Fire pro wrestling world
Fire pro wrestling world
Fire pro wrestling world
One of the most important things to understand about Fire Pro is that it’s one of those games that’s “easy to play but difficult to master.” The actual inputs you need to execute are usually 2 button combinations, it’s a lot easier than a fighting game. It’s also easier than a WWE 2K game because it’s not 3D and you don’t have to worry about broken animations and physics.
This stuff is only easier once you figure out grapple timing.
To do your moves, you need to initiate a grapple by simply moving your character into the enemy. The game will have you lock up and if you time your input correctly, you pull off a move.
The secret here is to pay attention to the audio. As soon as you hear your foot stomp on the ground during a grapple, do your move by pressing one of the 3 attacks and a direction.
The timing window is hella tight but once you do it you’ll notice just how fluid this system is. It’ll start feeling “natural” over time and you won’t even need to rely on the audio.
You can also try paying attention to the actual stomp animation as well, although I find the audio to be more reliable. I’m not sure if this is a personal preference or if the audio is more accurate in online matches that don’t have perfect connections.
LIke I said, the timing on the grapple is insanely tight, you might even struggle against a level 1 CPU at first. To practice, simply do mission 1 over and over or just play against a level 1 CPU until you get comfortable with it. It might take you 10 minutes, it might take you 2 hours, but once you nail down the timing, the rest of the game is waiting for you with open arms.
Fire Pro has a massive amount of calculations going on under the hood, and they’re all designed to simulate a real wrestling experience as much as possible. This means that you can’t bust out brainbusters or piledrivers right off the bat. Have you ever seen Taker tombstone a guy like Austin or HHH in the first minute of a match? If the answer is yes, either it was a one off thing or a goofy house show spot.
If you try using your medium and big moves at the start, they’ll get automatically reversed, and you’ll feel more embarrassed than when you watched the Eugene gimmick, week in week out.
So in the opening minutes of your matches, focus on your light moves which are mapped to X on XBOX or Square on PlayStation. Cycle through them, and definitely try to land all of them. You’ll soon notice that your enemy is breathing heavily (watch that upper body), which is a sign you might be able to bring out your medium moves.
However, this brings us to our next point…
You can use LB/L1 to breathe and regain stamina which helps you perform better. Use this whenever possible.
Don’t waste your wrestler on submissions and fancy mat moves at the start of a match. You’ll do a basic body slam and you’ll notice the enemy will get up in just a second or two. Use this time to simply breathe for a second. If you’re doing well, the early breathing from the get go will help you greatly over time if you keep it up.
When the same inputs from both wrestlers connect, you get into a minigame in which you strike each other silly. Mash the face buttons. I’m not sure if your stats in the background also affect it. I’ve yet to lose one of these when mashing though.
There’s a lot of confusion here, and even I was confused at first.
As page 51 of the manual points out (actual 51, not pdf page), mash the medium strike button to get out of a pin. It’s A on XBOX and X on PlayStation.
I’ve definitely kicked out of pins by just holding it instead of mashing, but I’ve also definitely lost more when holding. It is believed that mashing it recovers some of your background stats and that’s why it’s a better kick out.
As for submissions, you can keep moving the dpad/analog stick to attempt to get closer to the ropes/break the submission. I’m not sure if mashing the face button does anything, the manual doesn’t mention it.
Punching and kicking is damn hard in Fire Pro. You could even say it’s the hardest thing. Harder than Vince’s boner for Roman Reigns. It takes a long time to figure out the hitboxes and to figure out the timing and alignments.
Sooooooooooooooooooo, just ignore it!
Worry about the striking later on when you’re comfy at the game. Unless you’re playing some of the more niche match types, you don’t need to focus on them. We’ll cover striking in another one of these posts.
Figuring out the grapple timing and doing your moves is much more important.
Anyway, I hope this has been helpful! If you have any comments or questions, just let me know below. Lesson 2 will be ready soon, if you like this kind of content be sure to tell me 🙂
At the end I refer to Nakamura as AJ because he’s usually my test dummy… just kill me now please.
Hey comrades, getting a 100% match rating isn’t overly complicated, but a lot of situational factors have to go your way.
The TLDR to all of this is that if you apply wrestling logic and put on a match that fans can get invested in, you’ll get a 100% rating. In fact, what we’re really breaking down here gets into the fabric of wrestling itself. What makes a great match so great?
One thing you’ll have to remember is that having a 100% match doesn’t necessarily mean winning it, and it means that you might need to give up control at certain points.
For this lesson we’ll be speaking within the context of a standard 1v1 pro wrestling match, but you can apply these tips to other matches as well. You don’t need to apply everything in this post in every match, This is more of a guide instead of a must-follow checklist.
Has there ever been a wrestling match that was universally hailed as a classic but was completely one sided for its duration with no hopes of a momentum shift? I can’t think of one.
So even if you’re the best Fire Pro player ever, you’ll be running on an endless treadmill if you try to get 100% with squash matches.
If you want 100%, you have to think about your matches like a booker or movie director. Think about what the fans want to see. They want to cheer, they want to boo, they want to be excited. Reversals are super important in wrestling. By letting your opponent boss you around at certain points in the match, you’ll help create situations that are more likely to result in a 100% rating.
One sure fire way to boost your rating after dominating an opponent is to let them do a few moves on you. After that, do a few moves of your own. Then let them do some more moves (medium/big). If you were dominant and managed your breathing, you’ll be fine and you can kick out of their pins and break their submissions.
Now you’ve create a hopeful situation for the other character. To the viewer it would look like it’s a tightly contested match, but as the player you are in complete control. Finish off the enemy here with some of your flashier and signature moves.
This is just one example though, feel free to experiment!
Near falls and false finishes are the easiest ways wrestlers can pop even the most disinterested crowds. Remember when everyone got excited that Neville beat Seth Rollins for the title but then we all noticed Rollins’ foot on the ropes? Yeah!
You’ll want to strategically pin the opponent throughout the match, even if you don’t think they’re finished off. For example, I did the pedigree to AJ Styles 8 minutes into the match kind of due to luck, but I knew there was a small chance that I’d win JUST from that. I pinned him anyway for 2.9 kickout. You can apply this kind of thinking to your big moves as well, not just your finishers.
Careful not to pin after you do a lot of heavy moves in a quick sequence though, you’ll end the match early!
As for rope breaks, I’m told that your wrestler will automatically put his leg on the rope if he’s near it, but has no strength to kick out. I’ve yet to see this happen in my gameplay but I haven’t had too much time to test. With how much of a simulation this can be, I wouldn’t be surprised if this was 100% true. Perhaps a series vet can chime in here.
You definitely don’t need blood for a classic match, but it sure ups the ante!
In a regular match, it can be tricky to bloody someone up since it depends on various calculations and moves. From what I’ve noticed so far, it seems that striking, or strike based moves are the best way to get someone to bleed.
For example, I’ve played against an Undertaker workshop wrestler a lot, and his punches were amazing. He could make me bleed just from a few punches.
Your mileage will vary. And of course, weapons/barbed wire/landmines make it easy to get some color going.
Maybe it’s just me, but I’ve never gotten 100% without moves off the top rope. In my latest 100%, I landed a phoenix splash and an elbow drop, whilst missing another move. The crowd pops quite a bit, but I’m not sure if the crowd is an audio cue or if it’s just programmed to pop for cool spots.
Anyway, one thing you definitely should be doing is your signature/finisher moves. Getting 100% without them is tricky. And on that note, you need to let your enemy do theirs as well. Or at least attempt to.
Think about Okada vs Omega I. Kenny never hits the one winged angel but it’s constantly teased throughout the match. It was so exciting because it made you think that if he hit it, Okada would lose. So if you’re too scared to kick out of someone’s finisher, try to maximize your breathing and to never take a lot of damage in quick succession. That way, you’ll be able to reverse moves that would normally end the match.
It’s believed that outside the ring action contributes towards the overall score (more on that later). It seems that there’s something to this, because I’ve fought outside the ring in almost ever 100% match so far. One of my favorite things is to throw someone out, do a suplex or DDT, and then put the guy in a submission. The ref counts to 20 but doesn’t disqualify you for being a ♥♥♥♥. #whataheel
No, but more time can make it easier.
