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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