Fire Pro Wrestling Audience Mode FAQ
Last Updated: July 1st, 2002
Though I love getting e-mail about my work, please write "FAQ" in
the subject line somewhere...thanks! Doing this also assures
that I will read it, as I have learned(many times over) that
on a bad day, there's a slim chance I just *COULD* be wrong...
and the readers always point out errors.. ^_-
Table of Contents
1) Update History
2) General Information
3) Universal Audience Mode Truths
4) Specific Audience Mode Tactics
6) Copyright Info
1) Update History
01Jul02, 1:16PM: FAQ started.
01Jul02, 9:06PM: V1.0 done. Submitted shortly thereafter.
2) General Information
So, we're at a year after the release of the game, and there's
STILL the questions about audience mode popping up on messageboards.
Like, who to use for this style, or how to beat that style, or
just how this style is impossible.
It's not. I'm going to tell you how to dominate the Audience Styles.
To quote the great Scott Adams, I'm opening my kimono to you while
doing jumping jacks. Basically, you'll know how to beat all the styles,
and walk away knowing more then you ever wanted to know about them. You
may even walk away with some real ring psychology. And since this game
is so realistic, that's not a bad thing... that's a great thing.
First, we're going to learn about things that severely your rating
in ALL audience styles. Bad, good, you'll learn it. After we learn the
general stuff, we'll get down and get specific, with a tour de force
through the styles, in the order you should go through them, in my
order of difficulty. My way builds you up to increasingly more
difficult styles, the ones that are hard to perform in. Remember though,
I'm telling you how I got the best ratings. If it doesn't work for you,
take some of my strategies, and twist them to your playing style. No
problem there. Hell, send it in, and I'll probably add it...
And this is NOT a good playing guide, as in, for winning a lot. This
guide solely is for getting high ratings. You can lose and get 100%,
Of course, there's the people who prefer to put in the cheat for
all the characters and moves. I'm usually one of them, but I've stuck
by the honest way, and I feel very satisfied. I suggest you do the
same, it's very rewarding. But hey, if cheating yourself out of this
wonderful mode is your thing, go right ahead.
Now, onto the show!
3) Universal Audience Mode Truths
Note: These apply to all styles EXCEPT Stoic, in which everything is
different. I'll throw a note on the end of each point, and give some
insight into Stoic.
-It's PERFECTLY FINE to lose a match that you get a high rating on,
unless you're on the tier where you can't lose. Dropping a few matches
doesn't hurt at all.
-Similarly, it's perfectly fine to get a low rating. For example,
on Lucha, I was matched against a non-lucha. I couldn't get anything
above a 75%, and I needed 80%. So, I gave up, but since my average for
all the matches before were about 83%, it just averaged me down to 81%.
I did have a few close calls, like getting 80% exact on the third tier
of Lucha. I find it helps to have a calculator handy. Then, you can figure
what you can afford to lose, and what you need to make it.
-I prefer to just use my own edits. Except for my edit of The Rock,
all my Audience Mode winners are custom edits.
-Edits are better for the sole reason that you COMPLETELY know the
moveset and abilities of the character(at least you should =). Nothing
worse then trying to remember what the button combo was to pin, but going
for a submission and winning, destroying your rating.
-If you don't know what a Near Fall is, it's when the ref is counting,
and the pinned wrestler kicks out RIGHT before the 3 is counted. The ref
barely stops his hand from hitting the mat, and puts his 2 fingers up,
signifying that it was only a two count. Most main events, in Puro and
American wrestling have a few of these.
-The reason Near Falls are so effective is because it shows great
resilience in the pinned wrestler. But ONLY after a high spot or finisher!
Or at least a signature move. What's more nerve-racking:
1) Random Guy takes a Chokeslam from Random Dude off the turnbuckle!
After a bit of rest, Random Dude drags Random Guy to the center, and
covers. 1......2......thre-NO! BY GAWD, HE GOT THE SHOULDER UP![/JR Voice]
2) Random Guy hits Random Dude with a Snap Mare, and covers...