My shortest 100% match clocked in at 8:06. I’ve also had 95% and higher at 7 minutes.
The common theme in all of those matches is that they were the most orgasmatronic fast paced fights that would be impossible in real life. There was virtually 0 down time and the reversals were constant, along with a few high spots sprinkled in. I once landed 3 kinshasas in a row to AJ Styles for the sub 10 minute 100% rating. He kicked out at 2.something, then at 2.9, then got knocked out. It’s possible that the knockout helped the rating because it was unexpected potentially.
That’s why it’s so rare in real life to actually enjoy a super short match. There just isn’t enough time to tell a story.
In most of my 100% matches, I’ve never used a single move that included bouncing off the rope. So like a running senton, running elbow drop, that sort of thing. Granted, this is the weakest area of my game and I don’t always time them properly, so this could be a factor. I highly recommend you experiment with these sorts of moves.
I’ve had 100% matches with loads of strong style face offs and some with just 1. I don’t know they factor into the match rating.
Big props to Carlzilla from forums on FPWarena.com for finding this out. Below is a dump of the code, telling us what the game might be looking at when grading a match. This post has covered a lot of it.
public enum MatchEvaluationItem
Now obviously some of these are very clear and some we may never figure out, and if you want to see his take on things, it’s over here.
Yep! It’s more useful to see where we “went wrong” than to simply tell you to copy a match formula.
Now the first thing you’ll notice is that this match was only about 14 minutes. It wasn’t really planned out in any way, I just kind of improvised to bait the game into a 100% rating for demonstration purposes.
I think where we screwed up is the finish. I didn’t mean to end it so… out of the blue. I was going dramatic near falls and damaged Nak too much and… yeah.
For this match to have gotten 100%, we would have needed it to play out for a little longer. Instead of me crushing the comeback and winning, it would have most likely been better if I let the comeback continue for another 2 or so minutes, before dramatically counter attacking, landing a sequence of big moves, and then finishing it off.
And that’s part of the beauty of this game. It’s so freeform, you can really play it how you want to. Don’t worry about pleasing the rating gods if that’s not you thing. At the end of the day, what you think is 100% and what someone else or the game thinks is 100% is not the same. Ratings are opinions.
Play the game how you want to play it, and have your fun 🙂
I hope this has been helpful! If you have any questions or comments, be sure to let me know below, I’m usually around. Lesson 3 will be posted soon! Cheers.
Fire Pro Wrestling World
Fire Pro Wrestling World – симулятор реслинг-поединков, в который можно играть как в одиночку (используя клавиатуру или геймпад), так и кооперативе на одном компьютере или в интернете. Камера расположена сверху под углом для наиболее информативного вида происходящего безумия на ринге. Благодаря системе скачиваемых дополнений и пользовательских модификаций, в данном проекте есть возможность заменить всё, что представлено изначально.
Одиночная карьера предлагает геймеру создать собственного протеже из тысячи вариантов внешнего вида рук, ног, головы и так далее, а также, выбрать список приёмов, которые будет использовать рестлер. В карьере, перед игроком стоит задача поднимать популярность персонажа для того, чтобы из мелких залов на 20 зрителей, выбиться в лигу побольше, где огромные арены набиваются орущей толпой и есть возможность сражаться за самые престижные чемпионские пояса в разных категориях. Система моделирования даёт шанс отыгрывать как злого рестлера, раздражая толпу и наслаждаться её гневом, так и доброго героя, противостоящего превосходящим силам недругов.
Присутствует возможность выбирать условия матчей. Помимо стандартных поединков между парой бойцов или 2 командами, можно установить правило Deathmatch. В нём обычные канаты заменяются на колючую проволоку, которая наносит огромный урон при каждом касании её на большой скорости. Есть варианты драк в стальной клетке, на минном поле и полностью без каких-либо правил, что даёт абсолютную свободу.
Fire Pro Wrestling World
Fire Pro Wrestling World — продолжение серии симуляторов реслинга от Spike Chunsoft. Новая часть сохранила в себе все каноничные черты оригинала. Подробнее
Об игре Fire Pro Wrestling World
Fire Pro Wrestling World — продолжение серии симуляторов реслинга от Spike Chunsoft. Новая часть сохранила в себе все каноничные черты оригинала: сложную боевую систему, захваты на основе таймингов и тонкую настройку всего и вся. Кроме этого, присутствует глубокая система симуляции, которая позволяет присвоить персонажу свой уникальный характер, будь-то отношение к публике или честность во время боя.
Скриншоты
Несколько лучших скриншотов из Fire Pro Wrestling World:
Последние и новые скриншоты смотрите в галерее.
Системные требования
Минимальные системки для игры:
Даты выхода
Fire Pro Wrestling World уже вышла на PC, PlayStation 4.
Полный список дат выхода и платформ смотрите на странице релизов.
Где купить игру со скидкой?
VGTimes ищет и сравнивает цены на Fire Pro Wrestling World в разных магазинах, чтобы вы могли купить игру дешевле, чем в Steam, PS Store и других официальных сервисах дистрибуции.
Вот некоторые актуальные предложения:
Еще больше скидок и вкусных цен ищите здесь.
Похожие игры
Вот несколько игр, которые больше всего похожи на Fire Pro Wrestling World:
Смотрите весь список похожих игр здесь и выбирайте, какая из представленных игр больше всех напоминает Fire Pro Wrestling World. Там же вы сможете добавить новую игру в список похожих.
GUIDE: Creating Your Own Original Fire Pro Wrestling World Character
Note: This is not inherently related to SCFL Pro, although the techniques are absolutely utilized in the creation of characters of SCFL Pro in Fire Pro Wrestling World.
UPDATE: You can download Bike Bianchi from the PS4 Workshop now as a guide. To look him over, download him, move from retired into an active group, then choose “new edit” and use model, select Bike and you’re off.
With the release of Fire Pro Wrestling World for PS4 there will absolutely be an influx of newer fans that don’t have the experience in creating edits (what other games call CAWs), especially original ones, not based entirely off of real world wrestlers or personalities. There will also be fans of the series that may have not delved into original character creation or need a refresher. If you fall into any of the above categories than this guide will hopefully be able to help you in what is an overwhelming and obtuse character creation system for the first time.
Appearance
I’m not really going to go into crazy detail here because that, along with setting of a name, nickname, etc. are fairly straight-forward. The appearance editor may take some time to get used to, but Fire Pro Wrestling World is the most powerful version of Fire Pro Wrestling to date, which means congratulations, you’ve got more options than most of us could ever imagine in the series prior.
Play around with the layering system, change the highlight percentage to make something look flat or matte, or make it really shine and reflect light. Just try not to use pure black or pure white colors because they tend to look a bit strange in the actual game itself. Don’t forget to copy and paste colors as you go. Oh yeah, and filter under “gender unknown” for those skull caps for use with the older heads from previous games that have gaps where the hair part usually goes. Remember that this is all about your creativity here and what you can do with the edit system. Want to make a character with a mohawk but a buzzcut underneath? You can do that. Want a character with facial scars? You can do that. The sky is really the limit here.
Skill Edit
Fire Pro Wrestling World Skills
» data-medium-file=»https://www.scflfirepro.com/wp-content/uploads/2018/08/20180828001831_1-300×169.jpg» data-large-file=»https://www.scflfirepro.com/wp-content/uploads/2018/08/20180828001831_1-1024×576.jpg» loading=»lazy» width=»1024″ height=»576″ src=»https://www.scflfirepro.com/wp-content/uploads/2018/08/20180828001831_1.jpg» alt=»Fire Pro Wrestling World Skills» srcset=»https://www.scflfirepro.com/wp-content/uploads/2018/08/20180828001831_1.jpg 1024w, https://www.scflfirepro.com/wp-content/uploads/2018/08/20180828001831_1-300×169.jpg 300w, https://www.scflfirepro.com/wp-content/uploads/2018/08/20180828001831_1-768×432.jpg 768w, https://www.scflfirepro.com/wp-content/uploads/2018/08/20180828001831_1-730×411.jpg 730w, https://www.scflfirepro.com/wp-content/uploads/2018/08/20180828001831_1-435×245.jpg 435w» sizes=»(max-width: 1024px) 100vw, 1024px»> Fire Pro Wrestling World Skills
Welcome to Fire Pro Wrestling World, because this is definitely the first place where players are going to hit a snag. I’m using Bike Bianchi as the standard here, so all of these stats are from his base character that we use during our live events. Wrestler Rank and Charisma are fairly straightforward, although that’s for what they are, not what they do. It uses an S to E ranking system for both their “rank” and how charismatic they are. S is for a legend, E is for a jobber. What exactly do these do? The higher the rank and charisma, the more excited the crowd is in watching them wrestle, with them more likely to have higher-rated matches. It’s still not exactly clear which one matters more, to be honest.
