=========================================
FIRE PROWRESTLING Z BEGINNER'S GUIDE v1.3
=========================================
for Sony PlayStation 2 (Japan)
by Bill Wood (
[email protected])
Last modified: 7/08/05
Fire ProWrestling Z (c) 2003 Spike
NOTE: This guide views and prints best with a monospace typeface.
=====================
==TABLE OF CONTENTS==
=====================
SECTION 1: VERSION HISTORY
SECTION 2: INTRODUCTION
SECTION 3: A BRIEF HISTORY OF FIRE PROWRESTLING
SECTION 4: BASIC QUESTIONS
SECTION 5: GAMEPLAY QUESTIONS
SECTION 6: VICTORY ROAD STRATEGY
SECTION 7: STORY MODE
SECTION 8: FIRE PRO Z LINKS
SECTION 9: CLOSING
==============================
==SECTION 1: VERSION HISTORY==
==============================
1.3 - Wow, an update after nearly two years! Umm, yeah.
Not much added, fixed the link to RnR's site and
a few other things.
1.2 - More links added. Minor corrections and additions.
1.1 - Minor corrections.
1.0 - Initial release of the guide.
===========================
==SECTION 2: INTRODUCTION==
===========================
Hello and welcome to the Fire ProWrestling Z Beginner's Guide v1.3!
This guide is here to help out those of you who are new to Fire
ProWrestling Z (FPZ) for PlayStation 2. In FPZ 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 you have
an excellent wrestling simulation.
FPZ is a great game, no doubt, but there's a rather steep learning
curve that comes along with it. That's where this guide comes into
play, to help newcomers over that curve. Hopefully it serves its
purpose.
There also concerns among those who already own the Dreamcast game
Fire ProWrestling D (FPD) about the amount of upgrades in the game.
Hopefully I can address some of those concerns for you.
For game conventions, commands, etc., I seriously recommend giving
Frank James Chan's FPD Guide a thorough reading first. Although it
was written for the Sega Dreamcast version (FPD), these two games are
very similar,and most of the conventions from that guide can be
applied here. Also, my guide is meant as a sort of companion guide
for beginners, not a complete gameplay guide.
===================================================
==SECTION 3: A BRIEF HISTORY OF FIRE PROWRESTLING==
===================================================
Since 1989, HUMAN Entertainment (and now Spike) have produced the
unique and highly entertaining Fire Pro series of wrestling
videogames for the Japanese market. In Japan, pro wrestling (or
puroresu) is taken more seriously as a sport than it is in other
regions of the world. It even receives coverage in major newpapers.
Fire ProWrestling games are a reflection of this attitude, focusing
on simulation and technique as opposed to flashy graphics. For that
reason, Fire Pro has developed a loyal following in its native
homeland and an ever-growing legion of fans in North America, Europe
and other parts of the world.
In the last decade, over a dozen Fire ProWrestling titles have
appeared on several consoles, including PC Engine, SNES, Saturn,
PlayStation, Wonderswan and GameBoy Advance. Some handheld versions
have also been released in the U.S.
Here's my list of recommended Fire Pro titles:
* Super Fire ProWrestling X Premium (SNES/Super Famicom)
* Super Fire ProWrestling: Queen's Special (SNES/Super Famicom)
* Fire ProWrestling S: 6 Men Scramble (Saturn)
* Fire ProWrestling G (PlayStation)
* Fire ProWrestling D (Dreamcast)
* Fire ProWrestling (GameBoy Advance)
* Fire ProWrestling 2 (GameBoy Advance)
If you want more details of the story of Fire Pro, read "History of
the Fire ProWrestling Series" by the Mysterious Kagura.
==============================
==SECTION 4: BASIC QUESTIONS==
==============================
Q: Where can I find FPZ?
A: As it as a dated title, FPZ may become increasingly harder to
find. Ebay is always a good place to start, and I'm sure that some
online retailers should still have a few copies in stock.
Q: What do I need to play this on my American PS2?
