Fire Pro Wrestling for Gameboy Advance
Edit Mode Guide
By Mason the Mutilator (
[email protected])
Created: 8/6/01
Last Updated: 9/2/01
Version: 1.4
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Copyright info: This guide ("Edit Mode Guide") is copyright
2001 Joe Bowgett. This guide may be distributed freely as long as it
is not in anyway edited and is NOT charged for. No profit must be made
from this guide. However the only sites it may be published on are
Gamefaqs (www.gamefaqs.com) and my own site
(www.geocities.com/supersonic_723).
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Update History
10/15/01: Expanded on what the different special skills do and added the
correct explanation of what affinity does.
9/2/01: Added Magician fighting style and my own Jeff Hardy edit.
8/30/01: Added Panther fighting style.
8/6/01: First version.
Future updates: More of my edits (Raven and Test next!)
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CONTENTS:
1: Introduction
2: Wrestler Models
3: Name Entry
4: Appearance
5: Edit Skills
6: Edit Abilities
7: Edit Moves
8: CPU Logic
9: Data Storage
10: My Own Edits
Jeff Hardy
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INTRODUCTION
The aim of this guide is to explain the functions of the different areas
of the games edit mode, and how you can use it to make your own
wrestlers.
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WRESTLER MODELS:
Choose this option to select a wrestler already in the game as the base
for your new wrestler. Your wrestler will now have this model's
appearance, name, moves and fighting style (all of which can be edited).
It will not however have its skills or ability points (these things cost
edit points and have to be assigned manually).
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NAME ENTRY
This is obviously where you enter your wrestler's name. It is laid out
like so:
Nickname
Short Name Long Name
Exchange: On/Off Middle
All characters must have a nickname. If you can't think of one just put
a dash or something.
Short name is the name that appears in the wrestler select screen.
Generally this should be the wrestlers surname.
Long name is the other part of their name.
Exchange. With this option on the long name comes first. With it off
the short name comes first.
Middle is where you select the character that seperates the two names.
For example to input the name "The Immortal" Hulk Hogan do the
following:
Nickname: The Immortal
Short Name: HOGAN Long Name: HULK
Exchange: On Middle: []
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APPEARANCE
Stance: This is where you choose your wrestlers fighting stance.
Choose from Strong, Technique, Wrestling, Power, Lucha, Shooting,
Mysterious, Koppou and Old Budo
Size: Wrestler's height. Choose from S (small), M (medium) and L
(large)
Face: Choose a face for you wrestler. If you hold down B as you scroll
through the faces it will also select the corresponding body. There is
a FAQ containing a list of who each face is available at Gamefaqs.
Chest: This parameter has two parts. The first is chest size and is
changed by pressing A to cycle between S (small), M (medium), L (large)
and F (fat). The second part is what the wrestler is wearing on his
chest. Cycle through these by using the left and right arrows on the
d-pad.
Stomach/Upper Arm/Lower Arm: Same as chest.
Wrist: Only has the one parameter (size can't be changed). Use the
arrows to cycle through the available wristbands and gloves.
Thigh: Like the chest this has two parts: size and clothing.
Knees: The only option here is the type of knee pad (size can't be
changed)
Ankle: Choose your wrestlers footwear here.
Color Set: Here you choose the color of your wrestlers skin, hair and
clothing. Either choose a pre set color (press A and B to cycle through
the available colors or define one yourself. To do this use the arrows
to select a color and press A to edit the RGB values. When you're done
press B to confirm
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EDIT SKILLS
Here is where you start to define how your wrestler fights. Before I
begin to describe all the options I feel I should mention the edit
points. You have 260 to spend as you please but you really shouldn't
spend that many - it will make your wrestler much more powerful than any
body else in the game. As a guideline a jobber (Funaki) should have
100-125 points, a midcarder (like Billy Gunn) should have 125-150 and
main eventers should have 150-200. For a real special case you could go
up to 220 points, but you shouldn't make a habit out of it.
Organization: Choose which federation your wrestler fights in.
Fight Style: Changing this will change your wrestlers affinity for
different moves. The higher the wrestlers affinity for a move the less
tiring that move is for that wrestler. For instance, give a wrestler
the lucha style and he can do moonsaults and hurracanrana's all day long
but powerbombs will tire him very quickly. Give that same wrestler the
power style and he will find the powerbombs very easy but the moonsaults
much harder. He can still do them, and they'll do the same damage, but
they'll take more out of him.