Next are your fight and return styles. While these might seem fairly straightforward, they sort of aren’t. LordMo put together a rather in-depth guide as to the move affinities, reversal types and everything else you could want to know about this, but honestly, it’s a bit complicated and not all information you need right now. What the fight style impacts the most is the following: move affinity, jump distance, rope running, etc. Orthodox doesn’t mean that a wrestler is more “normal” or whatever, it means that it’s an all-around style. Moves are ranked in a similar A to E fashion, with that impacting how gassed your wrestler gets while executing the move. Try to use common sense here when picking a style.
Personally, I don’t ever drift far from Orthodox, Technician, Junior, Power, Heel and a few others. Orthodox is an all-arounder, while Technician is more in the vein of a Bret Hart-type character that has a clear strength at stuff like stretches, technical pins and some high-flying. Most are fairly straight-forward, while others like “Mysterious,” “Panther” or “Vicious” aren’t. Those specific styles were created with certain wrestlers in mind: Great Muta for Mysterious, Tiger Mask for Panther and Antonio Inoki for Vicious. There’s definitely a rabbit hole to go down here, but the basics won’t steer you wrong, nor should you really worry much about move affinities at this point.
Return styles are similar, but mostly impact the reversals that your character will do. I’ll at times get creative here, but pairing fight and return style up is a fair bet, usually. In this case, Bike Bianchi, who is a fighter who favors knee strikes, kicks, high-flying moves and a few high-impact slams is a straight-orthodox fighter. He’ll do a few roll-ups as reversals, no move will really gas him out more than others, he’s not going to do really fancy reversals like you’d see from a Junior or really dickish ones like in Heel, etc.
CRITICAL! ability is how your character and knock out other characters. The default is finisher and your best bet. That means that your finisher has a small chance to knock someone else out when it’s executed. There are factors at play as to how likely it is, but it’s rare as it is. These are also fairly straightforward in what they do, but most characters won’t be using much beyond finisher. Jason Blackhart (one of the gods of the Fire Pro community) has a guide from Fire Pro Returns that details which moves can critical under what conditions. Sometimes it’s not as important as you’d wish. Like, for example, a suplex critical style sounds cool until you realize it takes up a lot of points and that there’s only a small handful of moves that are assigned to critical under suplex style. Submission style is only for MMA-style submission holds, not for stuff like Dragon Sleepers or Sharpshooters.
Special skills are another area that is rather detailed. Denizen and Carlzilla have their own original edit guide with details on these in there. In most cases, these take up a lot of points and are kind of advanced. Your average character won’t need them at all and most of the Fire Pro defaults in past games didn’t use them at all, only a few legends would. Stardom is a good bet for an American-style character who taunts a lot and hits a lot of signature moves. Finisher is good for giving your specials and finishers a boost, helping them to be more effective at finishing matches, guts is good for a character to refuse to tap out to submissions and hardbody is good for an edit that kicks out more often. These are worth investigating further down the line, but like I said, most characters don’t need them. As you can see, Bike has none and he’s one of our top stars.
Now we’re into some more straightforward stuff. Recovery, Breathing and Spirit. Each one has two different attributes, one for normal and one for bleeding. Recovery is how quickly a character will recover from taking a move, breathing is how much of a breath meter the character starts out with and spirit is a meter for how likely a character is to kick out of moves and continue fighting. As you can see for Bike, he’s a medium/normal guy across the board, except for spirit where he’s strong. That means he’s more likely to have longer matches than someone with normal or low.
The body part endurances are something you should be able to figure out on your own. I hope.
Movement speed is exactly what it sounds like, ascent style means if your character can climb the ropes or do running rebound moves, up and down speed is… yeah, exchange blows is if your character can get pulled into a strike exchange and favorite weapon lets you choose which weapon they’re likely to pull out from under the ring.
There’s an edit point total at the bottom of the screen and as you can see, we’re not crazy about high point totals. Bike, one of our main event pillars, has 155 paltry points. You’ll find this is more-or-less in line with how Spike makes their own characters as well. Keep point totals in mind and if you’re creating, say, your own league full of original characters, come up with a point structure that works for you. Have clear tiers of characters, but remember that points aren’t everything, that CPU logic has a lot to do with how a character performs.
Parameter Edit
This it the other place where your character will be assigned points that go towards their total. Each attribute has a 1-10 scale, 1 being the worst, 10 being the best. Honestly, I don’t use 10’s all-that-often. Bike is an incredibly skilled kickboxer who favors kicks and knees, but his kick stats are at 8. Think of it this way: your character has a health bar and the attribute here plus the moves base damage and any modifiers (such as Finisher special skill) are the damage that is subtracted from an opponent when they take a move. The defensive stat is how resilient they are to that move. So if Bike takes a kick move that, for example, does 15 damage, but Bike has an 8 in kick defense, he’s able to cut into how much damage that move does to him. I’d always recommend higher defense stats and lower offense stats to create longer matches (if that’s what you’re looking for). Every move uses two stats, sometimes it lists the same stat twice, like if a move is a pure kick then it’ll be KICK/KICK, but most moves, like grapple knees, use two, so KICK/ROUGH.
Move Edit
Here is where most people will spend most of their time getting lost in Fire Pro Wrestling World’s edit suite: move edit. Assigning moves is perhaps the coolest part outside of appearance. My advice here is to be careful. Once again using Bike as an example, you can see that I tend to be a bit moderate in assigning moves. The reason for that is that your first instinct will always be to load up a character with really cool, big moves. The reality, though? The reality is that most wrestlers don’t do nothing but crazy, big moves. Bike has a low kick, middle kick and high kick, as well as an elbow strike and finally a jumping knee.
Try to imagine how a wrestler with a similar style acts in the ring and the moves that they do. Take, for example, a Ric Flair. For Flair you’d use a weak punch, a toe kick, a chop, a dropkick and perhaps a “stronger” punch like the American Hook. That stands to reason for most of this whole section. Think about how a real wrestler works and try to have their moveset build momentum.
There are a few “best practices” that allow for easier playability and to keep you sane when your roster starts expanding, which is to follow this pattern for grapples:
X : Strike or suplex
X v: Strike or impact move, like a DDT, piledriver, etc.
That’s just for medium grapple. You can look at Bike’s moveset above for an example. This, loosely, follows how Spike and previously Human created characters. Weak and up is always a bodyslam, medium and up is always a suplex, etc. In strong grapple you get one extra move slot, which is a good place to put a very specific kind of move. Weak and medium moves leave your opponent on the ground for a short period of time. Stronger grapples have longer-lasting effects, obviously. Everything except for sml+med have the ability to have an opponent stand up groggy for a moment, while sml+med will leave the opponent on the ground for longer. So, in the case of Bike, none of his moves outside of his finisher lead to a pinfall or submission, which means that they all have the ability to put the opponent down on the ground, then stand up groggy, setting them up for a standing attack, a go-behind, a running attack or a top rope/slingshot attack.
So, if you have a character that does a lot of back grapples, like german suplexes or chokes, you’ll want at least a move or two that leaves an opponent groggy. For the sml+med slot you’ll want to save that for a move that’ll leave your opponent on the ground for longer to set up a flying move, such as a splash or elbow drop. In the case of Bike, he doesn’t really do flying moves to downed opponents that often, but he does do a flying knee strike to a groggy opponent on top of a running knee strike special, so he has many moves to leave his opponents groggy and his one pinning grapple is set to the sml+med slot. Remember that priority chains, which I’ll cover later, do have the ability to do some cool stuff, but keep this basic idea in mind for now about groggy or staying down longer.