A: Because FPZ is an import title, you will need a flip-top/boot disc
combo or a mod chip. I use a flip-top in combination with the Swap
Magic boot disc and it works fine. Search the web and you should find
several reliable flip-top retailers. The newer (slim) PS2s use
something which I believe is called a Ghost Switch or Ghost Clip. And
stay away from slide cards.
Q: Will you be contributing full character guides for this game like
you did with FPD?
A: As you may already know, the FPZ character guides have been up at
GameFAQs for some time now. And yes, that is the last of them.
Q: Is this really the last Fire Pro game as announced by Spike?
A: No! Much to the delight of Fire Pro fans everywhere, Spike has
announced the release of Fire ProWrestling R (as in "Returns") for
release in September of 2005!
Q: What about an X-Box/Gamecube version of Fire Pro?
A: Highly unlikely at this point. I could go into a detailed
explanation about the Fire Pro/Gamecube rumors, but let's just say it
won't be coming out anytime soon.
Q: C'mon, seriously, just how different is this game from the previous
(Fire Pro D for Sega Dreamcast)? Is it worth a new purchase?
A: This is a tough one. Although improvements have been made, it's hard
for me to say whether these improvements are enough to warrant a whole
new purchase. I suppose it depends on how much of a Fire Pro fan you
are, and how much you enjoyed FPD (if you have it). Below I'll list a
few of the improvements (and a few downgrades as well):
a) GROUND COUNTERS are new in FPZ. Although they were in the GBA
versions, they were absent from FPD. Ground counters add a whole new
element of gameplay, as those pesky "opponent down" submissions are no
longer a guaranteed thing!
b) UPDATED ROSTER with NEW PROMOTIONS such as Zero-One and World Japan.
There are a lot more Japanese wrestlers in the game this time around
(see below about the WWE wrestlers), and for the most part they are
very accurate. Some are still annoyingly inaccurate though.
c) NEW MOVES. From the F-5 to the Deja Vu to a true 5-Star Frog Splash,
FPZ has quite a few new moves to hold your interest.
d) DIFFERENT WEAPON STRIKES. There are now three different weapon
strikes, although I honestly can't tell how much of a difference they
make (other than their appearance). ([]) is a jab to the stomach, (X)
is a side swipe, and (O) is the good old-fashioned noggin bashing. I
still use the heavy (O) strike every time.
e) SOUND has been _severely_ downgraded. I mean, it's BAD, "turn down
your TV, turn up the stereo" type bad. And after a few large damage
moves, an annoying crowd noise kicks in that may drive you absolutely
nuts. It's so bad that some Fire Pro vets thought their copies of FPZ
were defective!
f) FPD "ADD-ON" MOVES are defaults in FPZ. Except for the fictional
exaggerated moves, they're all here, which is good news for anyone who
spent countless hours managing 4 VMUs in FPD just to get all the add-on
moves in the game.
g) Wrestler SPRITES are smaller than they were in FPD. But on the
upside, the clarity and definition seems to be improved, which can be
seen with the use of an S-Video cable with your PS2.
h) STORY MODE! Yes, it's back in all its glory! See "Section 7: Story
Mode" for more details.
NOTE: This is by no means a definitive list of changes in FPZ, but
hopefully it will give you a good picture of what's been modified.
(UPDATE: Since FPR is just around the corner -- or may in fact be
available by the time you're reading this -- I'd seriously suggest
holding out for the newer version, the improvements are shaping up to
be quite impressive!)
And here comes the big one...
Q: I heard there are no WWE wrestlers in the game! Why not?
A: Spike has removed the WWE wrestlers from Fire Pro roster this time
around, which appears to be due to legal concerns. The reason I say
this is because I've also noticed that several "trademark" WWE moves
have been renamed (i.e. "Rock Bottom" is now called "Bottom Drop").
The WWE heads and bodies are there in Edit Mode (albeit discolored
like the American Game Boy Advance versions). There are also several
"newer" edit models such as the Hardy Boys and Brock Lesnar.