Orthodox: A basic, all-round wrestling affinity with no real bias to
any particular style.
Technician: Favors suplexes, submission holds and moves that target the
joints. Low affinity for roughneck style puches and striking moves.
Typical technicians are Bret Hart and Dean Malenko.
Wrestling: Has the hightest affinity for suplexes. Also has a high
affinity for takedowns and legsweeps (eg Fireman's Carry, Russian
Legsweep). Low affinity for power moves like Powerbombs and drivers.
A typical user of this style would be Kurt Angle.
Ground: High affinity for submission holds and chokes. Low affinity
for most standing moves (the exception being standing submission moves
and rollups). A shootfighting kind of style.
Power: High affinity for power moves like Powerbombs, Headbutts,
Lariats and Drivers. Low affinity for most aerial moves, submission
holds etc.
Typical power wrestlers might be the Undertaker, Albert etc.
American: Another basic style, not particularly biased to any type
of move but leans more towards technical and striking moves than the
orthodox style does.
Junior: This is a nice style, almost a hybrid Lucha/Technical style.
High affinity for aerial moves and technical submission holds and
rollups.
Typical Junior style wrestlers are Chris Benoit, Chris Jericho, Owen
Hart and the Dynamite Kid to give you a few examples.
Luchadore: High affinity for high-risk, high-flying moves and
elaborate pins like La Magistral and Hurracanranas. Very low affinity
for power moves.
Typical luchadores are Rey Misterio Jr., La Parka and Hayabusa.
Heel: Favors dirty tricks and illegal moves. If its not strictly
legal, you can bet this style has a high affinity for it. Also the
crowd will boo you poses and taunts.
Mysterious: Think Tajiri or Muta and you won't be far off. An
unorthdox technical style.
Shooter: High affinity for punches, martial arts kicks, chokes and
submission holds. Low affinity for wrestling moves and aerial attacks.
Fighter: High affinity for Karate and Kick-Boxing style moves.
Grappler: High affinity for Jujitsu style throws and takedowns.
Panther: High affinity for aerial moves and martial arts strikes.
Giant: Think Andre the Giant. Headbutts, punches and kicks. Also
roughneck holds like Biting, Mouth Claw etc. Has a low affinity for
most grappling moves (even powerbombs and slams) and a very low
affinity for aerial moves.
Magician: This is a strange style, it has a high affinity for
submission holds (particularly ground ones), roughneck holds (like
Biting, Mouth Claw, Fork Attack etc.) certain kicks and punches, all
headbutts and lowblows. It has a very low affinity for everything else.
I can't think of any real wrestler who this style resembles (please
email me if you know).
Defensive Skill: Decides what sort of counters your wrestler will use.
Choices are the same as for Fight Style.
Critical Type: Wrestlers in this game can "Critical" their opponents.
This means they have either knocked them out or broken a bone, either
way the match is over. This option decides what moves your wrestler
can critical with:
Finisher: Cost: 0pts Can only critical with their finisher.
Striking: Cost: 30pts Can only critical with striking moves. Common
among shoot fighters.
Suplex: Cost: 20pts Can critical with most suplexes.
Submission: Cost: 30pts Can critical with most submission holds.
Power: Cost: 20pts Can critical with most power moves (powerbombs,
backbreakers etc)
Technical: Cost: 25pts Can critical with certain technical moves.
Special Skill: These can be purchased for points (although you don't
have to have one, save the points for something else if you wish):
None: Save your points!
Stardom: Cost: 15pts Gets the crowd behind you. Do your taunt while
fatiqued and you get +10% offensive power.
Quick Return: Cost: 15pts No-sell moves Kane/Undertaker style! (For
the uninitiated, this means to get straight up from an attack)
One-Hit Reversal: Cost: 15pts The wrestler is good at countering.
Counters are more likely to critical.
Start Dash: Cost: 20pts The wrestler starts strong. While your
remaining strength is above 70% your special moves are more effective.
Guts: Cost: 20pts Wrestler is less likely to submit.
