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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. Bike, one of our main event pillars, has paltry points. This it the other place where your character will be assigned points that go towards their total. Each attribute has a scale, 1 being the worst, 10 being the best. 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.

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? 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.

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. 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.

CPU logic. 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. When he does grapple, how does it look? A lot of this has to do with personal preference. 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. 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. Also take into account that bigger moves do more damage and shorten the match.

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. You're supposed to work your opponents with light moves at the beginning of a match, move on to medium-strength moves as you wear them down a bit, and then bust out your haymakers, high-impact maneuvers, and finishers after they're properly beaten down.

Certainly, you can attempt your deadliest moves out of the gate, but they're likely to get reversed or countered by stamina-filled opponents. This system gives matches a sense of momentum, as the wrestlers build from feeling each other out to delivering big slams. Resting is a vital pacing component, too.

You can't bust out move after move without consequence — your wrestler suffers fatigue over the course of a contest. Fire Pro Wrestling World, like its predecessors, lacks visible health bars or stamina meters, so you must observe your grapplers' body language to gauge their fatigue state. A few huffs and puffs indicate that your wrestler is tired, but functional; if s he hunches over and sucks in air, she's completely winded and will be put on her back by any move.

You can stave off tiredness by making your wrestler rest at regular intervals by tapping the dedicated breathe button. This energy management may sound a bit tedious, but it adds another layer of strategy and tension. After all, many truly great pro wrestling bouts feature moments where the drama comes from seeing which grappler can simply get to his or her feet first. Fire Pro Wrestling World offers a variety of gameplay modes to keep your interest.

There are the standard singles and tag-team matches, as well as many delightful gimmick matches. You can fight inside a steel cage, engage in UFC-style Gruesome Fighting, go hardcore in a Landmine Deathmatch or Barbed Wire Deathmatch which were made popular in the 'garbage' promotions like Big Japan Pro Wrestling and Frontier Martial Arts Wrestling , enter tournaments and leagues, mix it up in battle-royale and tornado matches, and fight under Spike Chunsoft's original S-1 rules which emulate the defunct K-1 kickboxing promotion's rule set or SWA rules which resemble the guidelines set by the Pancrase hybrid wrestling promotion.

In short, there's a lot to do. Unfortunately, you can only play singles matches online, which is a bummer. Spike Chunsoft has mentioned that online tag-team fighting is coming down the pipe, however. On the upside, Fire Pro Wrestling World's netcode is quite good; after 50 hours with the game, I can happily say that I've rarely encountered a laggy contest. You can play against other people in ranked Cement or unranked Pro Wrestling matches, too, though Spike Chunsoft needs to change the option names to make them clearer to the uninitiated.

Fire Pro Wrestling World also keeps track of your win-loss record, as well as the percentage-based match rating that judges how well you put on a show. Fire Pro Wrestling World's contests are filled with a ridiculous array of wrestling moves, from the basic to the brutal.

Fire Pro Wrestling World has simple and advanced strikes, lariats, joint locks, slams, top-rope moves, and brutal maneuvers, such as The Burning Hammer and Tiger Driver ' Okite Yaburi lets you steal your opponent's finishing move once per match in a massive sign of disrespect. So, if you're using a Shawn Michaels Edit, for example, you can powerbomb Kevin Nash using his own jackknife powerbomb special move more on Edits and Edit Points in a bit.

The blow exchange sees a pair of wrestlers trade punches, kicks, or chops without wincing until one of them delivers a finishing blow; the wrestler who wins the exchange is determined by how fast the person controlling it can mash buttons during the sequence. It's amazing that a title with such simple visuals can accurately replicate the look and feel of American-, Mexican-, and Japanese-style professional wrestling morseo than the big-budget WWE 2K releases.

Fire Pro Wrestling World includes 30 default fake wrestlers, but you probably won't touch them outside of the Mission Mode. The in-depth Mission Mode is a tutorial that helps newcomers acclimate themselves to Fire Pro Wrestling World's gameplay by tasking them with achieving set goals with the default roster. The goals include learning the lock-up timing, executing a basic move, and doing a diving attack from the top rope to an opponent that's positioned outside of the ring.

If you've never played a Fire Pro game, Mission Mode is a good place to start. Even Fire Pro veterans should give Mission Mode a go, as playing it unlocks new moves and Edit Points that you use to build your custom wrestlers. I am not a fan of that.

I've been playing Fire Pro religiously since the Dreamcast version, so locking moves and Edit Points behind a practice mode is an annoyance. On the upside, Spike Chunsoft has released a new move with each of its recent software updates, so you can expand your arsenal without venturing into the tutorial. They aren't the Mission Mode moves, but they're welcome additions. Most moves are pretty cool, but Fire Pro Wrestling World continues the series' long, rich history of subpar striking. You must be perfectly aligned with your opponent to land many punches and kicks, which can be frustrating if you have a boxer or mixed martial artist who relies on strikes to do damage.

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