But with all of the fuss and bother over no WWE wrestlers in FPZ, I
have come to the conclusion that no WWE wrestlers in FPZ is actually a
_good_ thing. Why? Because with 216 edit slots to fill, you can create
your own perfect versions of each and every WWE superstar. And let's
face it, some of the American guys in FPD needed some major retooling.
Also note that I've written FPD character guides for many American
wrestlers. Those guides can be used as a reference for movesets when
recreating WWE wrestlers.
Q: Can I still download other people's edit packs like I did in FPD?
A: Yes, with the help of a Sharkport, X-Port or Max Drive.
Q: I've seen pictures of this game and it looks like a SNES game to me.
Are you sure it's that good?
A: Two words; old school. Fire Pro _was_ an SNES game (actually there
are several SNES versions) and it was great even back then. The
gameplay is unique and has only improved with every incarnation. It's
nothing like other wrestling games out there (obviously, they're all
3D), but once you get the hang of it, it's a blast, and extremely
difficult at higher levels!
Q: But isn't the whole game in Japanese?
A: Yes and no. The menus, options, etc. are all in Japanese and you
can't change them. But a little memorization and Frank James Chan's
FPD guide will have you navigating Japanese menus in no time. You _can_
rename all of the wrestlers and their federations to their real English
names.
(UPDATE: Follow the link below to see Frank's guide updated for FPZ:
http://www.geocities.com/fireprowrestlingz/firepro_wrestling_Z.txt)
There is also a beginner's website for Fire Pro D, listed at the end of
this section, which contains on-screen translations for all of the
in-game menus for that game. If you find the task of deciphering
Japanese from a guide a bit much, you may find this website to be a
tremendous help.
Q: I heard there's an English patch for FPZ!!! Where do I get it?
A:
http://pw-wild.com/deibu/
Q: HELP! I can't get the patch to work!
A: Read this carefully... FIGURE IT OUT. If you can't, then don't use
it. Don't bother Dave about it, and don't bother the board about it.
If I can figure out how to use it through Windows without even owning a
PC (I'm on a Mac), surely you can muster up the knowledge from
somewhere. A little initiative will work wonders for you, trust me.
Q: Is there an official guide for this game?
A: Yes there is, and a very high quality one at that. Problem is it's
all in Japanese (what did you expect from a Japanese game?). The title
of the guide is "Fire ProWrestling Z: The Complete" and it is produced
by Softbank Publishing of Japan (ISBN4-7973-2446-5). It's a nice
collector's item for fans of the game, even if you can't read a lick!
Q: Can I play FPZ online against a friend or do I have to live in
Japan to do that?
A: You can't play online, even if you move to Tokyo.
Q: Can you give me a list of all the edit bodies in the game?
A: db.gamefaqs.com/console/ps2/file/fire_pro_wrestling_z_heads.txt
Q: What about newer American wrestling moves such as the F-5?
A: Yep, it's in there, along with the Spinaroonie, the RVD thumbs pose,
the Tajiri finishing kick and a few others. No 619 though. =(
(UPDATE: The 619 is confirmed for FPR, along with a slew of great new
moves. Another reason to consider purchasing the newer game.)
Q: Can I create my own fed?
A: Yes, you can create a total of five extra feds. You can even
customize your own logo to go with your fed. The first thing I did when
I got the game was resurrect WWE in FPZ!
Q: Do the wrestlers bleed in FPZ?
A: Yes. Not a lot, but they do bleed.
Q: How do I reorder the wrestlers in their promotions? For example, I
want to put Satoshi Kojima above Keiji Mutoh on the All Japan roster.
A: Unfortunately you can't. You _can_ send wrestlers to different
promotions though (i.e. move Kenzo SUzuki to WWE, although that's a
bad idea since they recently released him!).
Q: Is the infamous "Ganso Bomb" in the game?
