVE FROM TOP OF CAGE
     Dive from Top of Cage
   FRONT GRAPPLE
     Grappling []........................Weak Grapple #1
     Grappling [] + Up...................Weak Grapple #2
     Grappling [] + Left/Right...........Weak Grapple #3
     Grappling [] + Down.................Weak Grapple #4
     Grappling X.......................Medium Grapple #1
     Grappling X + Up..................Medium Grapple #2
     Grappling X + Left/Right..........Medium Grapple #3
     Grappling X + Down................Medium Grapple #4
     Grappling O.......................Strong Grapple #1
     Grappling O + Up..................Strong Grapple #2
     Grappling O + Left/Right..........Strong Grapple #3
     Grappling O + Down................Strong Grapple #4
     Grappling [] + X..................Strong Grapple #5
   BACK GRAPPLE
     Back []...........................Weak Back Grapple
     Back X..........................Medium Back Grapple
     Back O.......................Strong Back Grapple #1
     Back O + Up/Down.............Strong Back Grapple #2
     Back O + Left/Right..........Strong Back Grapple #3
     Back [] + X..................Strong Back Grapple #4
   BACK COUNTER
     Back Defensive []...........Back Grapple Counter #1
     Back Defensive X............Back Grapple Counter #2
   OPPONENT DOWN - FACE UP, NEAR HEAD
     Opponent Down, Face Up, Head X.......Down Attack #1
     Opponent Down, Face Up, Head O.......Down Attack #2
   OPPONENT DOWN - FACE UP, NEAR LEGS
     Opponent Down, Face Up, Legs X.......Down Attack #3
     Opponent Down, Face Up, Legs O.......Down Attack #4
   OPPONENT DOWN - FACE DOWN, NEAR HEAD
     Opponent Down, Face Down, Head X.....Down Attack #5
     Opponent Down, Face Down, Head O.....Down Attack #6
   OPPONENT DOWN - FACE DOWN, NEAR LEGS
     Opponent Down, Face Down, Legs X.....Down Attack #7
     Opponent Down, Face Down, Legs O.....Down Attack #8
   RUNNING AT DOWNED OPPONENT
     Opponent Down, Running O
   CORNER GRAPPLE
     Corner Grappling O + Up...........Corner Grapple #1
     Corner Grappling O + Left/Right...Corner Grapple #2
     Corner Grappling O + Down.........Corner Grapple #3
   DOUBLE TEAM - FRONT GRAPPLE
     Front Two Platon
   TRIPLE TEAM - FRONT GRAPPLE
     Front Three Platon
   DOUBLE TEAM - BACK GRAPPLE
     Back Two Platon
   TRIPLE TEAM - FRONT GRAPPLE
     Back Three Platon
   DOUBLE TEAM - CORNER GRAPPLE
     Corner Two Platon
   TRIPLE TEAM - FRONT GRAPPLE
     Corner Three Platon
   MOUNT POSITION (MMA)
     Mount Position []..................Mount Attack #1
     Mount Position X...................Mount Attack #2
     Mount Position O...................Mount Attack #3
   MOUNT POSITION COUNTER (MMA)
     Mount Position Counter
   FRONT FACELOCK POSITION (MMA)
     Front Facelock [].........Front Facelock Attack #1
     Front Facelock X..........Front Facelock Attack #2
     Front Facelock O..........Front Facelock Attack #3
   FRONT FACELOCK POSITION COUNTER (MMA)
     Front Facelock Counter
   BACK MOUNT POSITION (MMA)
     Back Mount [].................Back Mount Attack #1
     Back Mount X..................Back Mount Attack #2
     Back Mount O..................Back Mount Attack #3
   BACK MOUNT POSITION COUNTER (MMA)
     Back Mount Position Counter
   RUN UP TURNBUCKLE REBOUND ATTACK
     Corner Run-up Rebound Attack []
     Corner Run-up Rebound Attack X
   INSIDE APRON GRAPPLE
     Inside Apron Grapple
   OUTSIDE APRON GRAPPLE
     Outside Apron Grapple
   FRONT AVALANCHE SETUP COUNTER
     Front Avalanche Setup Counter
   BACK AVALANCHE SETUP COUNTER
     Back Avalanche Setup Counter
   ENTRANCE TAUNT
     Entrance Taunt
   TAUNT/PERFORMANCE
     Performance L Analog Stick-Left
     Performance L Analog Stick-Right
     Performance L Analog Stick-Up
     Performance L Analog Stick-Down

