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Edit Mode FAQ by Chilly McFreeze

Version: 1.4 | Updated: 10/15/01

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 


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!)


    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



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 

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).



This is obviously where you enter your wrestler's name.  It is laid out 
like so:

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 

Nickname: The Immortal
Short Name: HOGAN     Long Name: HULK
Exchange: On          Middle: []



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 

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 

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

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



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 
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 
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.



Quite simply rate your wrestler on a scale of 1-10 for each category.  
Each increase of 1 will cost you 1pt.



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).



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%.



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).



Here are some of my own edits as examples of what you can do in this 


Nickname: 2Xtreme
Short Name: Hardy    Long Name: Jeff
Exchange: On         Middle: []

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

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)

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


                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


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


Thanks to Kevin Xu for telling me what the Panther style is.

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