Fire Pro Wrestling for Gameboy Advance Edit Mode Guide By Mason the Mutilator (supersonic_723@yahoo.com) Created: 8/6/01 Last Updated: 9/2/01 Version: 1.4 ________________________________________________________________________ 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). ________________________________________________________________________ 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!) ________________________________________________________________________ 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 ________________________________________________________________________ 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. ________________________________________________________________________ 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). ________________________________________________________________________ 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: [] ________________________________________________________________________ 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 ________________________________________________________________________ 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. ________________________________________________________________________ EDIT ABILITIES Quite simply rate your wrestler on a scale of 1-10 for each category. Each increase of 1 will cost you 1pt. ________________________________________________________________________ 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). ________________________________________________________________________ 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%. ________________________________________________________________________ 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). ________________________________________________________________________ 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 ________________________________________________________________________ ACKNOWLEDGEMENTS Thanks to Kevin Xu for telling me what the Panther style is.