=========================================================== FIRE PROWRESTLING RETURNS CHARACTER GUIDE: SUPER UCHU POWER =========================================================== for Sony PlayStation 2 (U.S.) Version 1.0 by Bill Wood (billwood661@ca.rr.com) Last modified: 4/29/13 Fire ProWrestling Returns (c) 2005 Spike (c) 2007 Agetec NOTE: This guide views and prints best with a monospace typeface. ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZA =================== ==VERSION HISTORY== =================== 1.0 - Initial release of the guide. ===================== ==TABLE OF CONTENTS== ===================== SECTION 1: HISTORY OF SUPER UCHU POWER SECTION 2: SKILL AND PARAMETER STATS SECTION 3: MOVELIST SECTION 4: SHOOT FIGHTING IN FIRE PRO RETURNS SECTION 5: STRATEGY SECTION 6: CLOSING ========================================== ==SECTION 1: HISTORY OF SUPER UCHU POWER== ========================================== Little is known about Koichiro Kimura, the man behind DDT's Super UCHU Power. He trained in MMA in SAW (Submissions Arts Wrestling) back when mixed martial arts was still a little known commodity. During the early years of his wrestling career Kimura worked in FMW and W*ING, later finding his way to MMA and Akira Maeda's RINGS. In 1997, Kimura adopted the gimmick of Super UCHU Power for the small-time Japanese indy wrestling promotion DDT. His persona is that of a "Wrestling Space Jew", confirmed by the Star of David on the forehead. This may sound completely nonsensical but remember, this is DDT we're dealing with. Nothing is too wacky. ======================================== ==SECTION 2: SKILL AND PARAMETER STATS== ======================================== SKILL ----- Real Name...............Super UCHU Power FPR Name.....................Hyper Earth Promotion............................DDT FPR Promotion....................BBT Pro FPR Faction.............BBT (DDT) Legend Size..............................Medium Class..............................Heavy Height...........................Unknown Weight...........................Unknown Gender..............................Male Birthdate........................Unknown Country............................Japan Rank...................................C Charisma...............................E Stance..........................Shooting Fight Style....................Wrestling Return...........................Shooter Critical........................Finisher Special............................ None Recovery...................Medium (Good) Recovery (when bleeding)............Slow Breathing.........................Normal Breathing (when bleeding)..........Below Spirit............................Medium Spirit (when bleeding)..............Poor Neck Endurance....................Normal Arm Endurance.......................High Back Endurance....................Normal Leg Endurance.......................High Movement Speed....................Medium Up and Down Speed.................Medium Ascent Style......................Enable Favorite Weapon....................Chair PARAMETER - OFFENSE PARAMETER - DEFENSE ------------------- ------------------- Punch.............5 Punch.............5 Kick..............4 Kick..............5 Throw.............6 Throw.............6 Joint.............6 Joint.............6 Stretch...........5 Stretch...........7 Power.............5 Flying............3 Agility...........4 Body..............4 Arm...............5 Lariat............4 Technical.........5 Technical.........3 Rough.............3 Rough.............5 MMA Overall.......6 MMA Overall.......6 Entertain.........1 Entertain.........5 ------------------- ------------------- OFF. SUB-TOTAL...55 DEF. SUB-TOTAL...59 TOTAL SKILL POINTS (on a scale from 0-380): 132 ======================= ==SECTION 3: MOVELIST== ======================= Specialty moves are marked with [S]. Finisher is marked with [F]. KEY: ([]) = Square button (X) = X button (O) = Circle button STRIKES ------- Standing ([])...................................Shouda Standing (X)..................................Low Kick Standing (O) + d-pad.......................Middle Kick Standing (O).............................Lariat Attack Standing ([]) + (X)..................Double Leg Tackle Running ([])...........................Shoulder Tackle Running (X)..........................Double Leg Tackle Running (O).....................................Lariat Running Counter ([]).................Flying X Arm Hold Running Counter (X)............................Uranage Running Counter (O)......................Side Arm Hold Running to corner...............................Lariat Co-op Irish whip to corner......................Lariat Corner-to-center attack...........................none GRAPPLES -------- Grapple ([])...............................Crown Elbow Grapple ([]) + Up............................Body Slam Grapple ([]) + Left/Right................Knuckle Arrow Grapple ([]) + Down...........................Leg Trip Grapple (X)........................Delayed Brainbuster Grapple (X) + Up.....................Double Arm Suplex Grapple (X) + Left/Right...................Side Suplex Grapple (X) + Down................Tombstone Piledriver