Strike Back: Cost: 20pts Wrestler gets strength back as his opponent
becomes fatigued. Your moves become more effective.
One Hit Finisher: Cost: 25pts The wrestler has an extrememly effective
finishing move. The first couple of times you use you finisher, it's
effectiveness is increased by 150%
Blood: Cost: 15pts Wrestler gets pumped at the sight of his own blood.
All offensive moves become more effective.
Toughness: Cost: 20pts Wrestler rolls with the punches.
Brutality: Cost: 20pts Wrestler gets stronger when opponent bleeds.
Defensive Crush: Cost: 25pts Good counter attack.
1Min. Killer: Cost: 30pts Wrestler tries to finisher match early.
Recovery: Decides how quickly your wrestler recovers from attacks:
Cost: Slow: 0pts Medium: 10pts Fast: 20pts
Recovery (Bloody): Decides how quickly your wrestler recovers from
attacks when he is bleeding.
Cost: Slow: 0pts Medium: 5pts Fast: 10pts
Breathing: Decides how long your wrestler takes to catch his breath.
Cost: Below: 0pts Medium: 10pts Fast: 20pts
Breathing (Bloody): Decides how long your wrestler takes to catch his
breath when he is bleeding.
Cost: Below: 0pts Medium: 5pts Fast: 10pts
Awareness: Decides how hard your wrestler is to pin
Cost: Poor: 0pts Medium: 10pts Strong: 20pts
Awareness (Bloody): Decides how hard your wrestler is to pin when
bleeding.
Cost: Poor: 0pts Medium: 5pts Strong: 10pts
Body Part Strength: Each body part has a corresponding strength. This
decides how much endurance it has (not how physically strong it is- a
common misconception).
Cost: Low: 0pts Medium: 2pts Strong: 5pts
Movement Speed: How fast your wrestler moves across the ring.
Cost: Slow: 0pts Medium-Slow: 2pts Medium: 6pts Medium-Fast: 14pts
Fast: 24pts
Ascent Speed: Decides if you wrestler climbs the turnbuckles like Rob
Van Dam or more like Rikishi!
Cost: Slow: 0pts Medium-Slow: 2pts Medium: 4pts Medium-Fast: 6pts
Fast: 8pts
Ascent Skill: Either you wrestler can't climb, can climb or can climb
while running
Cost: Can't Ascend: 0pts Can Ascend: 4pts Can Run Up: 12pts
Outside Return Count: Decides how long a cpu-controlled wrestler will
stay outside before returning to the ring
Touchwork: Decides how long a cpu-controlled wrestler will wait before
interupting a submission hold or pin attempt during a tag match.
Theme Music: Select a theme you like for you wrestler.
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EDIT ABILITIES
Quite simply rate your wrestler on a scale of 1-10 for each category.
Each increase of 1 will cost you 1pt.
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EDIT MOVES
Here's where you assign your wrestler his moves. Simply pick a
situation and button combination and choose a move from the list.
You may notice some moves have "S" next to them and one will have "F"
next to it. These are your special moves and your finisher. To toggle
a move between normal, special and finisher use the L button. You can
have 1 finisher and up to 4 special moves (for instance The Rock might
have The People's Elbow as his finisher with the Rock Bottom, Spine
Buster, Running DDT and Sharpshooter as his special moves). If you
change your finisher you will be asked to name it (the name shows up on
the wrestler select screen, and if it is a submission move, or one that
ends in a pin it will show up on the match result screen if you use it
for the win).
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CPU LOGIC
This is an advanced section for those of you who like your wrestlers to
be as accurate as possible. Basically there is a whole list of
situations and you have to say how likely the wrestler is to use each
move in that situation. You do this by assigning each move a
percentage, and naturally all the moves in any one situation must add up
to 100%.
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DATA STORAGE
This is where you save your edited wrestler, delete old wrestlers you
don't want anymore or load up other wrestlers for editing. While you're
here look how many save spots there are: 73! (77 if you have the
Japanese version).
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MY OWN EDITS
Here are some of my own edits as examples of what you can do in this
mode.