A: There _is_ a move called the ganso bomb in the game, but it's not
the move Toshiaki Kawada used against Mitsuharu Misawa. (In case you
didn't know, the incident occured when Kawada reversed a Misawa
huracanrana and dropped Misawa on his head. It's considered one of the
more brutal spots in pro wrestling history.)
Q: Every wrestling game nowadays has a Create-A-Wrestler (CAW) Mode.
How does FPZ's Edit Mode stack up?
A: Quite nicely. With all of the moves and body parts available, it's
possible to create a 90% likeness/moveset for just about anybody you
can think of, including all of the missing WWE guys. Plus you can
create a total of 216 wrestler edits!
But the best feature of Fire Pro's Edit Mode -- and one that has not
been included in any American wrestling game to date -- is the ability
to fully customize CPU logic. If you want to control how reckless your
wrestler is when controlled by the CPU, you can do that here. If you
want to control how often he attempts a certain move at a certain point
in the match, you can do that as well. Most Fire Pro fans will agree
this feature is one of the main selling points of this game, especially
when it comes to "simming" matches for e-feds.
Q: How many outfits can my edit have?
A: Only one outfit per wrestler edit. :P
Q: How do I choose my edit's specialty moves and/or finisher?
A: When choosing your wrestler's moves, pay attention to the two
columns to the left of the movelist. The first column is where you
select your wrestler's voice to accompany a move. If a voice is
selected, it will say (kanji) 1 or (kanji) 2 in that 1st column. Press
(/\) to preview the move.
NOTE: Unfortunately the ability to preview your wrestler's voice along
with the move has been removed in FPZ.
The 2nd column is where you can designate the move as a finisher. Blue
kanji in that column means the move is a specialty move, red kanji
means the move is a finisher. You can have 4 specialty moves and 1
finisher per wrestler.
In order to select a move as a finisher, you first must deselect any
move already chosen as a finisher. The (O) button does this, ([])
chooses specialty moves.
So, to recap, from the move selection menu:
Green Kanji, 1st column = voice assignment
Blue kanji, 2nd column = specialty assignment (4 max)
Red kanji, 2nd column = finisher assignment (1 max)
Q: How can I update the moves of the default wrestlers?
A: You want to make a copy of the wrestler first. This is the top
option on the Wrestler Make screen (Select Wrestler Model). Once you do
this, you may reassign his moves however you wish. Remember though, you
also have to reassign all of his skill points (Punch, Kick, Instant-P,
etc.) They will all reset to zero by default. If you don't have the
Japanese Player's Guide handy, this will be tough, unless someone posts
complete FPZ wrestler stats on an English language website.
(UPDATE: Jason Blackhart has graciously transcribed this info for us,
which I believe is available at his website.)
Once you have your creation tweaked to perfection, you can hide the old
default version of him by sending him to "hide" on the Wrestler Group
Affiliation menu. At that menu, "hide" is the bottom option.
Note that when you create an edit of an existing wrestler, he is
treated like any other edit and therefore will not have his original
four outfits to choose from.
Before we enter the next section of the guide, I'd like to mention
the FPD beginner's site. It's a great site with visuals for those
of you having troubles navigating through the game. Again. the site was
authored with the Dreamcast version in mind, but you still may find it
helpful. Here's the url:
http://fpwd2k.gswf.org/
=================================
==SECTION 5: GAMEPLAY QUESTIONS==
=================================
Q: I'm just getting started and can't do anything! Help!
A: Start off with learning the grappling system. This is a pretty tough
learning curve for beginners. Regular kicks and punches aren't going
to do a whole lot of damage, and they can be even more difficult to
time than grapples.
Q: OK, I'm trying to learn the grapple system and I lose every single
time! What gives?
A: It's time to learn the "Golden Rule of Fire Pro" - thou shalt not
button mash. Unlike other games where you can do this with a moderate
degree of success, in FPZ you will be punished for hammering on buttons
trying to pull off a move.