CPU Logic: Fire Pro Wrestling World’s Secret Weapon
Want to know why SCFL Pro uses Fire Pro Wrestling World instead of any other wrestling game? CPU logic. Now, look, I’ve been playing Fire Pro games for over twenty years now and really getting into the nuts and bolts of CPU logic for at least 15 of those, if not more. I have penned guides like this previously and ran a somewhat competitive e-fed for years where we all worked together in forging logic rules and what have you.
CPU logic is going to really rely on what you want and will require experimentation. Do not, for the love of god, clone Spike official edits for an idea of how to do CPU logic. They are built to be played against, which means they are trying to make edits that will try to win a match against you, the player, not put on an entertaining bout between two CPU opponents. This is literally the soul of your character.
Style is everything here. There is going to be a vast learning curve for this no matter what and, truthfully, I’m not going to be able to tell you everything in this guide. At a later date I may make a strictly CPU logic guide because of how complex this can be, but, for now, we’ll cover the basics. Above you can see Bike’s standing logic. He’s a striker so he’s more prone to throwing a strike than entering into a grapple. When he does grapple, how does it look? Well…
I’m either fairly radical or conservative, depending on how you view Fire Pro edit-making. A lot of this has to do with personal preference. My favorite style of wrestling is a more striking-and-submission style of wrestling a la 90’s New Japan Pro Wrestling or even early 90’s All Japan Pro Wrestling before they went nuts with the head drops. I firmly believe in applying a ton of logic to small grapple strikes and simple throws early on and never really let up on those while keeping the logic on bigger moves later on in the match relatively low. Bike’s finisher at large damage is only set to 6%, for example. That means that 6% of the time that he locks up into a front grapple he’ll attempt the Dinosaur Buster. Sort of. The random number generator that the game uses can sometimes make things happen more or less, depending on the situation.
At large damage I like to keep most of my points spread among the weak and medium moves, which are the heart of the match, while the bigger moves are used sparingly. This perhaps doesn’t jive with some modern wrestling, like, for example, your average Kenny Omega or Kota Ibushi match, but this idea of conservative logic on bigger moves came from years of watching characters do nothing but crazy moves for most of the match. Also take into account that bigger moves do more damage and shorten the match. You’ll also want to remove any possible weardown submissions from large damage to avoid the dreaded headlock or abdominal stretch finish (unless that’s what you’re going for). This headlock that Bike has can’t submit, but it’s good form to get rid of it anyway. The front headlock is valuable for making a character drag their opponent towards the center of the ring, which is good for corner-to-center moves and running to downed moves.
Take this idea of moderation throughout the logic section. You’ll thank me for it later.
Ukemi is probably the weirdest, more recent (as of Fire Pro Returns) addition to the series, in that it allows your character to forgo the usual auto-reversal that is bound to happen early on in the match or randomly, according to the RNG later on, to “bank” spirit to be used later on in the match. There’s debate if this does a lot or a little, but think of it this way: pro wrestling is a cooperative thing, where two wrestlers will have to agree to take a move from the other. What this setting does is makes a character more prone to taking a move at a specific point in the match without the luxury of reversing it. For Bike I have him at 30/30/15, which makes him a babyface that will take less flak near the end of the match and [hopefully] come back against a heel or someone beating him down for most of the match. This stat doesn’t make your character take, for example, 30% more moves than usual, but it does come into play and the spirit boost can be cool for some fun, late-match moments.
Priority logic is another, fairly new concept to the Fire Pro series, introduced in Returns. What this does is allows you to chain moves together. Cool, right? In Fire Pro Wrestling World Spike expanded the scope and slots for this to twelve, while adding in waaaay more move positions to chain moves into. In Returns you could only chain a move into a ground move, like a pin, strike or submission on a downed opponent. In Fire Pro Wrestling World you can chain moves to taunts, running moves, top rope moves, downed moves, downed running moves, etc. You can’t chain to grapples, which is a bummer, but maybe some day?
Bike’s priority logic is pretty full of stuff, so let’s delve into it. A good deal of these are moves into pins. So he’ll go for pins after some of his specials, most of which are flying knees or Shining Wizards. This is fairly straightforward and what you’ll most likely be using these for. Depending on the move you should probably have the logic pretty high on this. As you can see, I tend to be about 80-100% on these, depending on the rarity of the move. The rarer a move, the higher the logic I’ll assign to it being followed up with a pin. Bike doesn’t do that corner-to-center Shining Wizard often, so I want him to ALWAYS pins after he does it, but he does the two-step knee kick a lot so he shouldn’t always pin afterwards.
A lot of your character’s personality will come out through here. For example, Bike follows up the Dynamite Knee Lift with a taunt 40% of the time late-match. A guy like Wigwamm Watanabe has his taunts chained together so he’ll keep pointing at his head, then flipping his opponent off and go into a loop there. That’s also his character, he’s a dick who doesn’t take his matches seriously and tends to get into trouble because of how cocky he is. The jumping knee kick rush he has as a strong grapple I have set to 75% do a top rope diving knee strike. I tend to err towards higher logic for a chain into a diving move because it only triggers the priority if the character is near the turnbuckles and can land the move safely. So if Bike is out of range, he’ll either let them get up groggy or he’ll do a ground move to them.
There’s one other sort of cool thing in there, if you look, he has at head (big) to follow up a knee drop to the face set to 80% at small damage, 0% at high. What this means is that he’ll follow up the knee drop to the face with ANOTHER knee drop to the face 80% of the time, thus chaining them together, sometimes hitting it multiple times. You can do a lot like this, like a snapmare into a kick to the spine, an armdrag into an armlock and more.
You can get fancy with your chains, too. Think of The Rock’s People’s Elbow. Your chain would be as follows: Spinebuster to People’s Elbow Taunt. People’s Elbow Taunt to running downed elbow drop. Elbow drop to pin. That’s the entire People’s Elbow sequence. Now, if it works depends on how hurt the opponent is and if you can get all of that off before they get up isn’t a given. But you get the idea.
The last parts of the CPU logic were at one time sort of mystical and misunderstood, but now sort of plainly stated in the manual for this game. So I’ll give a brief idea of what they do.
Showmanship: How often your character will throw their opponent into the corners, out of the ring, onto the apron, etc.
Discretion: How often your character will stop to take a breath. The lower the stat, the more likely they are to be aggressive and perhaps gas out later on in the match. Also more likely to take risks like dives.
Flexibility: A very, very specific thing to where if your character will adjust against MMA-style edits and NOT try to irish whip them. Why? Because you can’t irish whip shooter return style characters. The higher the less likely they are to make that mistake and will use the headlock/elbow move instead.
Cooperation: For tag teams this is everything. It means how likely your character is to go for double team moves with their partner.
Outside Return Count: The lower it is, the more they’ll brawl on the outside, the higher, the quicker they will return to the ring when dumped outside. A more “hardcore” wrestler will try to brawl more, obviously, so a lower percentage.
Touchwork: The other tag team stat, this is how often your character will tag out. The higher the more tags, the lower the more “greedy” they’ll be and stay in the ring. This stat relies on which character is the healthiest, as well. So if the legal character is still in better shape than the character on the apron, they’re less likely to tag.
Weapon Usage: How often your character will try to pick up a weapon. The higher the more likely they are, the lower the less likely. You don’t have to set this super high, because think of it this way: in a deathmatch where there are weapons strewn about if a character has 50%, they’re 50% likely to pick up a weapon if they’re just standing there and not in a grapple. 50%. That’s insane. It also means they’ll dig under the ring a lot if they’re on the outside. Most faces will be lower, heels a bit higher and when I say a bit, I mean a bit. 10% is probably fine in most cases. I tend to err higher for deathmatch specific characters, but I’m talking like 25% here, which may even be high.
Second Interference: How likely your character is to distract the referee or toss a weapon into the ring to help out the character that they’re accompanying. Think classic managers like Jimmy Hart or Jim Cornette here. Good for heels, obviously. Go pretty high on this if you want to see someone involved in a match, like 70% or so.
Enjoy Fire Pro Wrestling World
Sheesh, that went long, didn’t it?
The short way to sum this up is to have fun, experiment and download edits from other creators and look at those. SCFL Pro edits are available on the Steam Workshop for you to inspect and there will be a few, including Bike Bianchi, ported over to Fire Pro Wrestling World on PS4 after its release, so look for that and use him as a guide.