PARAMETER EDIT (OFFENSIVE/DEFENSIVE ATTRIBUTES)
Numerical settings for offensive and defensive abilities in the different
areas. Use L1 and R1 to switch between the two categories. Press the D-Pad
Left and Right to add and subtract points in the highlighted category.
Pressing /\ highlights an entire column (offense/defense) so that you may
add points to that column simultaneously (i.e. press Right to increase all
offensive stats by one point). When you are finished, press X to exit. 

     ATTACK         DEFENSE
     ------         -------
     Punch          Punch
     Kick           Kick
     Throw          Throw
     Joint          Joint
     Stretch        Stretch
     Power          Flying
     Instant-P      Body Defense
     Arm Power      Arm Power
     Technical      Technical
     Rough          Rough
     Ground         Ground
     Entertain      Entertain

PUNCH..........Offensive/defensive parameters for attacks involving
                  hand strikes (punches, slaps).

KICK...........Offensive/defensive parameters for attacks involving
                  leg strikes (knee strikes, kicks).

THROW..........Offensive/defensive parameters for attacks involving
                  suplexes and throws.

JOINT..........Offensive/defensive parameters for attacks focusing
                  on the joints.

STRETCH........Offensive/defensive parameters for attacks involving
                  pulling submissions.

POWER..........Offensive parameter for power-based attacks.

INSTANT-P......Offensive parameter for attacks using a short burst
                  of power.

ARM POWER......Offensive/defensive parameters for attacks using power
                  of the arm (lariat/clothesline attacks).

FLYING.........Defensive parameter against aerial (high-flying) attacks
                  (moonsaults, planchas).

BODY DEFENSE...Defensive parameter against attacks where opponent's
                  full body weight is used.

TECHNICAL......Offensive/defensive parameters for attacks involving
                  technical maneuvers (small package, etc.)

ROUGH..........Offensive/defensive parameters for attacks involving
                  "roughhouse" tactics (headbutts, weapons)

GROUND.........Offensive/defensive parameters for attacks on the ground
                  (such as attacks from the mount position)

ENTERTAIN......Offensive/defensive parameters for "entertainment" type
                  attacks (exotic dances, etc.)

 ++ NOTE: When creating pro wrestlers, it's important to keep their
 ++ overall status in mind. For example, main eventers' point totals
 ++ should be much higher than mid or undercarders, and their overall
 ++ point totals should reflect their in-ring success in worked matches
 ++ rather than their actual in-ring ability. In the case of some
 ++ promotions, a wrestler's status may reflect his or her actual in-ring
 ++ ability, but this is the exception, not the rule.

 ++ Most pre-made lower/mid-carders are assigned a total of around 110 to
 ++ 150 points, and it's recommended that you stay consistent with that
 ++ range when making these types of wrestlers. On the average, junior
 ++ wrestlers' point totals should be lower than their heavyweight
 ++ counterparts, as to reflect their perceived lack of success in a head
 ++ to-head confrontation. Shoot fighters' points should also be logically
 ++ assigned.

CPU LOGIC
CPU Logic determines a wrestler's tendencies by percentages when
controlled by the computer. This is a popular feature used to create
accurate edits for simulating dream matches and e-feds, and a defining
aspect of the Fire Pro series. Not only can you create a wrestler with
his or her own appearance and moveset, but their own basic match
psychology as well.

For serious Fire Pro enthusiasts, a great deal of time can be spent
tweaking the options below. And although full comprehension of CPU Logic
adjustment is by no means a prequisite to enjoying the game, it is
recommended for those who want the full Fire Pro experience.