The timing is like this: when the wrestlers are close enough together,
they will automatically go into a "lock-up" where their arms lock up
for a grapple. As soon as their arms meet, enter the desired command
(Up + [], Down + O, etc.). Again, enter it once and only once,
otherwise you will lose the grapple. If you entered your command before
the opponent entered his, you'll see your wrestler execute the desired
move.
If you're still having troubles, you can do one of two things:
a) Set the difficulty to 1. You should have no trouble at this level.
b) Practice against a "dead" opponent. Set the other wrestler to 2P
and leave the 2P controller alone.
Remember, patience is a virtue!
Q: My grapple timing is now impeccable. Problem is, every move I
attempt gets reversed!
A: You must first wear the opponent down with weak ([] button)
grapples, then work your way up to the stronger (X), (O) and ([] + O)
moves. Attempting stronger moves early in a match almost always results
in a reversal.
Q: I can't seem to hit my opponent. My moves whiff every time!
A: In FPZ, strikes are all about timing and distance. Sometimes you
have to be lined up on a horizontal plane with your opponent to
connect, although this is not an absolute rule. You can always use the
"dead opponent" tactic to practice your timing and distance, but I much
prefer practicing against a live opponent, simply because it's harder
to connect when the opponent is constantly moving around.
Q: How do I do my wrestler's finisher?
A: It depends on the wrestler's real life finisher. For example, Keiji
Mutoh's Shining Wizard is done from a front grapple, and Dragon Kid's
Dragonrana is done from the top turnbuckle.
Q: How do I win a Test of Strength?
A: A "Test of Strength" is when two wrestlers enter a grapple command
at the same time. You'll see them lock hands in an attempt to overpower
each other. The player who enters the most d-pad commands wins. This
can be done by wiggling the d-pad back and forth or by rotating the
d-pad in a circular motion.
Tests of Strength are the absolute worst part of any Fire Pro game.
Not only does it wear down the controller and your thumb, the CPU
becomes ridiculously difficult after Level 5. My advice here is to give
up on Tests of Strength and focus on better grapple timing. (Your thumb
will thank you.)
Q: How do I escape a pin attempt?
A: Simply hold down the (X) button. You do not need to move the d-pad
at all to escape a pin (trust me, I've been all the way through Victory
Road and Story Mode using this method). If your wrestler has enough
strength left, he will kick out.
NOTE: It has been brought to my attention on the FPZ board that
repeatedly pressing the (X) button will help recuperate Spirit Energy
as you attempt to kick out of a pin. My apologies for not remembering
the name of the individual who provided the info.
Q: How do I escape a submission hold?
A: Move the d-pad around. I prefer wiggling it back and forth, but you
can rotate it as well. Button mashing may actually help here as well.
Q: How do I do top rope moves? I always miss with my flying attacks!
A: Just like regular strikes, high-flying moves require your opponent
to be in a certain location in order to be successful. For example, a
frog splash may whiff if the opponent is in the center of the ring, yet
a flying headbutt may go the distance.
Also note that your wrestler's offensive style dictates how effective
he will be with flying attacks. Obviously a luchador will have more
effectiveness using high-flying moves than, say, a grappler.
Here's another tip for all you potential luchadors: when the opponent
begins to tire, use an (X) grapple move to knock him down, then climb
the turnbuckle. Your can now perform your "top rope - opponent down"
attack. If you use a (O) grapple move and climb the turnbuckle, the
opponent will stand up dazed. You can now pull off "top rope - opponent
standing" attacks (i.e. Dragonrana).
Q: How do I do MMA/shootfighting in this game?
A: MMA-style shootfighting, which involves ground techniques such as
mount grapples, was first introduced in Fire Pro D. It can be very
challenging to learn at first. If you're completely new to Fire Pro, I
seriously suggest sticking to pro wrestling basics until you have that
aspect of the game mastered, then move on to shootfighting.
Once you feel you're up to the task, please read my "Fire Pro D:
Kazushi Sakuraba" Character Guide, which contains a section devoted to
the basic principle and timing of Fire Pro shootfighting. The same
rules also apply to Fire Pro Z, so it works perfectly in this game.
