Fire Pro Wrestling World

Fire Pro Wrestling World

View Stats:
What does "Special skill" do?
I saw this when editing my character, but there's no description forwhat these do, and they seem quite vague, does anyone know what it does?

Also, what does the extended skill in the carlzilla mod do? and how do you build your own skill package?
Last edited by Darkability; May 2, 2018 @ 1:17pm
Originally posted by sofia ciel:
The instruction manual explains very little.

For the record, HP is health, obvs.; SP is spirit, which is what influences whether a move successfully pins the AI or whether they submit or not. Generally, anything below 25% SP has a chance of successfully pinning based on ref position and fall count speed. 0% SP almost always guarantees a submission.

15 pt. Skills
---

Stardom - When HP is at 0 (i.e. when even a light standing attack crumples the wrestler), doing a taunt and then using any move will cause that move to do 125% normal damage.

Q. Return - When HP is low (possibly somewhere between 5 and 25%), but SP is still high (how high that is I'm not 100% certain), the wrestler only takes 1/8 as long of a time to recover from being knocked down.

Over Turn (also referred to as One Hit Reversal) - When HP is less than 10%, but SP is above around 30%, the probability of a critical is doubled.

Start Dash - While HP is over 70%, gaint +1 parameter point to all offensive parameters. This includes parameters that are already at 10.

Guts - While HP and SP are both at 0%, the chances that a wrestler instantly submits is reduced to about 1/20 per submission tick. Normally at 0% SP, a submission is more or less instant.

Strikeback - While HP is under 5%, and while the opponent's HP is also under 5%, all offensive parameters are increased by +2; again, this will overide the stat cap.

Finish (One-Hit Finisher) - The first two uses of your wrestler's finisher do 150% damage.

Blood - When bleeding, EVERY move done by the wrestler does 10% bonus damage.

Hardcore - While holding a weapon, all offensive and defensive parameters are increased by +3 - again, this can go over the normal in-game cap.

Focus (Concentration) - The probability of Strike, Submission, and Technical criticals are decreased by 50%. This does not cover a wrestler's finisher.

Adapt - The probability of Suplex and Power criticals are decreased by 50%. Again, this does not include a wreslter's finisher.

Hardbody - It's not fully explained, but I think that it means that, unless a move goes above a certain damage threshhold, usually achieved by either being one of the biggest moves in the game, being flagged as a finisher/signature, and/or having a boost from Stardom or Finish; it will not successfully pin the wrestler. This does not effect submission probabilities at 0%, however.

---

25 pt. Skills:

Superstar - Stardom + Finish. Setting up a running, grounded, post, etc. move as a finisher with a taunt priority basically means it's doing significantly greater damage than normal.

Warrior (Wild Warrior) - Q. Return + Start Dash. This is essentially Road Warrior Hawk and Animal's custom-made skill.

Second Wind - Q. Return + Over Turn.

Rage (Great Counterattack) - Q. Return + Strikeback. Basically Misawa's personal skill.

Banish (Abandonment) - Focus + Over Turn.

---

35 pt. Skills:

Spirit (Fighting Spirit) - Stardom + Over Turn + Strikeback. This is basically reserved for Antonio Inoki.

Monster - Stardom + Over Turn + Adapt. Jumbo Tsuruta's skill in FPD/Z/R.

Do or Die (Burning Inner Strength) - Over Turn + Guts + Strikeback. The name is a reference to Kinnikuman's hidden power.

Reborn (Spirit of Restoration) - Guts + Focus + Hardbody. This is Riki Choshu's special skill; the name is a reference to his original unit, Ishin-gun.
< >
Showing 1-7 of 7 comments
Aki May 2, 2018 @ 1:36pm 
They are over 20 different Special Skills in the game. A special special skill whichever one you choose dictates the wrestler's personality.

For example if you choose the Finisher special skill: your Finisher will be extremely effective.

Another example is the Hardbody special skill: which gives your wrestler a strong & healthy body & your wrestler can be extremely tough to get pinned.

But some Special Skills more points than others to your edits overall total points.

And then they are combinations of 2 or even 3 special skills combined add more points to your wrestler.

I would say the majority real life edits of wrestlers require only the Finisher special skill.

Can someone please post a link to the Instruction Manual for this game?