Note that individual moves can actually be changed (but not previewed) in
the "Name of Move" column.

*Standing*                  Name of Move   Small Dmg   Large Dmg
                            ------------   ---------   ---------
Initiate Grapple                              <%>         <%>
Stand Back (Stall)                            <%>         <%>
Circle Opponent                               <%>         <%>
Strike [] (Weak)            ---(move)---      <%>         <%>
Strike X (Medium)           ---(move)---      <%>         <%>
Strike O + D-Pad (Heavy)    ---(move)---      <%>         <%>
Strike O (Heavy)            ---(move)---      <%>         <%>
Strike [] + X (Heavy)       ---(move)---      <%>         <%>
 
*Front Grapple*             Name of Move   Sml Dmg   Med Dmg   Lrg Dmg
                            ------------   -------   -------   -------
Grapple []                  ---(move)---     <%>       <%>       <%>
Grapple [] + Up             ---(move)---     <%>       <%>       <%>
Grapple [] + Left/Right     ---(move)---     <%>       <%>       <%>
Grapple [] + Down           ---(move)---     <%>       <%>       <%>
Grapple X                   ---(move)---     <%>       <%>       <%>
Grapple X + Up              ---(move)---     <%>       <%>       <%>
Grapple X + Left/Right      ---(move)---     <%>       <%>       <%>
Grapple X + Down            ---(move)---     <%>       <%>       <%>
Grapple O                   ---(move)---     <%>       <%>       <%>
Grapple O + Up              ---(move)---     <%>       <%>       <%>
Grapple O + Left/Right      ---(move)---     <%>       <%>       <%>
Grapple O + Down            ---(move)---     <%>       <%>       <%>
Grapple [] + X              ---(move)---     <%>       <%>       <%>
Grapple /\                   Irish Whip      <%>       <%>       <%>
Grapple R1                  Front Facelock   <%>       <%>       <%>
 
*Back Grapple*              Name of Move   Small Dmg   Large Dmg
                            ------------   ---------   ---------
Grapple []                  ---(move)---      <%>         <%>
Grapple X                   ---(move)---      <%>         <%>
Grapple O                   ---(move)---      <%>         <%>
Grapple O + Up/Down         ---(move)---      <%>         <%>
Grapple O + Left/Right      ---(move)---      <%>         <%>
Grapple [] + X              ---(move)---      <%>         <%>
Grapple /\                   Irish Whip       <%>         <%>
 
*Opp. is Irish Whipped*     Name of Move   Small Dmg   Large Dmg
                            ------------   ---------   ---------
Running []                  ---(move)---      <%>         <%>
Running X                   ---(move)---      <%>         <%>
Running O                   ---(move)---      <%>         <%>
Irish Whip Counter []       ---(move)---      <%>         <%>
Irish Whip Counter X        ---(move)---      <%>         <%>
Irish Whip Counter O        ---(move)---      <%>         <%>
L1                        Irish Whip evade    <%>         <%>

*Opp. Dazed in Corner*      Name of Move   Small Dmg   Large Dmg
                            ------------   ---------   ---------
Run to Corner O             ---(move)---      <%>         <%>
Grappling O + Up            ---(move)---      <%>         <%>
Grappling O + Left/Right    ---(move)---      <%>         <%>
Grappling O + Down          ---(move)---      <%>         <%>
 
*Opp. Down Near Corner*     Name of Move   Large Dmg   Near Death
                            ------------   ---------   ----------
Do not ascend                                 <%>         <%>
Post []                     ---(move)---      <%>         <%>
Post X                      ---(move)---      <%>         <%>
Post O                      ---(move)---      <%>         <%>
Post [] + X                 ---(move)---      <%>         <%>
Run Up Rebound Off Post X   ---(move)---      <%>         <%>
 
*Opp. Down Near Center      Name of Move   Large Dmg   Near Death
   of Ring*                 ------------   ---------   ----------
Normal Attack                                 <%>         <%>
Running Attack While Down   ---(move)---      <%>         <%>
Corner Diagonal Attack      ---(move)---      <%>         <%>
 