Grapple (O).............................Front Necklock Grapple (O) + Up.....................Front Suplex Whip Grapple (O) + Left/Right.......................CAPTURE [S] Grapple (O) + Down.....................FINAL POWERBOMB [F] Grapple ([]) + (X)....................Triple Powerbomb Back Grapple ([])......................Back Liver Blow Back Grapple (X)..............................Backdrop Back Grapple (O)....................Body Choke Sleeper Back Grapple (O) + Up/Down.........Multi Belly-to-Back Back Grapple (O) + Left/Right............GERMAN SUPLEX [S] Back Grapple ([]) + (X).............German Suplex Whip Back Grapple Counter ([])...................Elbow Butt Back Grapple Counter (X).................Side Arm Hold OPPONENT DOWN MOVES ------------------- Opponent Face Up at Head (X)..........Soccer Ball Kick Opponent Face Up at Head (O)........Neck Hold Arm Lock Opponent Face Up at Feet (X)........Hooked-Leg Pinfall Opponent Face Up at Feet (O)............Guard Position Opponent Face Down at Head (X)....Stepover Arm Breaker Opponent Face Down at Head (O).....Back Mount Position Opponent Face Down at Feet (X)..............ANKLE HOLD [S] Opponent Face Down at Feet (O)....Rev. Cross Knee Hold Running at Downed Opponent (O).........Kick to Stomach MOUNT MOVES ----------- Guard Attack ([])...............................Shouda Guard Attack (X)............................X ARM HOLD [S] Guard Attack (O).............................Heel Hold Guard Counter...........................Front Necklock Mount Attack ([]).......................Face Knee Lift Mount Attack (X)........................Front Necklock Mount Attack (O)...........................Back Switch Mount Counter.................................Leg Roll Back Mount Attack ([])...................Choke Sleeper Back Mount Attack (X)...............Body Choke Sleeper Back Mount Attack (O).......................X Arm Hold Back Mount Counter..............................Escape POST AND APRON MOVES -------------------- Post ([]).........................................none Post (X)..........................................none Post (O)..........................................none Post ([]) + (X)...................................none Running Dive ([]).................................none Running Dive (X)..................................none Corner Grapple (O) + Up.............Corner Hammer Blow Corner Grapple (O) + Left/Right........Corner Shoulder Corner Grapple (O) + Down.............Corner Knee Lift Corner Counter [F]..............................Shouda Corner Counter [B]......................Backhand Elbow Inside Apron......................................Hook Outside Apron.....................................Hook Run to outside....................................none Dive out ring.....................................none Dive in ring......................................none Cage Dive.........................................none DOUBLE AND TRIPLE TEAM MOVES ---------------------------- Front Double Team...................Double Brainbuster Back Double Team.......................Double Backdrop Corner Double Team................High-Jack Piledriver Front Triple Team...................Triple Hammer Blow Back Triple Team....................Triple Hammer Blow Corner Triple Team....................Triple Powerbomb PERFORMANCE ----------- Entry Performance..........................Wrist check Analog Stick Left..........................Wrist check Analog Stick Right...................Neck Cutting pose Analog Stick Up..........................Hands come on Analog Stick Down................................Stare ================================================= ==SECTION 4: SHOOT FIGHTING IN FIRE PRO RETURNS== ================================================= (NOTE: The localization of FPR describes "guard" as the "mount" position and "mount" as the "front facelock" position, while "back mount" remains the same. As a result, you may want to forget everything you know about MMA and Fire Pro before you tackle this section!) Super UCHU Power is an extremely interesting hybrid of pro wrestler and shoot fighter in Fire Pro Returns, making him a good choice for those who want to become familiar with FPR's shoot system without becoming too immersed. For instance, with UCHU you can compete in traditional pro wrestling matches and pull off the standard wrestling techniques while working in various shoot maneuvers whenever you feel comfortable. Because shoot fighters are such a unique class of fighter in FPR, I will outline the pros and cons of using them in what is primarily a professional wrestling game before we discuss specific Super UCHU Power strategy: PROS OF SHOOT FIGHTING IN FIRE PRO RETURNS: ------------------------------------------ * Knowing the Fire Pro Returns shoot grapple system puts you at an advantage versus opponents that don't * Because shooters usually can "Critical!" opponents with a variety of submission holds or strikes, they can end a match quicker than most professional wrestlers * Shooters work well from the mount position, most professional wrestlers don't * High defensive stats vs. Submission and Stretch means shooters won't easily submit