===========================================================
FIRE PROWRESTLING RETURNS CHARACTER GUIDE: SUPER UCHU POWER
===========================================================
for Sony PlayStation 2 (U.S.)
Version 1.0
by Bill Wood ([email protected])
Last modified: 4/29/13

Fire ProWrestling Returns (c) 2005 Spike (c) 2007 Agetec

NOTE: This guide views and prints best with a monospace typeface.
ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZA

===================
==VERSION HISTORY==
===================

1.0 - Initial release of the guide.

=====================
==TABLE OF CONTENTS==
=====================

SECTION 1: HISTORY OF SUPER UCHU POWER
SECTION 2: SKILL AND PARAMETER STATS
SECTION 3: MOVELIST
SECTION 4: SHOOT FIGHTING IN FIRE PRO RETURNS
SECTION 5: STRATEGY
SECTION 6: CLOSING

==========================================
==SECTION 1: HISTORY OF SUPER UCHU POWER==
==========================================

Little is known about Koichiro Kimura, the man behind DDT's Super UCHU Power.
He trained in MMA in SAW (Submissions Arts Wrestling) back when mixed martial
arts was still a little known commodity. During the early years of his
wrestling career Kimura worked in FMW and W*ING, later finding his way to MMA
and Akira Maeda's RINGS.

In 1997, Kimura adopted the gimmick of Super UCHU Power for the small-time
Japanese indy wrestling promotion DDT. His persona is that of a "Wrestling
Space Jew", confirmed by the Star of David on the forehead. This may
sound completely nonsensical but remember, this is DDT we're dealing with.
Nothing is too wacky.

========================================
==SECTION 2: SKILL AND PARAMETER STATS==
========================================

SKILL
-----
Real Name...............Super UCHU Power
FPR Name.....................Hyper Earth
Promotion............................DDT
FPR Promotion....................BBT Pro
FPR Faction.............BBT (DDT) Legend
Size..............................Medium
Class..............................Heavy
Height...........................Unknown
Weight...........................Unknown
Gender..............................Male
Birthdate........................Unknown
Country............................Japan
Rank...................................C
Charisma...............................E
Stance..........................Shooting
Fight Style....................Wrestling
Return...........................Shooter
Critical........................Finisher
Special............................ None
Recovery...................Medium (Good)
Recovery (when bleeding)............Slow
Breathing.........................Normal
Breathing (when bleeding)..........Below
Spirit............................Medium
Spirit (when bleeding)..............Poor
Neck Endurance....................Normal
Arm Endurance.......................High
Back Endurance....................Normal
Leg Endurance.......................High
Movement Speed....................Medium
Up and Down Speed.................Medium
Ascent Style......................Enable
Favorite Weapon....................Chair

PARAMETER - OFFENSE     PARAMETER - DEFENSE
-------------------     -------------------
Punch.............5     Punch.............5
Kick..............4     Kick..............5
Throw.............6     Throw.............6
Joint.............6     Joint.............6
Stretch...........5     Stretch...........7
Power.............5     Flying............3
Agility...........4     Body..............4
Arm...............5     Lariat............4
Technical.........5     Technical.........3
Rough.............3     Rough.............5
MMA Overall.......6     MMA Overall.......6
Entertain.........1     Entertain.........5
-------------------     -------------------
OFF. SUB-TOTAL...55     DEF. SUB-TOTAL...59

TOTAL SKILL POINTS (on a scale from 0-380): 132

=======================
==SECTION 3: MOVELIST==
=======================

Specialty moves are marked with [S]. Finisher is marked with [F].

KEY:

([]) = Square button
(X)  = X button
(O)  = Circle button

STRIKES
-------
Standing ([])...................................Shouda
Standing (X)..................................Low Kick
Standing (O) + d-pad.......................Middle Kick
Standing (O).............................Lariat Attack
Standing ([]) + (X)..................Double Leg Tackle
Running ([])...........................Shoulder Tackle
Running (X)..........................Double Leg Tackle
Running (O).....................................Lariat
Running Counter ([]).................Flying X Arm Hold
Running Counter (X)............................Uranage
Running Counter (O)......................Side Arm Hold
Running to corner...............................Lariat
Co-op Irish whip to corner......................Lariat
Corner-to-center attack...........................none