*Opp. Down - Face Up*       Name of Move   Sml Dmg   Lrg Dmg   Near Death
                            ------------   -------   -------   ----------
Pick Opponent Up                             <%>       <%>        <%>
Roll Opponent Over                           <%>       <%>        <%>
Standing at Head X          ---(move)---     <%>       <%>        <%>
Standing at Feet X          ---(move)---     <%>       <%>        <%>
Standing at Head O          ---(move)---     <%>       <%>        <%>
Standing at Feet O          ---(move)---     <%>       <%>        <%>
 
*Opp. Down - Face Down*     Name of Move   Sml Dmg   Lrg Dmg   Near Death
                            ------------   -------   -------   ----------
Pick Opponent Up                             <%>       <%>        <%>
Roll Opponent Over                           <%>       <%>        <%>
Standing at Head X          ---(move)---     <%>       <%>        <%>
Standing at Feet/Back X     ---(move)---     <%>       <%>        <%>
Standing at Head O          ---(move)---     <%>       <%>        <%>
Standing at Feet/Back O     ---(move)---     <%>       <%>        <%>

*Opp. Standing Dazed        Name of Move   Large Dmg   Near Death
    near Corner*            ------------   ---------   ----------
Normal Attack                                 <%>         <%>
Post []                     ---(move)---      <%>         <%>
Post X                      ---(move)---      <%>         <%>
Post O                      ---(move)---      <%>         <%>
Post [] + X                 ---(move)---      <%>         <%>
Slingshot into Ring         ---(move)---      <%>         <%>
   from Apron []
Run Up Rebound Off Post []  ---(move)---      <%>         <%>
 
*Opp. Standing Dazed        Name of Move   Large Dmg   Near Death
    near Center of Ring*    ------------   ---------   ----------
Normal Attack                                 <%>         <%>
Running []                  ---(move)---      <%>         <%>
Running X                   ---(move)---      <%>         <%>
Running O                   ---(move)---      <%>         <%>
 
*Opp. Standing Dazed        Name of Move   Sml Dmg   Lrg Dmg   Near Death
   (Strike)*                ------------   -------   -------   ----------
Normal Attack                                <%>       <%>        <%>
Rear Attack                                  <%>       <%>        <%>
O + D-Pad                   ---(move)---     <%>       <%>        <%>
O                           ---(move)---     <%>       <%>        <%>
[] + X                      ---(move)---     <%>       <%>        <%>
 
*Back Grapple Counter*       Name of Move     %
                            ------------     ---
Back Grapple Counter []     ---(move)---     <%>
Back Grapple Counter X      ---(move)---     <%>


*Opp. Outside of Ring*      Name of Move      %
                            ------------     ---
Return to center (Rest)                      <%>
Follow Outside                               <%>
Slingshot to Outside        ---(move)---     <%>
Running Dive to Outside     ---(move)---     <%>
Post []                     ---(move)---     <%>
Post X                      ---(move)---     <%>
Post O                      ---(move)---     <%>
Post [] + X                 ---(move)---     <%>
 
*Mount Position*            Name of Move   Small Dmg   Large Dmg
                            ------------   ---------   ---------
Mount []                    ---(move)---      <%>         <%>
Mount X                     ---(move)---      <%>         <%>
Mount O                     ---(move)---      <%>         <%>
 
*Front Facelock Position*   Name of Move   Small Dmg   Large Dmg
                            ------------   ---------   ---------
Front Facelock []           ---(move)---      <%>         <%>
Front Facelock X            ---(move)---      <%>         <%>
Front Facelock O            ---(move)---      <%>         <%>
 
*Back Mount Position*       Name of Move   Small Dmg   Large Dmg
                            ------------   ---------   ---------
Back Mount []               ---(move)---      <%>         <%>
Back Mount X                ---(move)---      <%>         <%>
Back Mount O                ---(move)---      <%>         <%>
 