1......2......thre-NO! BY GAWD, HE GOT THE SHOULDER UP![/JR Voice]
If you know anything about wrestling, it's 1. It has a high spot(anything
off the turnbuckle is a high spot, springboard/running out moves are high
spots, AB moves are strong, so they CAN be high spots, things like the
cage exploding is a high spot), and we're calling the Chokeslam a signature
move, so it's gravy. A near fall after that really gets the crowd behind a
match. If you watched WWF in the Invasion days, Kurt Angle was the Near
Fall MACHINE! 3Ds, Stunners and Chairs, Oh My! NOTHING COULD KEEP HIM DOWN!
And remember what happened?
The crowd LOVED him.
Love *your* Near Falls. They are your god.
-Perform a near fall by letting go of/escaping a pin by tapping B right
before the 3 is counted. Each ref counts a little different, so try out
some pins BEFORE trying a near fall. Get into the pin rhythm. I nod my head
to the counting 'beat', and that helps a lot. Remember, if you're REALLY
trying to escape a pin, hold B. You needn't do anything else. Button
mashing gets you MORE 'pinned', and you have a lessened chance to escape.
-Near Falls can single handedly raise your rating for most styles by
as little as 2%, but in some matches, by changing how I got the near falls,
I've had a 7% difference! That's PER Near Fall! That's a pretty good chunk
-Don't overdo Near Falls. In a 25 minute match, I aim for 5-6. And they're
usually in the last few minutes.
*Stoic: Don't pin. Don't near fall. Just DON'T PIN.
-Simple. Don't use them to finish a match unless it's your finisher. If you've
had a GREAT match, then it can be a signature move. It's an easy way to win,
and the crowd knows it. In short, use them for weardown and if they're signature
moves. This is the NOT COOL part of submissions:
Rock hits the Spinebuster on Taker, and sets up for the People's Elbow! He
throws the elbow pad.... and then locks on a sleeper! Taker taps! Rating
goes from 90%+ to ~75%.
This is the OK part of submissions:
Benoit hits his German Suplexes on Jericho, who comes running... Crippler
Crossface! Jericho taps!
See, that's OK because the Crossface is his finisher, and the Suplexes
beforehand were signature moves.
*Stoic: Submissions are a good way to win. That's about it.
-In Showman style, before/after a signature move/finisher, and within 3-4
moves of the finisher. IE, Austin's Middle Fingers right before the Stunner.
-In all other styles(barring Stoic, of course), just use taunts to signal
for the finisher, as above, within 3-4 moves of the Finisher. If the win comes
after calling for the end and hitting the finisher, that's a large ratings boost.
-Because you can. Seriously though, correct taunting can get the crowd behind
you or booing you, if you're a heel. Either way, that's a good crowd reaction.
-Not to mention the strength bonus taunting gets you when you have the Stardom
special skill. More strength means a higher chance of a Critical.
*Stoic: Don't even think about it.
Note: Some styles, like Stoic, love Criticals, some don't. I've shown them
below. The ones that do give you around 10-15% for a Critical, the ones that
don't take that much away.
-Honestly, I'd have to say that you should AVOID THESE LIKE THE PLAGUE. Getting
a Critical win in Lucha, Strong and King's Road styles dropped my rating to ~70%.
-Conversely, winning with a Critical in Stoic, Showman and Hardcore is usually
-Don't just GO for the Critical. Usually, you just end up hitting the same move
OVER AND OVER, and the crowd hates that. If it doesn't Critical once, and you
_REALLY_ want a Critical, then try twice more. Make sure to mix moves in between
the two attempts. After that, just suck it up, take the win, and try next fight.
*Stoic: Criticals are your gods. Ignore the above, and keep going for it.
4) Specific Audience Style Tactics
Easily the easiest style. All you have to do is win. Beat the other guy
into submission. There's two ways to go about this style. There's the hard
way. And, there's the easy way. Here's what the game says about Stoic Style:
"This style requires that you beat your opponent as quickly and efficiently as possible."
That, my dear readers, is the HARD way. The easy way? G-Bomber says:
"This style requires that you get a Critical."
Once I learned this, I breezed through Stoic without trying.