Q: My wrestler is walking around with his shoulders slumped, gasping
for air! What should I do?
A: Breathe, man, breathe! [see next question]
Q: How often should I breathe?
A: Breathing is done by holding down the L1 trigger, and there is no
definitive answer as to how often you should do it. It depends on
several factors (your wrestler's attributes, attacks used, etc.). As a
rule, I try to breathe at least every 2 minutes of FPZ time.
Q: How do I grab the back of my opponent's head and ram it into the
turnbuckle? I see the CPU do it all the time and it looks cool!
A: The move you're referring to is a corner setup move. Here's how it's
done: When in a grapple, press d-pad in the direction of the corner
you're closest to + (/\). For example, let's say you're both on the
left side of the ring. Grapple, then left + (/\) to do the move. The
only time this doesn't work is when you're close to the center of the
ring or near the top or bottom turnbuckle.
If you press the d-pad in the opposite direction, you'll Irish whip
the opponent into the opposite corner. For example, using the last
scenario, press right + (/\) instead of left + (/\). Either move will
set you up for a corner move (i.e. top rope Frankensteiner) if the
opponent is worn down enough.
Also note that you can only use the left and right posts for corner
moves, not the top and bottom posts.
Q: How do I execute a grapple or ground reversal?
A: You don't have to press a button to pull off a reversal (ala No
Mercy and SmackDown). Grapple/ground reversals happen automatically
depending on the circumstances. For example, if you're Gran Naniwa and
you try to suplex Andre the Giant, you will more than likely get
your move reversed.
Q: How do I pick up weapons? My wrestler just starts running!
A: Picking up weapons can be tricky because you have to use the (/\)
button (Run) to pick them up (bad idea Spike). A little practice will
get you there though, and it's _much_ easier than it was in FPD.
Q: Do moves outside the ring do more damage than moves done on the mat?
A: Yes, even more so when the outside is lined with barbed wire!
Q: Do moves onto weapons (i.e. piledriver onto a chair) do extra
damage?
A: No, it just looks really good. =)
Q: How do I get up off the mat quicker?
A: I usually wiggle the d-pad when I'm down, but I don't think this
really helps (more of a nervous habit). However, you can stay down on
the mat longer by simply holding down the (X) button. I have no idea
why you would want to do this, unless you really like selling your
opponent's moves!
Also, when lying on the mat, you can roll up and rise by tapping Up on
the d-pad, or roll down by tapping Down on the d-pad. This is great
when you're getting clobbered and are close enough to the ropes to
roll out of the ring and grab a breather.
Q: How do I throw my opponent to the apron so I can do apron moves?
A: With your back to the ropes, grapple the opponent and press down +
the R1 trigger if you're against the southernmost ropes, or press up +
the R1 trigger if you're against the northernmost ropes. You will throw
the opponent to the apron. From there, grapple, then ([]) (X) or (O) to
do your apron grapple move.
Q: How do I tag my partner in a tag match?
A: Just press the L1 Trigger + d-pad towards your partner in your
corner.
Q: How do I get my partner to come in for the save during a tag match?
A: You partner will automatically enter the ring to break up a pin or
submission hold when he thinks you might be in trouble. In other words,
don't expect your partner to break up a pin early in the match because
you can probably kick out anyway.
Inversely, your partner will likely enter the ring to protect you if
you're trying to pin your opponent and he's sufficiently worn down.
Q: What is "CRITICAL!"?
A: "CRITICAL!" is what happens when a wrestler is critically injured by
an opponent's move and is unable to continue. It usually happens with
finishers, but can also happen with regular strikes and holds,
depending on the wrestler's attributes. Pretty much the equivalent of a
KO, which doesn't really happen in professional wrestling, but it's
cool to see nonetheless.
You can force a "CRITICAL!"ed opponent to continue a match by picking
him up from the mat before the ref notices the "CRITICAL!". By doing
this it is possible to score multiple "CRITICAL!"s on an opponent.