Once you get into a groove, use your own characters for a base to create other characters. You do that by loading your character, editing it, and choosing “save” instead of overwrite. Then choose “new” and place them where they belong. What this does is give you a template to work off of featuring a base point value, logic settings and move set that you can work off of.
Making your own, original characters in Fire Pro Wrestling World should be fun. Remember that. Build them to your style, test sim them against each other and find what works best for you. If you like high fliers, make high fliers and have them do a ton of top rope moves. If you like bruisers, make characters that go for lariats and powerbombs galore.
You can check out Critical Club! for more Fire Pro Wrestling World guides and other information at any time.
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SCFL Pro Champions
SCFL World Champion/US Champion – Discussion Davis
SCFL Unified Tag Team Champions – The Lost Boyz
Hardcore Champion – October Schmidt
Dot TV Champion – Darwin Finch
Shoot Champion – Actually Bike Bianchi
Scramble Champion – Especially Esposito
Скачать Fire Pro Wrestling World бесплатно на ПК
Удивительный симулятор реслинга выполненный в ретро-стиле. Игроки смогут зайти в Fire Pro Wrestling World и поучаствовать в поединках между сильнейшими ребятами. Скучать не придется, ведь свободное время занято чемпионатами, турнирами, а также тренировками. Особенность игры в ассортименте бойцов, которые совпадают с реальными прототипами. Чтобы начать поединок, достаточно выбрать любого доступного бойца и отправиться на ринг.
Броски, удары и борьба
Установка:
1. Смонтировать образ с помощью Daemon tools или другой программы
2. Установить игру (поставить галочку «Copy contents of PLAZA directory to installdir» или скопировать содержимое папки PLAZA в папку с игрой, заменить)
3. Играть
Информация об игре:
Год выпуска: 2017
Жанр: Аркада, Драки
Разработчик: Spike Chunsoft Co., Ltd.
Издательство: Spike Chunsoft Co., Ltd.
Язык интерфейса: Английский
Язык озвучки: Английский
Минимальные системные требования:
Операционная система: Windows 7, 8, 10
Процессор: Intel Core i5
Оперативная память: 4 Гб
Видеокарта: 512 Мб
Отзывы об игре Fire Pro Wrestling World:
Fire Pro Wrestling World скачать игру на компьютер
Версия: 2.12.18 + все DLC (Последняя взломанная версия)
Скачать игру Fire Pro Wrestling World на ПК
Fire Pro Wrestling World – это крутой симулятор реслинга, но в ретро-стилистике. Здесь вас ждут потрясающие бои между сильнейшими бойцами, огромное количество состязаний и чемпионатов, море адреналина и кровь вместо пота…
Ну а начать стоило бы с самой главной особенности этой игры – дело в том, что тут доступно просто невероятное количество самых разных бойцов, чьи имена совпадают с реальными бойцами разных лиг из реальности. При этом каждый боец по-своему уникален, дерется в собственном уникальном стиле и даже звуки издает уникальные. Выбирайте любого из разблокированных бойцов и отправляйтесь на ринг. Там вы сможете применить все имеющиеся в вашем арсенале атаки, испробовать разные броски, сразиться с чемпионами и просто от души повеселиться.
Помимо этого, в Fire Pro Wrestling World вас ждет еще и продвинутая система кастомизации, которая позволяет кастомизировать и изменять внешне все без исключения. Вы можете изменить внешность бойца, одеть его в новый костюм, переодеть рефери, изменить внешний вид арены и визуальное оформление трибун, и сделать многое другое.
Что же до поединков, так они условно подразделяются на три категории. Например, вы можете поучаствовать в обычных поединках в режиме «MMA», начав поединок выбранным вами бойцом, а можете отправиться в бой в режиме «Deathmatch», что куда интереснее. Ну а если правила и чемпионаты вам не по душе, то поучаствуйте в обычных поединках с жестокой борьбой, где и вовсе разрешается все без исключения.
Сражайтесь с огромным количеством бойцов на многочисленных аренах по всему миру, уничтожайте врагов крутыми атаками, пускайте им кровь из лиц, кастомизируйте противников и своего героя, выигрывайте и побеждайте. Но помните, тут побеждают только сильнейшие – изучайте удары и комбинации, хитрите, обманывайте, осуществляйте мощнейшие броски и веселитесь.
У нас вы можете скачать Fire Pro Wrestling World торрент последнюю версию бесплатно на компьютер.
Дополнения (DLC):
— Yoshihiro Takayama Charity DLC
— New Japan Pro-Wrestling 2018 Wrestler Pack
— Fire Promoter
— New Japan Pro-Wrestling Collaboration
— NJPW Junior Heavyweight Championship
— World Wonder Ring Stardom Collaboration
— Fighting Road: Champion Road Beyond
— Yoshihiro Takayama Charity DLC Part 2
— Fire Promoter
Установка:
1. Смонтировать образ с помощью Daemon tools или другой программы
2. Установить игру (поставить галочку «Copy contents of PLAZA directory to installdir» или скопировать содержимое папки PLAZA в папку с игрой, заменить)
3. Играть
Fire pro wrestling world
Ver.2.15.2 Published
PATCH NOTES
[Move Craft]
・Fixed bug where run-ins could occur during a Ringside Preview.
・Fixed bug where part size adjustment for [G] sized parts based on [L] parts wasn’t applied in the preview window.
・Made damage flags optional for Animation Libraries 3 / 4 for: [Grapple (SML), [Grapple (BIG), [Grapple 3D Walk]
・Made damage flags optional for Animation Libraries 4 / 6 / 8 for: [Back (SML), [Back (MED), [Back (BIG)], [Grapple Movement]
[Workshop]
・Fixed issue where position of wrestler/referee in the upload thumbnail would change based on monitor resolution.
・Fixed issue where status of referee would not display when uninstalling parts.
[Edit Mode]
・Ring Edit – Fixed mouse movement issue.
・Ring Edit – Added color copy/paste functionality.
[Entrance Craft]
・Fixed issue where camera settings wouldn’t be applied to [Performance Spot] > [Corner: 2nd Rope].
・Fixed issue in USA Grand Dome venue where[Venue Equipment] > [Individual Settings > [Color] were swapped for [Smoke Machine] and [Fireworks].
[General]
・Fixed issue in [Battle Royal] > [Time] title matches where the title would be awarded to the wrong wrestler.
・Fixed issue where repeatedly clicking the mouse when exiting a menu could freeze the application.
Ver.2.15.1 Published
PATCH NOTES
[Move Craft]
・Wrestler initial vitality now easier to check for [Exchange Blows] settings.
・[Standing], [Grapple], [Back] moves now correctly display at the top of the Move Category list for (SML), (MED) moves.
・[Entrance Performance] moves now listed under [Performance].
*Existing moves need to be re-registered for change to take effect.
・[Grapple (MED)], [Grapple (BIG)] damage correction now properly applied.
・Checker now checks for multiple instances of damage and self-damage flags.
・Damage flags made optional for Animation Banks 1 and 2 for [Grapple (SML)], [Grapple (BIG)].
・Ringside check now allows you to toggle wrestler move list to help check moves with unique properties.
・Fixed memory leak issue.
・Fixed bug that caused an error when the playback was stopped for certain animations
・Fixed error caused by toggling between Move Categories [Entrance Performance] and [Corner: 2nd Rope].
・Fixed error caused by dragging parts.
・Fixed several incorrect Move Type assignments.
・Made unused Animation Libraries for [Exchange Blows] and [Run Up Turnbuckle] unusable.
[Other]
・Dialog box now appears asking to create new save data if save data fails to load.
・If move data is modified so the return move becomes incompatible with the data, it will be listed on the uninstall menu to avoid duplicates of subscribed move data.
・Fixed issue where item and item descriptions would become offset after deleting an item from the Uninstall menu.
・Fire Promoter: Match style for cross-promotion events now defaults to Promotion Style
・Fire Promoter: Fixed issue preventing you from exiting/cancelling certain menus.
・Fixed issue caused by receiving multiple packets in a single frame on the matching screen.
Save on AI: The Somnium Files, KATANA KAMI: A Way of the Samurai Story, and your Spike Chunsoft favorites during the Summer Sale!
Ver.2.15.0 Published
PATCH NOTES
[Move Craft]
・When loading craft data, the data list can now be sorted with the B button (Xbox) □ button (PS4).
