HOW TO PLAY FIRE PROWRESTLING G
--------------------------------
By Chained Angel ([email protected])
Version 1.4b
Updated August 5, 2000.

The latest version of this guide can be found at http://www.fireprocentral.cjb.net in the "FAQs
and Translations" section.

NOTE: This document may be freely distributed as long as it is not used for profit. All other
rights reserved.

The following symbols will be used:
[]  Square
O   Circle
X   X
/\  Triangle

First of all, here are some frequently asked questions:

Q: How do I win a grapple?
A: To get into the grapple, walk into your opponent, then right when your wrestlers touch each
other press one of the button combinations (listed in "Front Grapple" section).

Q: How do I get out of a pin or submission?
A: To get out of a pin, hold down X. To get out of a submission, rapidly press Left and Right.

Q: What is Critical!
A: Critical! means one of 3 things: you may have knocked out your opponent, you may have broken
one of your opponent's limbs, or you may get a surprise pin. Details on Critical!s can be found
in the "Critical!s" section.

Q: How do I win a test of strength?
A: Rapidly press Left and Right. More detail in the "Front Grapple" section.

Now, to actually playing the game:

BASIC FUNCTIONS OF BUTTONS
---------------------------
[]  Weak Move
X   Medium Strength Move
O   Strong Move
/\  Run or Whip your opponent into the ropes
L1  Perform (taunt)
L2  Perform (taunt)
R1  Drag opponent
R2  Take breather (to recover energy) or to evade (see "Running" section)

BOTH WRESTLERS STANDING (not in grapple)
-----------------------------------------
When both wrestlers are standing, you can do 4 moves by pressing: [], X, O, and []+X (pressing
at the same time). Each wrestler has his own specific moves. [] and X are usually weaker moves
and are less easily blocked. While you are standing, you can also run (press /\) and do one of
your running moves (see "Running section). Usually, you will want to grapple, so to do this,
"walk into" the opponent, and the two wrestlers should touch.

FRONT GRAPPLE
--------------
In the grapple you have your "main" moves (total of 13). You do moves from the grapple by
pressing either [], X, or O, or by pressing a direction with it, e.g. Up+[] (press at same
time). To win the grapple, you must press the button(s) right when the two wrestlers touch. You
will want to start with weaker moves [], then go on to stronger moves X or O. Pressing []+X
(together) also does a move (usually the finisher). Other move options are the Irish Whip /\
(see "Running" secion for more detail) and the headlock R1. From the headlock, you can drag your
opponent using the directional keys. When you have dragged him to where you want him, press X to
give him an elbow or a knee to put him down.

If you and your opponent time your move (push the button) at the exact same time, a test of
strength will occur. To attempt to win the test of strength, rapidly press Left and Right.
Against the computer, it is very difficult to win tests of strength when the AI Level is set to
5 or higher.

RUNNING
--------
Note: This section DOES NOT deal with running moves while your opponent is down, in the corner,
or outside the ring. To get information on those situations, go to the appropriate section.

If you or your opponent is running, there are two possibilities: A) You pressed /\ in a front or
back grapple and whipped your opponent into the ropes, or B) You pressed /\ and ran without
opponent running into the ropes. Try to avoid situation B as you will find it very difficult to
time your running moves. Now assume situation A: you have just whipped your opponent into the
ropes. From here, you can press /\ to bounce off the opposite rope, and then press [] or X (at
the right timing) to execute two wrestler-specific moves (usually referred to as "Running"
moves). Or you can stand and wait for your opponent to run back at you, then press [] or X
(once again, at the right timing) to execute two other wrestler-specific moves (usually referred
to as "Counter" moves). Some wrestlers also have an "evade" maneuver, such as a leapfrog for
luchadores. To use your evade maneuver, press R2 at the right time. These maneuvers do nothing
except have your opponent bounce off the opposite rope, and they are very hard to time -- I
never use these maneuvers!

If your opponent has whipped you into the ropes, you can press [] to try to hold on to the
ropes, or you can press X to gain leverage and bounce back at your opponent to perform one of
your running moves on him.

WRESTLER(S) DOWN ON MAT
------------------------
If your wrestler is down on the mat and NOT in a pin or submission hold, rapidly press Left and
Right to try to get up. If your wrestler is in a pin, press and hold down X; if your wrestler is
in a submission rapidly press Left and Right.