Q: Why can't I ever get a "CRITICAL!" on my opponent when I want to?
A: Oh no, a question I can't answer! Seriously, you could write another
complete guide focusing solely on the frequency of "CRITICAL!"s, it's
that complex. I will tell you, however, there is absolutely no way to
guarantee a "CRITICAL!". Even if you create a wrestler with colossal
"CRITICAL!" stats, it's still a matter of percentages.
Q: How do I unlock the hidden wrestlers?
A: I did it by beating Story Mode once. There may be other methods
though. Beating Story Mode is fairly quick, taking between 1 and 2
hours to complete a path depending on how good you are.
Q: How do I unlock all the edit points for my edits?
A: First off, you start with 150 edit points to assign your edit. This
is more than enough to create a decent mid-carder if you're savvy. I
believe you need to win three Victory Road paths and three Story Mode
paths to unlock all 300 edit points. This is how I did it but there may
be other methods.
Q: What about the extra heads/costumes?
A: See the above answer. Like I said, it worked for me.
Q: That seems like a lot of work. Isn't there just a simple cheat code?
A: Not as of this writing. The old FPD code doesn't seem to work.
Q: Are there any Gameshark codes or hacks that will create different
match types (ala No Mercy and SmackDown)?
A: No. Remember we're talking sprites (2D) vs. polygons (3D), a lot of
those hacks just aren't possible with this type of game.
====================================
==SECTION 6: VICTORY ROAD STRATEGY==
====================================
Victory Road is a grueling challenge if there ever was one, especially
if you choose the path of Heavyweight Title. Completing all Title
Challenges could very well end up taking 40+ hours! Fortunately for you
most lower level opponents are more than willing to "do the job",
knowing what lies in store later down your path to glory.
Level 9 and 10 opponents can be extremely tough. Your grappling skills
need to be near perfect and even then it's hard. However, there are a
few "tricks" you can use to help you along the way:
USE STRIKES - Believe it or not, against tougher opponents is where
weak and medium strikes come in handy. If you can use them regularly
during the match, you will eventually wear the opponent down.
Also note that strikes, if used consistently, will slow your opponent's
walking and (as far as I can tell) grappling speed. This can give you a
needed advantage. My own rule of thumb is this: the higher the
difficulty, the higher the percentage of strikes used (as opposed to
grapples).
USE WEAPONS - Sometimes weak strikes won't get the job done. In this
case you need to break out the heavy artillery! Use ([]) or (O) to exit
the ring, then against the ring + (/\) to pick up a weapon from under
the apron. Reenter the ring and wreak some havoc! And remember, you can
have more than one weapon at a time in the ring, so feel free to
litter!
Guys like Jumbo Tsuruta can give you nightmares on Victory Road. Best
to pick up the old steel chair and dish out a few shots to the cranium.
When the opponent begins to fall to the mat from the blows, switch to
using submission holds and stretches. This will soon end the match.
RING OUT (cheap!) - If you're _really_ frustrated, you can always go
for the ring out. Just get the opponent outside the ring and try to
keep him there for the 20 count. This usually means pulling off a
grapple move somewhere around the 16 count, then rolling back inside
the ring. Like I said, cheap!
DON'T FORGET TO BREATHE! - Not really a trick, but helpful nonetheless.
Even if you're not getting hit, simply using your offense consumes
energy. Every now and then, throw your opponent to the mat and hold the
L1 trigger to catch your breath.
If you're _really_ getting the tar beat out of you, simply exit the
ring. Depending on your opponent, he may choose to wait for you to
return while the ref counts. This is a perfect opportunity to breathe!
Just remember, your opponent can catch his breath as well! Also, you
may lose Spirit Energy by exiting the ring.
COMBO WHENEVER POSSIBLE - Sure, a basic scoop slam will do damage, but
it's always more devastating when followed with a few stomps to the
groin and a sleeper hold! Always take advantage of your opponent being
down to mount an offense.