・Thumbnail animation now supports up to 8 images.
・Fixed issue with certain looping animations.
・Fixed issue where REDO was unavailable after editing FZ/X values and using UNDO/REDO.
・Fixed issue where MX coordinates could become [-000].
・Fixed issue where wrestlers with custom data would sometimes not be usable in offline mode after playing online.
・Changed tag name for “Post” to “Post(Move Craft)”.
・Added “Move Craft” tag.
・Fixed issue where Workshop displayed wrong move category.
[Other]
・Miscellaneous bug fixes.
・Fixed issue in online mode where matching conditions with Player 3 and Player 4 were not handled correctly.
Have you ever wanted to see a certain move added to Fire Pro? Now’s your chance! Tweak existing moves or build new ones from scratch with this DLC tool set. The future of Fire Pro is in your hands!
Tutorial Videos: (LINK)
Online Manual: (LINK [www.spike-chunsoft.com] )
*DLC required to download and upload custom moves to the Steam Workshop.
*Edit wrestlers containing custom moves can’t be used in online matches.
*This DLC is similar to actual developer tools and has a steep learning curve.
*Custom moves may not work as intended if their attributes are incompatible with the game system.
*Moves that use settings and attributes in ways other than originally intended may cause game to freeze.
https://store.steampowered.com/app/1120540
Ver.2.14.9 Published
PATCH NOTES
・Added Move Craft DLC
・Added the following moves:
2nd Rope: Both Hands Wide Open
2nd Rope: Look Around Arena
2nd Rope: Arm Raise
2nd Rope: 2-Hands Appeal
2nd Rope: Hands Come On
・Entrance Craft DLC: Added settings for 2nd Rope performance.
・Wrestler models now displayed in League menu.
・Can now toggle to mouse controls from the Pause menu.
・Leaving Edit Mode without making any changes no longer triggers the confirmation dialog.
・In Edit Mode, wrestler size scaling / color settings can now be cancelled when using a controller.
・Wrestler models now properly update during a Battle Royal title match.
・Wrestler voices now work with the following Performances: Stand in Place / Pop Neck.
・Fixed issue preventing you from reuploading an asset to the Workshop for deleted items or items where the first upload failed.
・Online matches now time out and return you to the menu if a connection error prevents the match from starting.
・Improved wrestler load times when uploading items to FPW Net.
・Fixed issue where certain tag teams wouldn’t be able to enter the ring when using custom Ring Craft entrances.
・Fixed Fire Promoter issue where the match results screen for S-1 Rules matches wouldn’t properly display the winning move.
・Fixed issue on the wrestler select screen where sorting wrestlers would sometimes cause body parts to improperly overlap.
・In the Change Move Name menu, move types will be grayed out if there are none for the selected move category.
・Wrestler order on wrestler select screen can now be reordered with X (Xbox) / □ (PS4).
・Fire Promoter: Guide is now always displayed at bottom of the screen.
・Fixed issue where “OK” message would sometimes not display properly during online play.
・Freezes during online play are now processed as a communication error.
・Improved cursor movement during menus in online play.
・Miscellaneous bug fixes.
Save big on AI: The Somnium Files, the STEINS;GATE franchise, CRYSTAR and more during the Steam Golden Week Sale!
Click here to see participating titles!
Craft the future of Fire Pro!
Fire pro wrestling world
This is a guide to explain how the AI percentage system works and how to organize movesets for your edits.
Since this game is merely days old, most of the information in this guide will be based on previous experience with Fire Pro games. I started with the SNES Fire Pro X Special and graduated to Fire Pro D years later.
About the Author: Long time shoot-style fan, Volk Han worshiper and grappler of over 20 years now. Hard-core gamer and game modder.
In the AI system, almost all AI choices are based on what condition your opponent is in. This is for almost 90% of the menu choices. For those that are based on other conditions (such as what condition your wrestler is in) I will note them with emphasis.
PLEASE NOTE: THIS IS A COMPOSITE IMAGE THAT DOES NOT APPEAR IN THE GAME. IT WAS CONSTRUCTED TO SHOW ALL OPTIONS IN ONE IMAGE.
Column Descriptions
Controls: This will either detail the controls to execute the moveset (technique/move) or the situation in which it is relevant (At Legs).
Match Psychology / Pacing
Much of this game is built around the psychology of an All Japan match than any other resu league: Small moves build up to bigger moves which lead to a finish sequence. If you attack with larger moves earlier in a match, expect to be countered constantly. Going for Undertaker’s or Kota Ibushi’s Last Ride in the first 30 seconds of a match will get you countered.
Now, with certain special skills, this psychology can be changed to make the wrestlers more like US wrestling leagues, or quick finish artists (like Goldberg) or even shootfighters / MMA fighters with quick kill KO or submission skills, but by default with evenly matched wrestlers it’s an AJPW 10+ minute match.
Please note that this psychology and pacing does change somewhat depending on the wrestling style chosen.
I am just going to cover this briefly, since most of it is being covered in Dank K’s Wrestler Styles guide.
Orthodox: Traditional Japanese style babyface wrestler. This is generally not the style of American wrestlers. Good all around except with rough housing. They are even surprisingly good at MMA. Good examples of this are Okada and Hiroshi Tanahashi.
Technician: A technique wrestler who is slick with roll ups and pins. Examples: Dean Malenko, Harley Race, [Redacted Murderer-Wrestler].
Wrestling: Amateur wrestling suplex masters. Pretty good at pro-wrestling but can also work well in shoot fights and MMA matches. Prime Examples: Jeff Cobb, Gary Albright, Dan Severn (in UWFi).
Ground: Ground based submission pro-wrestlers. They only look to get you to the mat and make you suffer. These are few and far between, but Zack Sabre Jr and old man Fujiwara are the main examples.
Power: Brutes with massive arm power and great roughhousing skills. Almost all baby face American wrestlers fall under this style. Examples are Hull Kogan, Vader and Ultimate Warrior
American: While at first blush, this would seemingly apply to all American wrestlers, but it more references the old school NWA wrestlers. Also, Garbage/Hardcore wrestlers are generally ‘American’ style. Dusty Rhodes and Terry ‘WTF’ Funk are the best examples.
Junior: A smaller wrestler with a good mix of flying, submission, striking and technical skills. The stats here can look rather unbalanced, but generally juniors and are built with smaller point totals than heavyweights. Kushida and Brian Kendrick are prime examples.
Luchador: The definition of high flyers. Not as well balanced as Juniors, but stronger in technical criticals and stretch submissions (weirdly enough). Pentagon Jr, Will Osprey and Ricochet are prime examples, but also Neville and even TJP.
Heel: Want straight up bull$#!+ in your matches? Here ya go! Fork people in the head, hit them with weapons, bite their faces! This is what they are built for. What they aren’t built for is for actually wrestling, or any sort of long match. Abdullah the Butcher and Tiger Jeet Singh are prime examples. (non-athletic wrestlers, when they get old, go here to die)
Mysterious: Weird wrestler. Agile and full of heel tactics. This pretty much is The Great Muta and that’s it.
Shooter: A Hybrid wrestler 75% MMA and 25% puroresu style, but the striking critical emphasis references striking-heavy shooters and MMA fighters like Bas Rutten, Nobuhiko Takada, Bitsadze Tariel and Conor McGregor. Without striking critical, it works for Tamura, Masa Funaki and even Kazushi Sakuraba. With the right abilities, the more well-rounded MMA fighters will be considered shooters.
Fighter: This is a straight up striking ‘wrestler’ within the context of a MMA/non-worked Shootfight. They are garbage at everything except hitting you and are even average in MMA positions. Much more effective with striking critical and can be somewhat useless without. Examples: Buakaw, Maurice Smith (pre-UFC) and other K1 Fighters.
Grappler: Most MMA fighters are Grappler types, especially grapplers like BJJ and Sambo masters. A+ at MMA positions and techniques, stretching and choking the hell out of their opponents, and curiously: punching. Taking the punching into account, prime example is Vitor Belfort. Without much punching: Any of the Gracies and Volk Han.
Panther: An overpowered mix of high flying, kicks, technical ability and submission. They’re even decent at MMA. Also produce amazing comebacks. This is Tiger Mask, especially Sayama Tiger mask, but also including Kota Ibushi (Tiger Mask W).