JEFF HARDY
NAME ENTRY
Nickname: 2Xtreme
Short Name: Hardy Long Name: Jeff
Exchange: On Middle: []
APPEARANCE:
Stance: Power
Size: S
Face: 109
Chest: S Classic-T
Stomach: S T-Shirt & Jeans
Upper Arm: S T-Shirts
Lower Arms: S Neo Kaiser Suit
Wrist: Hand Cover
Thigh: S Jeans
Ankle: Wrestling Shoes
COLOR SET:
Skin: 0
Costume 1: (0,14,0) (0,22,0) (0,30,0)
Costume 2: 1
Costume 3: 0
Kneepad: 0
Shoes 1: 0
Shoes 2: (2,2,2) (5,5,5) (8,8,8) (20,20,20) (30,30,30)
Mask.Gloves 1: 0
Mask.Gloves 2: 0
Hair: (18,0,18) (12,0,12) (22,0,22) (8,0,4)
EDIT SKILLS
Organization: WWF
Fight Style: Junior
Defensive Style: Luchadore
Critical Type: Finisher
Special Skill: Guts
Recovery: Slow
Recovery (Bloody): Slow
Breathing: Above:
Breathing (Bloody): Normal
Awareness: Medium
Awareness (Bloody): Poor
Neck Strength: Medium
Arm Strength: Low
Waist Strength: Medium
Foot Strength: Medium
Movement Speed: Medium-Fast
Ascent Speed: Fast
Ascend Skill: Can Run Up
Outside Return Count: 14
Touchwork: Fast
Theme Music: Confinement
EDIT ABILITIES
Attack: Defense:
Punch 3 3 Punch
Kick 6 3 Kick
Suplex 5 5 Suplex
Submission 1 4 Submission
Stretch 1 4 Stretch
Power 3 5 Flying
Instant Power 10 3 Crush
Arm Power 3 4 Lariat
Technique 8 6 Technique
Rough 6 5 Rough
EDIT MOVES
Standing B: Punch
Standing A: Kick
Standing AB: Front Dropkick
Running B: Head Scissors Whip
Running A: Flying Lariat
Counter B: Ultra Rana Whip
Counter A: Head Scissors Whip
Running (Corner) B: Zero Fighter Kick (Poetry in Motion!)
S Running (Outside) AB: Spaceman Plancha
Slingshot (Outside) AB: Plancha Suicide
Slingshot (Inside) AB: Swan Dv. Missilekick
Post B: Swing Ultra Rana
S Post A: Rolling Senton (Whisper In The Wind!)
F Post AB: Sommersault Drop (Swanton Bomb!)
Grab B: Upper Blow
Grab B^: Body Slam
Grab B<>: Cyclone Whip
Grab Bv: Drop Toe Hold
Grab A: Low Dropkick
Grab A^: Snap Suplex
Grab A<>: Step Backbrain Kick
Grab Av: Chin Crusher
Grab AB: Northern Light Spx.
S Grab AB^: Jewel Cutter (for the Twist of Fate)
Grab AB<>: Avalanche Press
Grab ABv: Skewer DDT
Back B: Neck Smash
Back A: Facecrusher
Back AB: School Boy
Back AB^v: Backslide
Back AB <>: Backbrain Kneelkick
Back Def. B: Elbow Pat
Back Def. A: Kangaroo Kick
Down (Face Up) Head AB: Low Dropkick to Head
Down (Face Up) Legs AB: Holding one Leg Pin
Down (Face Down) Head AB: La Magistral
Down (Face Down) Legs AB: Jacknife Hold
Down (Face Up) Head A: Senton
Down (Face Up) Legs A: Knee Drop to Body
Down (Face Down) Head A: Sunset Flip
Down (Face Down) Legs A: Stomping to Back
Running (Down) AB: Sunset Flip
Corner Grab AB^: Super Ultra Rana
Corner Grab AB<>: Mounted Punch Rush
Corner Grab ABv: 2nd Rope Brainbuster
Performance (Before): No Fear
Performance (During): Two Hands Raising 3
Performance (After): No Fear
2 Front Platoon: Double Dropkick
3 Front Platoon: Triple Hammer Blow
2 Back Platoon: Double Back Drop
3 Back Platoon: Triple Hammer Blow
2 Corner Platoon: B.Drop + D.Neckbreaker
3 Corner Platoon: Triple Impact
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ACKNOWLEDGEMENTS
Thanks to Kevin Xu for telling me what the Panther style is.