to holds CONS OF SHOOT FIGHTING IN FIRE PRO RETURNS: ------------------------------------------ * Higher learning curve as you will need to perfect the timing of shoot grapples and mounts * On average, you will need to win more grapples to have success in a shoot match * Shooters are poorly-equipped defensively versus both heavy and junior pro wrestlers (generally low defensive stats vs. Flying, Crush and Lariat) * Shooters can't perform high-flying moves or other moves that take advantage of the wrestling ring Basically, if you're up to the challenge of mastering the learning curve of shoot fighting in Fire Pro Returns, you will be rewarded with a whole new aspect of gameplay. SHOOT FIGHTING BASICS There are three main shoot positions in Fire Pro Returns: guard, mount and back mount. Here is a brief description of these positions, along with their grapple timing: GUARD - The opponent is on the ground face up. The attacker mounts him, straddling his torso. The timing for the mount grapple is just after the attacker leans his torso back and is preparing his attack. BACK MOUNT - The opponent is on the ground face down. The attacker mounts him, straddling his lower back. The timing for the back mount grapple is just after the attacker raises his fists and is preparing his attack. MOUNT - This is the rarest of shoot positions, and the easiest to master as far as timing goes. The mount (a.k.a. front facelock) is usually a counter to a takedown attempt, and is accomplished by grabbing the attacker's torso when he is coming in for the shoot. The timing for this grapple is when the fighter slams his opponent to the mat. (NOTE: In MMA fighting, the FPR mount position is commonly known as a "sprawl".) You'll need to learn timing of each of these instances to master shoot fighting. Play against another shooter on Level 1 CPU difficulty and practice your timing over and over until it becomes as instinctive as regular Fire Pro grappling. LEARNING THE MMA SYSTEM WITH SUPER UCHU POWER If you're using Super UCHU Power to learn the FPR MMA system, here are the attacks you'll want to incorporate into your offense: From a standing position: ([]) + (X) Running at the opponent: (X) Opponent Face Up, At Feet: (O) Opponent Face Down, At Head: (O) Each will result in a move to the "guard" or "back mount" position. Once you've mounted your opponent, use any follow-up you want. If the opponent sprawls on you, practice that button timing as well. ======================= ==SECTION 5: STRATEGY== ======================= GENERAL STRATEGY From reading the previous section, we know that Super UCHU Power is an incredibly diverse fighter in FPR. His skill parameters are strictly average, and yet he is able to compete in an environment where most pro wrestlers would surely fail (namely Gruesome Fighting, or MMA). This leaves us with the question of how to best formulate a winning strategy with UCHU. Most pro wrestlers have a glaring weakness when it comes to dealing with MMA techniques, so if you want to use UCHU as a shooter in a pro wrestling match, go right ahead. Adversely, many shooters don't know how to deal with various pro wrestling techniques, so you can use the opposite strategy on them. As you can see, UCHU's versatility can be used to his advantage. If you're bringing UCHU to MMA matches, note that his Bleed stats are very poor. If he gets busted open, you'll probably want to finish the match ASAP. It's worth noting that while Super UCHU Power does have the ability to climb the turnbuckle, he has no post moves. So unless you feel like watching the ref count, don't do this. STRIKES UCHU has a well-balanced strike set; Shouda and Low Kick for in close, the Middle Kick for distancing, the Lariat Attack for standing dazed opponents. It's up to you choose which strike to use for which occasion, but once you're familiar with them, they all should become a staple of UCHU's offense. The Double Leg Tackle deserves special mention as it will surprise opponents who aren't looking for shoot takedowns in a wrestling match. In addition, takedowns are the only strikes that can directly transition into other moves, giving UCHU the opportunity to double up on damage potential. From the takedown, your best option is the X Arm Hold (Arm Bar). GRAPPLES Interestingly enough, with all of the shoot options available, Super UCHU Power has absolutely zero grapples that transition to the shoot position. This means if you're going to grapple, you're going to have to stick to pro wrestling techniques. In most instances, a German Suplex from a back grapple is your best option. If you can lift your opponent into a Standing Dazed position, grab them from behind and toss them about the ring. Super UCHU Power's finisher is the Final Powerbomb (better known to most wrestling fans as The Undertaker's Last Ride), an absolutely devastating move that should be exploited toward the end of a match. ====================== ==SECTION 6: CLOSING== ====================== In closing, I would like to thank Jason Blackhart for statistical information and Dave Fairbairn for moveset clarification. Fire ProWrestling Returns Character Guide: Super UCHU Power (c)2013 Bill Wood