Giant: Big lumbering monsters. Good at rough housing, power moves and not much else. They cannot go long matches, but can consistently & inherently no-sell a variety of moves (Kane Loaf). Andre The Giant is the main example.
Vicious: This is true Inoki strong style. Good at kicks, joint locks, amazing at chokes, good at rough-house techniques and technical wrestling. They’re even good at MMA because Inoki has an uncontrollable ego. Good examples are Inoki, Minoru Suzuki (post Pancrase) and Katsuyori Shibata (get well soon!).
For the most part, barring stat oddities, critical settings or certain abilities, matches will follow a longer AJPW style match flow, rather than the sprint matches you see in WWE.
However, this pacing is slightly different for certain styles.
Wrestling & Power: For max efficiency, these two styles are better suited for shorter matches. Their efficency in the matches tends to wane and they do not get a huge comeback boost at ‘near death’ like most other styles. However, they do not have the complete drop-off of efficiency late in a match like the shooter/MMA styles.
Heel: Tend to work like the classical wrestling style, but don’t get a near death comeback boost. Put your opponent away with your hijinks wrestling while you can!
Fighter: They are good early in a match, but fall apart at heavy damage and near death. Without abilities added in, the chance of a Fighter turning around a match late is almost zero.
Grappler: While they don’t bottom out as hard as the fighter builds, once they are near death, the chances of hanging in there for a miracle win are slim.
Giant: At the start of the match they are already sucking wind like a other wrestlers do at medium damage. Better hope that the promoter brought a golf cart to bus you from the entrance to the ring, because you might run out of gas before you finish your entrance. Good luck!
Juniors, Panthers and Viscious: all are comeback masters, all finding a second wind right as you are putting them down for nearfalls.
Unwritten rules of Fire Pro Movesets and Logic.
Keep in mind the wrestler you are creating within the context of which they wrestled, along with the context of which they are competing.
Wrestlers in US organizations will generally have smaller movesets as compared to Strong Style or new-school British Wrestlers.
MMA fighters will have smaller movesets as compared to worked shoot wrestlers such as in UWF(i) and RINGS.
Understanding Context
A good example of context is a wrestler like Minoru Suzuki. If you’re working on a version of Suzuki during his Pancrase days, you would not have him using any of the techniques he used after he left Pancrase for Pro Wrestling such as the Gotch Piledriver, chest chops, any pins or a drop kick. This version of Suzuki wouldn’t be working those techniques and instead would enter guard, ‘mount’ (front headlock position), back mount. He’s be working leg ‘tackles’, trips, kicks, grapple knees and slap blitzes.
While you can’t always set a move set to ‘Do Not Use’, you can set duplicate moves throughout the slots if necessary. Don’t set unique moves (non-duplicates) to slots that aren’t going to be used by the AI, because not only the AI is going to be using this edit, but players may be using them. If you want to have players snapping their controllers, set Hull Kogan to use a standing shooting star press somewhere in the slots for the edit. Sure the AI might have that slot at 0% in all cases, but players using the wrestler will find it. While this is funny, best not to do it.
Additionally, there are certain moveset conventions that follow from previous games with the wrestlers who are/were included. This made using different wrestlers in the game easier since there was a certain organization of techniques that overlapped between 99% of all wrestlers in the game.
Understanding Affinity
Depending on the style chosen for the wrestler, all wrestling moves will have a ranking of A-E shown during move selection. This is the Affinity of move, which is how much stamina it will cost to use it. This not the likelihood of the wrestler using the move successfully, or the damage the move inflicts.
Briefly: If you have too many moves for your wrestler at C D and E, they will gas out quicker than those with A or B moves. However, having a few signature moves or finisher with a low Affinity doesn’t matter.
Standing/Striking
Small: generally a lead hand jab, a weak punch, a quick shop or slap or a low kick. Quick resolving techniques. Almost never knocks down a fresh wrestler.
Medium: half the time this is a body attack, like a kick or sometimes a rear hand punch or a forearm/elbow shot. Sometimes knocks down.
Big: an attack that is generally expected to knock down or stun. A technique that has longer animation, start up or recovery. This also may be a command grab to a pin or a submission as well.
Small + Medium: an overwhelming attack, one expected to always knockdown or inflicts devastating damage. For shooters/mma fighters who aren’t known for their KO power, but generally do succeed in their takedowns, it will be a leg tackle (double leg).
In Grappling
Small + Up: always a bodyslam or a lift of some sort.
Small + Down: always a trip or leg takedown
Medium + Up: always a suplex or take-over
Grounded
Shooters / MMA fighters: Unless the edit is a superlative submission artist who is known for getting finishes instantly on standing or downed fighters (See Rumina Sato, Joe Lauzon or Kazushi Sakuraba), most will move to one of the three MMA positions (guard, ‘mount’ or back mount) before attacking with a submission.
Also, understand that the moves that use the MMA positions are all focused on attacking with and defending with the MMA attribute, which is very low for most wrestlers. This means the average wrestler takes more damage from attacks and exhaust themselves just from being in those positions.
Earlier shooters (pre UFC / pre UWFi) are the few exceptions to this rule. Post 2010 (or so) shooters/MMA-to-Wrestling edits who work in conventional wrestling organizations will use a mix of attacks from the MMA positions and submissions directly from downed positions.
Finishers
Be mindful, again, of the context of the edit. Many MMA and shootfighters won’t have a singular finisher, but instead have an array of finishing techniques.
Also, for 90s AJPW wrestlers, there is a gradiation of finishers, with the most powerful only used in the most dire of matches. While it might be amusing to have your edits bust out the Burning Hammer and Tiger Driver every match, try to make the logic match the conceit of the era and organization, especially for organizations for which the way a match plays out is an integral part of what makes the organization special. This means for AJPW, their super finishers will only be used as ‘near death’ or large damage and at a 1-2% chance.
Quite simply this should be called ‘Standing Attack’ but translation be translation.
This is the actions your wrestler will take when facing their opponent, and neither are stunned. This is the standard position your wrestler will be in.
See Overview Section for explanations of the columns ‘Sml Dmg’ and ‘Lrg Dmg’.
Initiate Grapple: The wrestler will close the distance and tie up with their opponent for a standard grapple.
Stand Back (Stall): The wrestler will try to keep their distance from their opponent, avoiding strikes or grapple attempts.
Circle Opponent: The wrestler will try to circle and maneuver to initiate a back grapple with their opponent.
Stand (SML): The wrestler will try to attack with a light (small) striking technique.
Stand (MED): The wrestler will try to attack with a medium striking technique.
Stand (BIG ↔️↕️): The wrestler will try to attack with a strong (big) striking technique.
Stand (BIG): The wrestler will try to attack with a strong (big) striking technique.
Stand (SML)+(MED): The wrestler will attack with an overwhelming strike. This is generally the most powerful strike.
This may be the worst named heading in the game. It should be called ‘Wrestling Techniques’ or something. It has nothing to do with the stalling mechanic.
These are the techniques that your wrestler will use if they win a grapple / tie-up.
Grapple (SML): The wrestler executes a light (small) technique after the grapple.
Grapple (SML)+↑: The wrestler executes a light (small) technique after the grapple.
Grapple (SML)+↔️: The wrestler executes a light (small) technique after the grapple.
Grapple (SML)+↓: The wrestler executes a light (small) technique after the grapple.
Grapple (MED): The wrestler executes a medium technique after the grapple.
Grapple (MED)+↑: The wrestler executes a medium technique after the grapple.
Grapple (MED)+↔️: The wrestler executes a medium technique after the grapple.
Grapple (MED+↓): The wrestler executes a medium technique after the grapple.
Grapple (BIG): The wrestler executes a strong (big) technique after the grapple.
Grapple (BIG)+↑: The wrestler executes a strong (big) technique after the grapple.
Grapple (BIG)+↔️: The wrestler executes a strong (big) technique after the grapple.
Grapple (BIG+↓): The wrestler executes a strong (big) technique after the grapple.
Grapple (SML)+(MED): The wrestler executes an overwhelming technique after the grapple.
Grapple (RUN): The wrestler executes an Irish Whip, throwing the opponent towards the ropes or corner.