GRAPPLES
--------
Grapple ([])...............................Crown Elbow
Grapple ([]) + Up............................Body Slam
Grapple ([]) + Left/Right................Knuckle Arrow
Grapple ([]) + Down...........................Leg Trip
Grapple (X)........................Delayed Brainbuster
Grapple (X) + Up.....................Double Arm Suplex
Grapple (X) + Left/Right...................Side Suplex
Grapple (X) + Down................Tombstone Piledriver
Grapple (O).............................Front Necklock
Grapple (O) + Up.....................Front Suplex Whip
Grapple (O) + Left/Right.......................CAPTURE [S]
Grapple (O) + Down.....................FINAL POWERBOMB [F]
Grapple ([]) + (X)....................Triple Powerbomb
Back Grapple ([])......................Back Liver Blow
Back Grapple (X)..............................Backdrop
Back Grapple (O)....................Body Choke Sleeper
Back Grapple (O) + Up/Down.........Multi Belly-to-Back
Back Grapple (O) + Left/Right............GERMAN SUPLEX [S]
Back Grapple ([]) + (X).............German Suplex Whip
Back Grapple Counter ([])...................Elbow Butt
Back Grapple Counter (X).................Side Arm Hold

OPPONENT DOWN MOVES
-------------------
Opponent Face Up at Head (X)..........Soccer Ball Kick
Opponent Face Up at Head (O)........Neck Hold Arm Lock
Opponent Face Up at Feet (X)........Hooked-Leg Pinfall
Opponent Face Up at Feet (O)............Guard Position
Opponent Face Down at Head (X)....Stepover Arm Breaker
Opponent Face Down at Head (O).....Back Mount Position
Opponent Face Down at Feet (X)..............ANKLE HOLD [S]
Opponent Face Down at Feet (O)....Rev. Cross Knee Hold
Running at Downed Opponent (O).........Kick to Stomach

MOUNT MOVES
-----------
Guard Attack ([])...............................Shouda
Guard Attack (X)............................X ARM HOLD [S]
Guard Attack (O).............................Heel Hold
Guard Counter...........................Front Necklock
Mount Attack ([]).......................Face Knee Lift
Mount Attack (X)........................Front Necklock
Mount Attack (O)...........................Back Switch
Mount Counter.................................Leg Roll
Back Mount Attack ([])...................Choke Sleeper
Back Mount Attack (X)...............Body Choke Sleeper
Back Mount Attack (O).......................X Arm Hold
Back Mount Counter..............................Escape

POST AND APRON MOVES
--------------------
Post ([]).........................................none
Post (X)..........................................none
Post (O)..........................................none
Post ([]) + (X)...................................none
Running Dive ([]).................................none
Running Dive (X)..................................none
Corner Grapple (O) + Up.............Corner Hammer Blow
Corner Grapple (O) + Left/Right........Corner Shoulder
Corner Grapple (O) + Down.............Corner Knee Lift
Corner Counter [F]..............................Shouda
Corner Counter [B]......................Backhand Elbow
Inside Apron......................................Hook
Outside Apron.....................................Hook
Run to outside....................................none
Dive out ring.....................................none
Dive in ring......................................none
Cage Dive.........................................none

DOUBLE AND TRIPLE TEAM MOVES
----------------------------
Front Double Team...................Double Brainbuster
Back Double Team.......................Double Backdrop
Corner Double Team................High-Jack Piledriver
Front Triple Team...................Triple Hammer Blow
Back Triple Team....................Triple Hammer Blow
Corner Triple Team....................Triple Powerbomb

PERFORMANCE
-----------
Entry Performance..........................Wrist check
Analog Stick Left..........................Wrist check
Analog Stick Right...................Neck Cutting pose
Analog Stick Up..........................Hands come on
Analog Stick Down................................Stare

=================================================
==SECTION 4: SHOOT FIGHTING IN FIRE PRO RETURNS==
=================================================
(NOTE: The localization of FPR describes "guard" as the "mount" position and
"mount" as the "front facelock" position, while "back mount" remains the same.
As a result, you may want to forget everything you know about MMA and Fire Pro
before you tackle this section!)

Super UCHU Power is an extremely interesting hybrid of pro wrestler and shoot
fighter in Fire Pro Returns, making him a good choice for those who want to
become familiar with FPR's shoot system without becoming too immersed. For
instance, with UCHU you can compete in traditional pro wrestling matches
and pull off the standard wrestling techniques while working in various shoot
maneuvers whenever you feel comfortable.

Because shoot fighters are such a unique class of fighter in FPR, I will
outline the pros and cons of using them in what is primarily a professional
wrestling game before we discuss specific Super UCHU Power strategy:

 PROS OF SHOOT FIGHTING IN FIRE PRO RETURNS:
 ------------------------------------------

 * Knowing the Fire Pro Returns shoot grapple system puts you at an
   advantage versus opponents that don't

 * Because shooters usually can "Critical!" opponents with a
   variety of submission holds or strikes, they can end a match
   quicker than most professional wrestlers

 * Shooters work well from the mount position, most professional
   wrestlers don't

 * High defensive stats vs. Submission and Stretch means shooters
   won't easily submit to holds

 CONS OF SHOOT FIGHTING IN FIRE PRO RETURNS:
 ------------------------------------------

 * Higher learning curve as you will need to perfect the timing of
   shoot grapples and mounts

 * On average, you will need to win more grapples to have success
   in a shoot match

 * Shooters are poorly-equipped defensively versus both heavy and
   junior pro wrestlers (generally low defensive stats vs. Flying,
   Crush and Lariat)

 * Shooters can't perform high-flying moves or other moves that
   take advantage of the wrestling ring

Basically, if you're up to the challenge of mastering the learning curve of
shoot fighting in Fire Pro Returns, you will be rewarded with a whole new
aspect of gameplay.