                                     Opponent Opponent Opponent On Top of
*Taunt/Crowd Appeal*  Name of Move   Standing   Down   Outside  Turnbuckle
                      ------------   -------- -------- -------- ----------
Do not taunt                           <%>       <%>     <%>       <%>
L Analog Left         --(appeal)--     <%>       <%>     <%>       <%>
L Analog Right        --(appeal)--     <%>       <%>     <%>       <%>
L Analog Up           --(appeal)--     <%>       <%>     <%>       <%>
L Analog Down         --(appeal)--     <%>       <%>     <%>       <%>

*Ukemi*                     Name of Move   Sml Dmg   Med Dmg   Lrg Dmg
                            ------------   -------   -------   -------
Do Not Continue                              <%>       <%>       <%>
Continue                                     <%>       <%>       <%>

*Priority Attacks*
Priority is an all-new option to Fire Pro CPU Logic, and it basically
denotes a set of moves a wrestler may attempt in sequence in order to
finish a match. Note that you cannot preview these moves from here, so
unless you know what they are by name, this may be confusing.
 
*Priority 1*                Name of Move   Sml Dmg   Lrg Dmg
                            ------------   -------   -------
Do Not Continue             ---(move)---     <%>       <%>
Continue                    ---(move)---     <%>       <%>
	 	 
*Priority 2*                Name of Move   Sml Dmg   Lrg Dmg
                            ------------   -------   -------
Do Not Continue             ---(move)---     <%>       <%>
Continue                    ---(move)---     <%>       <%>

*Priority 3*                Name of Move   Sml Dmg   Lrg Dmg
                            ------------   -------   -------
Do Not Continue             ---(move)---     <%>       <%>
Continue                    ---(move)---     <%>       <%>

=Personality Traits=
 
*Entertainment*
A high percentage here represents the character's willingness and effort
to put on an entertaining match for the fans, which sometimes means being
on the receiving end of a beating. Low percentages result in wrestlers who
act more like shootfighters, going for the win and nothing else.

Wrestlers need a high entertainment percentage if they are supposed to be
doing top rope moves and suicide dives. They tend to be very aggressive in
their attacks, but as a result don't stop to rest as often. Lower
percentages make the wrestler stick to mat wrestling and generally
wrestle a "smarter" match. They don't take a lot of risks and don't attack
as aggressively, but they do tend to last longer since they rest more.

A character that is being made as a professional wrestler should NEVER
have a low percentage here. The vast majority of all Spike-made wrestlers
have between 100/0 and 70/30 on this percentage - this is the range all
professional wrestler edits should fall in. In general, the lower you go
below 70/30, the less enjoyable the character is to watch. +LV+

Low         <%>
High        <%>

*Serious Time (Discretion)*
This percentage controls how long a match lasts and how much of a priority
the character places on winning. The lower this percentage is, the more
your wrestler is concerned with inflicting damage on the opponent. The
higher it is, the more he attempts to win. The majority of the Spike
created pro wrestlers have 65/35 in this category, which is a good median
between wanting to win and dealing damage to your opponent.

Professional wrestlers CAN have low percentages here - many Spike-created
heelish or wild wrestlers who care very little for the win/loss result of
their match have a low percentage, around 20/80. Mr. Pogo and Mitsuhiro
Matsunaga, both infamous for their disregard for their opponent's safety
and of match results, have 0/100. +LV+

Low         <%>
High        <%>
 
*Flexibility*
This percentage determines how much the character will stray from his own
"game plan", or the logic settings you give him for his moves, in order to
have a good match with his opponent. A character with 100/0 will change
whatever is necessary in order to put on a good match, whereas a character
with 0/100 will never go off the logic settings you have put in for him.

Pro wrestlers are all over the board with this setting, but the majority
are set high, between 100/0 and 80/20. Low flexibility is one of the
defining characteristics of shootfighters and will make your edit act more
shootish in general. A low setting here will typically result in inferior
matches. +LV+

Low         <%>
High        <%>
 
*Cooperation*
Used for tag matches. When this percentage is set higher, the wrestler is
more likely to do double team moves and work with his or her partner.

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