Grapple (3D): The wrestler locks on a standing front headlock, in order to drag the opponent in a direction.
Overall concepts: With my created wrestlers (which are generally full shooters or MMA fighters) I try to set throws and suplexes to the up (↑) direction, strikes to the neutral & left/right direction ↔️ and grounding techniques to the down (↓) direction.
Now, this isn’t a suggestion that works for all created wrestlers, but organizing the techniques a sense of logic behind them makes your created wrestler so much easier to use.
[h1Circle Opponent (Rear Waistlock)[/h1]
Another poorly named heading. These are the attacks that are used when the wrestler initiates a grapple from behind. As bad as the name is, at least it’s partially related to the ‘Circle Opponent’ option from the ‘Initiate Grapple (Standing)’ Section.
These are the techniques that your wrestler will use if they win a grapple / tie-up.
These are the attacks that follow after an Irish Whip (throw towards ropes). For shooters and fighters, most likely these attacks won’t be used at all. It also covers techniques used after running (. ).
These are the techniques that your wrestler will use during a run, either from the run button or an irish whip.
Running (SML): The wrestler executes a light (small) technique on the opponent after a rebound or a run.
Running (MED): The wrestler executes a medium technique on the opponent after a rebound or a run.
Running (BIG): The wrestler executes a heavy (big) technique on the opponent after a rebound or a run..
Counter (SML): The wrestler executes a light (small) technique on the opponent when they are run at or after a rebound from an irish whip.
Counter (MED): The wrestler executes a medium technique on the opponent when they are run at or after a rebound from an irish whip.
Counter (BIG): The wrestler executes a heavy (big) technique on the opponent when they are run at or after a rebound from an irish whip..
Counter (BRH): (Has to do with breathing. Not sure how)
Holy hell, this is a poorly described position. Note, this exact position name will come up again.
These are the techniques that your wrestler uses when the opponent is dazed, lying against the corner turnbuckles, but is still standing. See Below:
Running: While running to a dazed opponent in the corner, the wrestler uses this technique.
Post (BIG):The wrestler locks up with their stunned opponent and executes a heavy (Big) technique.
Back Grapple (BIG)+↑:]The wrestler locks up with their stunned opponent and executes a heavy (Big) technique.
Back Grapple (BIG)+↔️: ]]The wrestler locks up with their stunned opponent and executes a heavy (Big) technique.
Back Grapple (BIG)+↓: ]The wrestler locks up with their stunned opponent and executes a heavy (Big) technique.
Do Not Ascend: The wrestler does not climb or work a technique involving the post.
Post (SML): The wrestler executes a light (Small) technique using the post.
Post (MED): The wrestler executes a medium technique using the post.
Post (BIG):The wrestler executes a heavy (Big) technique using the post.
Post (SML)+(MED):The wrestler executes a overwhelming technique using the post.
Run Up Turnbuckle (MED):The wrestler runs up the turn buckle and excutes a technique
Don’t Run: The wrestler does nohing unsual while the opponent is down in the center of the ring.
Running at Downed Opponent: The wrestler executes a technique on the downed opponent.
Corner-to-Center Attack: The wrestler uses a special corner to center attack. (Bombaye Knee is the best example)
This is where the opponent is down with their back on the mat and chest up and the wrestler is interacting with them directly.
Pick Opponent Up: Using the small button at the opponent’s head, the wrestler will pick up their opponent.
Roll Opp.Face Up: Using the small button at the opponent’s feet, the wrestler will roll the opponent face down using their hips.
Head (MED): Attack with a medium technique while at the opponent’s head.
Legs (MED): Attack with a medium technique while at the opponent’s legs.
Head (BIG): Attack with a big (heavy) technique while at the opponent’s head.
Legs (BIG): Attack with a big (heavy) technique while at the opponent’s legs.
Head (PIN): Utilize a pin while at the opponent’s head.
Legs (PIN): Utilize a pin while at the opponent’s legs.
This is where the opponent is down with their chest on the mat and back up and the wrestler is interacting with them directly.
Pick Opponent Up: Using the small button at the opponent’s feet, the wrestler will pick up their opponent by their trunks.
Roll Opp.Face Up: Using the small button at the opponent’s head, the wrestler will roll the opponent face down using their shoulders.
Head (MED): Attack with a medium technique while at the opponent’s head.
Legs (MED): Attack with a medium technique while at the opponent’s legs.
Head (BIG): Attack with a big (heavy) technique while at the opponent’s head.
Legs (BIG): Attack with a big (heavy) technique while at the opponent’s legs.
Head (PIN): Utilize a pin while at the opponent’s head.
Legs (PIN): Utilize a pin while at the opponent’s legs.
This is when the opponent is standing, dazed NEAR the corner.
Do Not Ascend: The wrestler does not climb or work a technique involving the post or ropes.
Post (SML): The wrestler executes a light (Small) technique using the post.
Post (MED): The wrestler executes a medium technique using the post.
Post (BIG):The wrestler executes a heavy (Big) technique using the post.
Post (SML)+(MED):The wrestler executes a overwhelming technique using the post.
Run Up Turnbuckle (MED):The wrestler runs up the turn buckle and executes a technique.
Rope Slingshot from Apron to Inside of Ring: The wrestler attacks from over the ropes to inside the ropes using a leaping attack.
Fire Pro Wrestling World [v 2.12.18 + все DLC] скачать торрент
Fire Pro Wrestling World для любителей файтингов и классики в частности. Для того, чтобы приобщиться к этому зрелищному и захватывающему соревнованию не обязательно иметь мощный компьютер. Но это не самое главное преимущество данного проекта. Насладитесь стильным ретро оформлением и увлекательным игровым процессом. Настраивайте не только своего бойца, но и уделяйте внимание малейшим деталям и нюансам.
Профессиональный мир реслинга подарит возможность устраивать соревнования, чемпионаты и поединки с лучшими бойцами в мире. Замените стандартные ограждения на сет или колючую проволоку, чтобы сделать их еще зрелищнее и опаснее. Такие состязания непременно притягивают внимание всех почитателей и преданных зрителей. Трибуны всегда будут полны.
У вас будет возможность полностью создать своего бойца. Определитесь с его внешностью, с тем как он ведет сражения, будет ли он действовать честно или наоборот станет хитрить. Авторы предоставляют вам богатый инструментарий и массу возможностей и способом достижения поставленных целей. Чтобы освоить механику игры, нужно потрудиться, почитать и все выяснить, но потом этот несравнимый игровой опыт доставит массу удовольствия.
Скачать игру Fire Pro Wrestling World (2022) новая версия
На сайте brotorrent.net всегда можно получить последние обновления на самую новую и последнюю версию игры, она же есть финальная. Для этого необходимо лишь скачать игру Fire Pro Wrestling World 2022 года на компьютер или ноутбук бесплатно и без регистрации и смс.
Актуальная версия как оригинал, только взломанный или в простонародье «крякнутый» без кода регистрации, но, сборка рабочая и стабильная, работает без интернета. Можно играть в «синглплеер», так называемая одиночная игра в оффлайн режиме. Без ключа запускать игру проще всего!
Fire Pro Wrestling World
Story
About Fire Pro Wrestling World
The greatest grappling game returns to take on the world on the PlayStation 4®system! In Fire Pro Wrestling World, customize every aspect of the match, from your wrestler to the ring itself, to fight your way to the championship belt.
Features
Mix Up the Rules – Modes include Deathmatch (steel cage, barbed wire, or landmines), no-holds barred Gruesome Fighting, and SWA homebrew rules that mix pro-wrestling and MMA.
Unlimited Customization – Create your dream wrestler from over a thousand devastating moves, and even more body parts, to battle for custom championship belts. Personalize the ring, mat logos, and even the referee!
Realistic Simulation – Give your creations personalities with a robust system that defines their every action. Does your wrestler play to the crowd, or play dirty? You provide actors for the ringside drama.
Play Online – Share your custom wrestlers, organize exhibition matches, tournaments, leagues, championship bouts, and battle royals with players from around the world.
Screenshots
Game Information
Release Date 12.18.2017 (Steam) / 08.28.2018 (PS4 NA and EU) Platform Player(s) Offline: 1-4, Online: 1-8 Genre Developer Spike Chunsoft, Co. Ltd. Website Rating |