If your opponent is down on the mat, there can be two situations: A) He is facing up, or B) He
is facing down. Assume situation A; therefore, your opponent is facing up. Each wrestler has
four wrestler-specific moves from this situation. These four moves can be done by pressing O
or X at either the head or the feet. O moves are usually stomps/elbow drops type moves, and X
moves are usually pins or submissions. Also, you can press [] at his head to pick him up
(usually leaving him dazed) or press [] at his feet to roll him over so he is facing down
(situation B). Now assume situation B; therefore, your opponent is facing down. Each wrestler
also has four wrestler-specific moves from this situation (executed same way as in situation A).
The only difference is that if you press [] at your opponent's head, you roll him, and if you
press [] at his feet, you pick him up (opposite of situation A). Most wrestlers also have a
running move which can be executed by pressing /\ to bounce off the ropes and pressing O as you
near your opponent. This move can be done regardless of whether your opponent is facing up or
down, but not all wrestlers have this move. You can also climb the turnbuckle to do a turnbuckle
move (see "Turnbuckle and Ring Apron Moves" section).

If you are going to pin or put on a submission hold and your opponent is down but too close to
the ropes, press R1 to drag him away from the ropes. This way, you won't get a rope break.

OPPONENT STANDING DAZED
------------------------
To daze an opponent, pick him up when he's down (this doesn't work if the opponent has suffered
little or no damage). When an opponent is standing dazed, this gives you a great oppurtunity to
use your O and []+X standing moves, or you can perform a running move. However, the most common
thing to do when an opponent is standing dazed is to back-grapple him, which means walking into
his back (see next section on back grapples).

BACK GRAPPLE
-------------
From a back grapple, you have 6 moves. To do these moves, you press either [], X, O, or []+X (at
the same time). You can also do moves by pressing a direction along with the button (works only
for O moves in back grapple). You can whip your opponent into the ropes by pressing /\. In tag
team matches, pressing R1 holds your opponent for your partner to attack. Pressing R2 lifts him
up on your shoulders (see "Double-Teaming" section for more information).

If opponent has you in a back grapple, press [] or X right when he touches you to do a counter.
[] does an elbow butt, and X is wrestler-specific.

OPPONENT IN CORNER
-------------------
Think of an imaginary straight line between the two horizontal turnbuckles. To whip your
opponent into the turnbuckle, get into a front or back grapple while you're extremely close to
this line, and press Left or Right along with /\.  When your opponent is in the turnbuckle, you
can run at him by pressing Left/Right (whichever turnbuckle he's in) and /\, then press O to do
an attack (not all wrestlers have this). You can also grapple with your opponent when he's in
the corner by walking into him. When you're in the corner grapple, you can do most of your
normal front grapple moves, and you also have three wrestler-specific moves (Up+O, Left/Right+O,
and Down+O). The Up+O move is usually something like a superplex, and the other two are usually
punch/kick combos. When doing a superplex, pressing the button (e.g. Up+O) sets up your opponent
on the turnbuckle. You will then grapple again. Push [] right when the two wrestlers touch to
execute your superplex. However, if your opponent times the grapple better than you, he will
knock you off the turnbuckle and you will get up dazed. From the corner grapple, you can also
hang your opponent from the top turnbuckle (usually called the "Tree of Woe"). To do this, press
R1. Then you can do any standing attacks (punch, kick, etc.) on him, but no running attacks.

OUTSIDE THE RING
-----------------
When your opponent is outside the ring, you can wait for him and take a breather (hold R2), go
out after him (Press the direction towards the ropes and []), or do suicide dives or springboards
to the outside (most wrestlers don't have these). Suicide dives and springboards work best when
your opponent is worn down, in that case, he will get up dazed. To do a running suicide dive,
press /\ to run then hold down O while you are running in the direction you wish to dive. To do
a springboard dive, go to the ropes closest to your opponent and press the direction towards the
ropes and O at the same time. If you end up fighting your opponent on the outside, whipping him
into the guardrails makes him bleed easily. Moves on the outside also do more damage. A countout
in this game is 20, not 10 like in American games.

TURNBUCKLE AND APRON MOVES
---------------------------
Note: Not all wrestlers have turnbuckle and apron moves.

To climb the turnbuckle, press the direction of the turnbuckle and X. To get off, press Down
twice. There are two types of turnbuckle moves, ones that are done when your opponent is down
(e.g. Diving Elbow Drop), and ones that are done when your opponent is standing dazed (e.g.
Diving Clothesline). [] button moves from the front grapple (e.g. Body Slam, usually Up+[])
set up best for downed moves. To do standing turnbuckle moves, use a O button move which does
not include a pin or submission hold (e.g. Punch or Kick combo), then climb the turnbuckle
immediately. Your opponent will get up dazed, which allows you to time your move properly.