LEARN TO FOCUS - "Focusing" is my term for concentrating all of your
attacks on a certain body part (arm, leg, neck). Submission holds are
good for this. Keep applying submission holds to one area of the body
and the opponent will eventually have to give up the match.
KEEP IT SIMPLE! - Don't try fancy corner moves or Irish whip moves,
higher level opponents tend to reverse these moves often. One simple
strategy is to constantly use weak grapple moves to knock down your
opponent, then use strikes and holds from there.
USE CPU AI - Think of this as a last resort. You could just let the CPU
control your wrestler and set the speed to 800%. This is done at the
pre-match options screen. Eventually your wrestler will win the match,
then you can move on.
NEVER (EEEVEER) GRAPPLE VS. GIANT STYLE! - OK, maybe you can a little,
but keep it to a minimum! Andre the Giant and Giant Baba (see the word
'giant' in their names?) are two good examples. They can reverse even
your weakest grapples, frustrating to say the least. Their weakness?
Man, these guys are slower than molasses! That means you can run
circles around them, poking with weak and medium strikes all day long.
Some veteran players have also suggested that repeated Irish whips can
wear down a bigger wrestler, which would make sense as they would tire
from having to do so much running around the ring. I haven't proven
this theory, but it sounds plausible.
=========================
==SECTION 7: STORY MODE==
=========================
Story Mode makes its grand return to Fire Pro in FPZ! Absent from FPD,
this is an excellent mode that follows the career of an up-and-coming
grappler in the grueling Japanese wrestling circuit. Initially you have
four choices:
* Mitsuharu Misawa (Mitsuhide Hikawa)
* Keiji Mutoh (Ken Shundo)
* Masahiro Chono (Violence Kohno)
* Shinya Hashimoto (Crusher Hatamoto)
Of course, as with all Fire Pro games, the wrestlers are fictional, but
it's quite obvious who's who, and your encounters in Story Mode will
somewhat resemble the real-life wrestler's career encounters, depending
on your success (or lack thereof).
In Story Mode, you will face several _very_ tough opponents (Nobuhiko
Takada comes to mind), but never fear. You need not win all the battles
to finish your wrestler's story. It may simply change the outcome of
his career.
NOTE: Finish all four Story Mode paths and you may find something
special waiting for you!
===============================
==SECTION 8: FIRE PRO Z LINKS==
===============================
http://og-fpd.freeservers.com (awesome site!)
http://www.purogamer.com
http://s1.cgi.gamefaqs.com/boards/gentopic.asp?board=28522
http://www.fireproclub.com
http://www.gswf.org
http://fpwd2k.gswf.org/
http://kocaccess.gswf.org
http://www.geocities.com/fireprowrestlingz/
Do you have a Fire Pro Z related website you'd like to share? E-mail me
at
[email protected] and it will be added to this section in
future revisions!
(UPDATE: If you have a Fire Pro related site that you would like to see
included in the FPR Beginner's Guide [oh yes, it's coming], e-mail it
to me and it will be included.)
======================
==SECTION 9: CLOSING==
======================
I sincerely hope you found this guide useful. In closing, I would like
to thank the following:
* CJayC and GameFAQs.com for hosting this guide.
* Frank James Chan for writing the original FPD Guide, which without
most of us would still be clueless.
* All the experts on the GameFAQs, FPC and Monitor boards. Thanks to
those who share their knowledge of this game on these boards, I still
find myself learning new things about Fire Pro all the time!
* The Mysterious Kagura for his "History of the Fire ProWrestling
Series" document. Definitely recommended reading for Fire Pro
enthusiasts (if you can find it, good luck!).
* higher power and the Fire Pro Club (www.fireproclub.com) for giving us
a community to discuss this excellent game. Special thanks to Jim
Freeman as well.
* Jeff Scott and www.gswf.org for giving us access to tons of cool FPD
stuff. Even if you only own FPZ, you'll definitely want to check out
this site.
Fire ProWrestling Z Beginner's Guide (c) 2003 Bill Wood