First of all, use someone with a Striking Critical type and lots of Striking
moves. I used an edit. If you would like to do that as well, use the Critical
Move list on GameFAQs. Load the edit up with moves that have are a Strike
Critical. I got great results with my grab AB moves being Open Hand Jab Combo,
Dynamite Punch Rush, Upper Open Hand Jab and Standing High Kick.
Now, here's the match strategy.
We all know that when you beat someone badly enough, they are knocked
out. They look like they've been Critical'd, and the ref will call the
Pick them up before he calls the match. Keep beating the living hell
out of them.
When the word "Critical!" appears on the screen, you let the ref call
You just got 85%+.
Rinse and repeat.
Remember, just a constant beatdown, don't let them get ANY hits in.
Well, they can, but you should knock them out. And don't let them
fall out of the ring after they've been KO'd, as you can't go out
and rescue them.
After knocking all those people senseless, you get to do it again
while making them bleed in...
Also quite an easy style. On paper, at least. It IS easy, but the
difficulty is all dependant on who you're fighting. You do fight
some guys that aren't all that hardcore, so you're going to have to
take care of business.
Basically, choke, sickle, fork, headbutt and piledrive your way to the
top. Illegal weapon use and head dropping moves are the way to go. I,
of course, used an edit, but you oughtta do fine with Master Tohgoh, he's
in the Free section. Making hardcore edits is easy stuff. If it drops them
on their head or involves something illegal, it's fair game.
This style has a much wider variety of things to do then Stoic, but it's
still pretty simple. Basically, be evil. Make 'em bleed, then drop them on
their face some more, and use more sharp foreign objects! Take 'em outside,
and compress their neck a bit on the concrete.
Should be a cakewalk. Just use the outside for a lot of the match, making
sure to slam their head into the railing every so often, dropping them near
the protective padding with a piledriver. See if you can go around the
outside of the ring at least once while putting the hurt on your opponent.
Bleeding is almost a must. Try to get hurt yourself, the crowd enjoys your
pain. What a bunch o' freaks. And don't worry about Criticals. If you get 'em,
that's good, if not, that's cool too.
Ouchies. After causing much blood to be spilt, hang up the sickle, and pick
up a pair of sunglasses, it's time to strut your stuff in...
It's time to entertain the millions(AND MILLIONS!) of the fans out
there. This style is the entryway to the to the others. Unlike the past
two styles, you actually need to be beaten a bit in this style, and that
gets you ready for the next two styles.
In short, get out there and shake that moneymaker.
Use mostly anyone from the APW or AWG stables.
I used a Rock edit. When making your own edit for this style, use a nice
array of special moves. That means, keep them spaced out. It's sure
tempting to throw them all on your AB moves, but you should have a flying
attack specialty, a submission specialty, a back grapple specialty,
and a turnbuckle specialty. This insures that in nearly ANY situation, you
still have a move the crowd loves. Your finisher can be anything, though
I recommend front AB moves, as the crowd seems to like those finishers
the most. Use as much as your moves as you can, try to use at least one move
from every situation.
Most of all, at least for this style, make and STICK to a character for
your edit. Does he hit a signature clothesline as much as he can? Does
he hit his finisher from nowhere? All these nuances actually matter to
the fans, and having a great character can raise your rating quite a
Taunt a fair amount. Before -OR- after a special move, and ALWAYS signal
for your finisher by taunting within a few moves of it. Try to finish
the match with your finisher. Use all your signature moves throughout
the match, but not more then a few times. Finisher should be used twice,
maximum. Throw in a Near Fall after one of your finishers, and then REALLY
finish it. Dominate the beginning of the match, let yourself get the dickens
beat out of you, and make a comeback. The crowd loves that.
Oh, and a lot of people have trouble with Andre the Giant. Since you're
most likely going through this style with an edit that has the 'Stardom'
special skill, simply taunt when you're at low health and you get a strength
boost, so it's like a second wind against Andre. And DON'T let him hit you
more then a few times. He WILL own you if you let him get a quarter of a
chance. Just stick to a lot of B moves, and when he FINALLY starts staying
down, hit your A moves, and then AB moves aren't far off. You can also just
wear him down with standing strikes, or make him run by whipping him off the
ropes...again and again. He'll tire soon, and you can just start using strikes
as he attempts to catch his breath. Just don't try many lift moves, and
you'll do fine.
