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    Super UCHU Power by Bill Wood

    Version: 1.0 | Updated: 04/30/13 | Search Guide | Bookmark Guide

    ===========================================================
    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.
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    ===================
    ==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

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