SHOOT FIGHTING BASICS
There are three main shoot positions in Fire Pro Returns: guard, mount and
back mount. Here is a brief description of these positions, along with
their grapple timing:

 GUARD - The opponent is on the ground face up. The attacker mounts
 him, straddling his torso. The timing for the mount grapple is just
 after the attacker leans his torso back and is preparing his attack.

 BACK MOUNT - The opponent is on the ground face down. The attacker
 mounts him, straddling his lower back. The timing for the back mount
 grapple is just after the attacker raises his fists and is preparing
 his attack.

 MOUNT - This is the rarest of shoot positions, and the easiest to
 master as far as timing goes. The mount (a.k.a. front facelock) is
 usually a counter to a takedown attempt, and is accomplished by
 grabbing the attacker's torso when he is coming in for the shoot.
 The timing for this grapple is when the fighter slams his opponent
 to the mat. (NOTE: In MMA fighting, the FPR mount position is commonly
 known as a "sprawl".)

You'll need to learn timing of each of these instances to master shoot
fighting. Play against another shooter on Level 1 CPU difficulty and
practice your timing over and over until it becomes as instinctive as
regular Fire Pro grappling.

LEARNING THE MMA SYSTEM WITH SUPER UCHU POWER
If you're using Super UCHU Power to learn the FPR MMA system, here are
the attacks you'll want to incorporate into your offense:

  From a standing position: ([]) + (X)
  Running at the opponent: (X)
  Opponent Face Up, At Feet: (O)
  Opponent Face Down, At Head: (O)

Each will result in a move to the "guard" or "back mount" position. Once
you've mounted your opponent, use any follow-up you want. If the opponent
sprawls on you, practice that button timing as well.

=======================
==SECTION 5: STRATEGY==
=======================

GENERAL STRATEGY
From reading the previous section, we know that Super UCHU Power is an
incredibly diverse fighter in FPR. His skill parameters are strictly average,
and yet he is able to compete in an environment where most pro wrestlers would
surely fail (namely Gruesome Fighting, or MMA). This leaves us with the
question of how to best formulate a winning strategy with UCHU.

Most pro wrestlers have a glaring weakness when it comes to dealing with MMA
techniques, so if you want to use UCHU as a shooter in a pro wrestling match,
go right ahead. Adversely, many shooters don't know how to deal with various
pro wrestling techniques, so you can use the opposite strategy on them. As you
can see, UCHU's versatility can be used to his advantage. If you're bringing
UCHU to MMA matches, note that his Bleed stats are very poor. If he gets
busted open, you'll probably want to finish the match ASAP.

It's worth noting that while Super UCHU Power does have the ability to climb
the turnbuckle, he has no post moves. So unless you feel like watching the ref
count, don't do this.

STRIKES
UCHU has a well-balanced strike set; Shouda and Low Kick for in close, the
Middle Kick for distancing, the Lariat Attack for standing dazed opponents.
It's up to you choose which strike to use for which occasion, but once you're
familiar with them, they all should become a staple of UCHU's offense.

The Double Leg Tackle deserves special mention as it will surprise opponents
who aren't looking for shoot takedowns in a wrestling match. In addition,
takedowns are the only strikes that can directly transition into other moves,
giving UCHU the opportunity to double up on damage potential. From the
takedown, your best option is the X Arm Hold (Arm Bar).

GRAPPLES
Interestingly enough, with all of the shoot options available, Super UCHU
Power has absolutely zero grapples that transition to the shoot position. This
means if you're going to grapple, you're going to have to stick to pro
wrestling techniques. In most instances, a German Suplex from a back grapple is
your best option. If you can lift your opponent into a Standing Dazed position,
grab them from behind and toss them about the ring.

Super UCHU Power's finisher is the Final Powerbomb (better known to most
wrestling fans as The Undertaker's Last Ride), an absolutely devastating move
that should be exploited toward the end of a match.

======================
==SECTION 6: CLOSING==
======================
In closing, I would like to thank Jason Blackhart for statistical
information and Dave Fairbairn for moveset clarification.

Fire ProWrestling Returns Character Guide: Super UCHU Power
(c)2013 Bill Wood