Also, Vince McMahon spends most of the match running from you. Just get him in a
corner, and he'll pay for making the fans wait for his blood.
After entertaining the World, nay... the UNIVERSE, hang up the title, relax the
eyebrow and grab a water bottle, you'll need it in...
Here's where the difficulty ramps up. Have a nice long match(20-30 minutes in
game) and the fight will be even the entire way through.
Very simple. The only problem is staying up that long, as the computer is good
at pissing you off by pinning you or slapping on some rest hold and making you
tap. The only advice I can give is to make your hits better then their hits.
Breathe, all that good stuff. Use someone with good defense and awareness.
I find Kenta Kobashi to be pretty good in this style.
The way I do it is to beat up on him for a minute, he beats me for a
minute, I beat him up for two minutes, he beats me for two minutes, I beat him
for three minutes, he beats me for three, etc. until he gets a near fall on me.
Then, I beat up on him for the win. Usually works. Just have it real close,
and pull out a 'barely' victory.
After showing all those 'Strong' people how you're so much better, throw the
water to the side, and grab some Gatorade, it's time for....
-King's Road Style
This is VERY similar to Strong Style. Tremendously so. In fact, Kobashi
is still one of the best choices, and the timed attacking I described above
works as good as it did in Strong Style. You beat him until 1:00, he beats you
until 2:00, you until 4:00, him until 6:00, you until 9:00, him until 12:00,
and you just take over and beat him for awhile, winning at 15:00.
The only difference is that King's Road is a little more action packed then
Strong Style, and the last few minutes should have the eventual winner really
beating the other guy down, as King's Road likes a clear winner.
After walking down the Road, wipe the sweat off, lose a few pounds, and grab
a mask, it's time for...
This is inevitably the Style people need help on when they need help. I
myself just beat it, and I found the secret.
Don't stop moving.
I'm serious, that is just so important. It's not so much of "Don't Stop" as,
"Make sure you're doing SOMETHING". Your character should be fast, be able
to run-up and all that. Have the best breathing, and don't really worry about
bloody stats, most Luchas don't have any bloodying moves.
You know how I start my matches? Lots of B moves, if one lands near the
turnbuckle, I run up it and hit a Mad Splash. That usually meant by 1 minute
in, I had already hit a top rope move, and that's very fast. Just use all your
top rope moves, your slingshot in/out moves, your running out move(I usually tried
the running out move twice, and the slingshot twice.) Do standing turnbuckle moves
to the outside, that's damn lucha like. Nothing like jumping 5 feet down and landing
in a Swing DDT.
Basically, use lots of fast moves, and end with your finisher(if it's a turnbuckle
or flying attack), or a Rana of some type. You don't even need to let your opponent
get any moves in. I did the last two tiers of Lucha without getting more then a
few moves done on me. My AB moves were Sole Butt Rush, Ultra Rana, Jumping
Neckbreaker, and the High-Jump Facebuster. Finisher was the Shooting Star Press.
After all that, shrug out of the Azteca Suit..... you're done! =)
Spike - We all know why.
Nintendo - For this GBA thing.
GameFAQs - For hosting this.
Some post at the No Mercy boards - For saying FPW rocked
and sparking my interest.
The Endless Hordes of Newbs - For bringing freshness to
the scene, oh, and asking too many damn questions.... =)
Summer - For giving me time to write this.
My Teachers - For not failing me, so I HAD a Summer. ;)
Hewlett Packard - For the CD Burner that's letting me listen
to so much music right now.
Hulk Hogan - For we all need someone to laugh at... =)
C-CWA and M-DWF(yes, M-DWF) - Y'all rock. Kingpin's your god, eh? =)
Gamelans FPW Board - The peeps that got me into the game, after
hearing about it. Nice stop in my day.
6) Copyright Info
Fire Pro Wrestling Audience Mode Guide
(c) 2002 G-Bomber