To do an apron springboard move, use a O button from the front grapple just like you do with a
standing turnbuckle move. Then go to the ropes and press the direction towards the ropes and X.
This will put you on the ring apron. When your opponent gets up dazed, press the direction into
the ring and O at the same time to do your springboard maneuver.

If your opponent is on the turnbuckle you can body slam him off by going to the turnbuckle and
pressing the direction of the turnbuckle and [].

CRITICAL!S
-----------
Critical!s are one of the most complicated aspects of Fire Pro G. A Critical! is usually the
equivalent of a knockout. Most wrestlers can Critical! only with their finisher, but some can
also Critical! with submission, strikes, etc. (This can be set up in Wrestler Edit mode in the
"Skills" section. See the IceMaster's Fire Pro G translation for more details.) If your
wrestler's Critical! ability is set to submission, he can Critical! with any submission move.
The same goes for Power, Suplex, Technical, and Striking (the other 4 Critical! options). With
submission Critical!s, some times the match will not end. This signifies that you have not
knocked out your opponent, but you have just broken a limb. Remember which limb you broke and
repeatedly attack that one as it will be extremely weak. Technical Critical!s can sometimes lead
to an early surprise pin, but this is very rare. The two most effective Critical!s are
Submission and Striking. For more information on Critical!s, see Vash The Stampede's Fire Pro G
deep file translation.

Both translations mentioned above can be found at http://www.fireprocentral.cjb.net in the
"FAQs and Translations" section.

DOUBLE-TEAMING
---------------
There aren't very many double-team and triple-team moves in Fire Pro G. To double or triple team
an opponent have all two (or three) wrestlers grapple your opponent at the same time. There are
double and triple team moves for Front, Back, and Corner grapples. In tag matches, you can hold
your opponent for your partner to attack by getting your opponent into a back grapple and
pressing R1. Pressing R2 lifts your opponent onto your shoulders.

If you are caught in a double- or triple-grapple, press [] when everyone touches (just like a
regular front or back grapple). If your timing is right and you have not taken too much damage,
you will kick or elbow your opponents and bust out of the grapple.

MATCHES WITH MORE THAN 2 WRESTLERS
-----------------------------------
Note: This section applies for all matches with more than 2 wrestlers. This includes tag team
matches, handicap matches, and battle royales.

1. Tag team matches
There are two types of tag matches - regular (where you have to tag in your partner to make him
the legal man) and tornado (all four men in ring at once). To run a tornado match, set the 5th
from the bottom of the match configuration screen to ON. In a regular tag match, there is also
an option called "Cut Play" (4th from bottom). If it is turned on, during pins, submissions,
and illegal maneuvers, tag partners can come in and help out. To enter the ring, press the
direction towards the ring, and press []. Then, to disrupt the hold, walk to where the hold is
taking place, then press [] or X. If done properly, you should kick the guy applying the hold
and it should be broken up. If it isn't, keep on pressing [] or X until the hold is broken up.

2. Handicap matches
Same options as tag matches (see above)

3. Battle royales
In a battle royale, all men are in the ring at once. You can also disrupt a pin, submission, or
illegal maneuver when in a battle royale but this doesn't work well, and it's not smart anyway.
Why waste the effort getting one of your opponents out of a hold?

In matches with more than 2 wrestlers, double- and sometimes triple-team moves can be done (see
"Double-Teaming" section for more details). Double-team moves are quite common, but triple-team
moves are rarely seen.
------------------------------------------------------------------------------------------------

REVISION HISTORY
-----------------
1.4b - Fixed a few mistakes
    - Added info on the "Tree of Woe"
1.4  - Fixed mistakes and added info in "Double-Teaming" section
    - Added "Matches with More Than 2 Wrestlers" section
1.3  - Added info on how to win test of strength (in "Front Grapple" section)
1.2  - Fixed mistakes in "Wrestler(s) Down on Mat" section
    - Added information about "evade" maneuvers in "Running" section
    - Various other corrections
    - Added "Critical!s" and "Double-Teaming" section
1.1  - Added "Opponent in Corner" section
1.0  - Initial release

The latest release of this guide can be found at http://www.fireprocentral.cjb.net

------------------------------------------------------------------------------------------------

Comments and suggestions for future versions can be e-mailed to [email protected]