Thanks!



Last edited by Aki; May 2, 2018 @ 2:08pm
The author of this thread has indicated that this post answers the original topic.
sofia ciel May 2, 2018 @ 4:39pm 
The instruction manual explains very little.

For the record, HP is health, obvs.; SP is spirit, which is what influences whether a move successfully pins the AI or whether they submit or not. Generally, anything below 25% SP has a chance of successfully pinning based on ref position and fall count speed. 0% SP almost always guarantees a submission.

15 pt. Skills
---

Stardom - When HP is at 0 (i.e. when even a light standing attack crumples the wrestler), doing a taunt and then using any move will cause that move to do 125% normal damage.

Q. Return - When HP is low (possibly somewhere between 5 and 25%), but SP is still high (how high that is I'm not 100% certain), the wrestler only takes 1/8 as long of a time to recover from being knocked down.

Over Turn (also referred to as One Hit Reversal) - When HP is less than 10%, but SP is above around 30%, the probability of a critical is doubled.

Start Dash - While HP is over 70%, gaint +1 parameter point to all offensive parameters. This includes parameters that are already at 10.

Guts - While HP and SP are both at 0%, the chances that a wrestler instantly submits is reduced to about 1/20 per submission tick. Normally at 0% SP, a submission is more or less instant.

Strikeback - While HP is under 5%, and while the opponent's HP is also under 5%, all offensive parameters are increased by +2; again, this will overide the stat cap.

Finish (One-Hit Finisher) - The first two uses of your wrestler's finisher do 150% damage.

Blood - When bleeding, EVERY move done by the wrestler does 10% bonus damage.

Hardcore - While holding a weapon, all offensive and defensive parameters are increased by +3 - again, this can go over the normal in-game cap.

Focus (Concentration) - The probability of Strike, Submission, and Technical criticals are decreased by 50%. This does not cover a wrestler's finisher.

Adapt - The probability of Suplex and Power criticals are decreased by 50%. Again, this does not include a wreslter's finisher.

Hardbody - It's not fully explained, but I think that it means that, unless a move goes above a certain damage threshhold, usually achieved by either being one of the biggest moves in the game, being flagged as a finisher/signature, and/or having a boost from Stardom or Finish; it will not successfully pin the wrestler. This does not effect submission probabilities at 0%, however.

---

25 pt. Skills:

Superstar - Stardom + Finish. Setting up a running, grounded, post, etc. move as a finisher with a taunt priority basically means it's doing significantly greater damage than normal.

Warrior (Wild Warrior) - Q. Return + Start Dash. This is essentially Road Warrior Hawk and Animal's custom-made skill.

Second Wind - Q. Return + Over Turn.

Rage (Great Counterattack) - Q. Return + Strikeback. Basically Misawa's personal skill.

Banish (Abandonment) - Focus + Over Turn.

---

35 pt. Skills:

Spirit (Fighting Spirit) - Stardom + Over Turn + Strikeback. This is basically reserved for Antonio Inoki.

Monster - Stardom + Over Turn + Adapt. Jumbo Tsuruta's skill in FPD/Z/R.

Do or Die (Burning Inner Strength) - Over Turn + Guts + Strikeback. The name is a reference to Kinnikuman's hidden power.

Reborn (Spirit of Restoration) - Guts + Focus + Hardbody. This is Riki Choshu's special skill; the name is a reference to his original unit, Ishin-gun.
justabrush May 2, 2018 @ 5:21pm 
So if you play with critical's turned off, then do some of these special skills not have any effect?
View The Phenom May 2, 2018 @ 5:51pm 
Originally posted by justabrush:
So if you play with critical's turned off, then do some of these special skills not have any effect?

Correct.
Darkability May 2, 2018 @ 11:17pm 
thx for the detailed info
Darkability May 3, 2018 @ 8:30am 
for stardom do you mean when the person with the skill's hp is at 0, or the opponents?
sofia ciel May 3, 2018 @ 10:46am 
For pretty much all of those abilities that are HP-reliant, it's dependent on the HP of the person who has the skill; so for Stardom and Superstar, the taunt -> move damage boost can only be done once they've hit 0 on that.
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: May 2, 2018 @ 1:12pm
Posts: 7