=========================================================== FIRE PRO WRESTLING RETURNS CHARACTER GUIDE: KUISHINBO KAMEN =========================================================== for Sony PlayStation 2 (U.S.) Version 1.0 by Bill Wood (billwood661@ca.rr.com) Last modified: 11/28/07 Fire Pro Wrestling Returns (c) 2005 Spike (c) 2007 Agetec NOTE: This guide views and prints best with a monospace typeface. ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZAAAAAAAAAAAAAAAAAAAAAA =================== ==VERSION HISTORY== =================== 1.0 - Initial release of the guide. ===================== ==TABLE OF CONTENTS== ===================== SECTION 1: HISTORY OF KUISHINBO KAMEN SECTION 2: SKILL AND PARAMETER STATS SECTION 3: MOVELIST SECTION 4: STRATEGY SECTION 5: RECOLORING KUISHINBO KAMEN SECTION 6: CLOSING ========================================= ==SECTION 1: HISTORY OF KUISHINBO KAMEN== ========================================= "Kuishinbo Kamen... irashaii!!!" Those words, followed by a distinctive circus jingle, hails the entrance of Osaka Pro's comedic clown prince of wrestling, Kuishinbo Kamen. Dressed from head to toe in his trademark red-and-white clown attire, Kamen -- along with his partner-in-crime Ebessan -- is responsible for putting on some of the downright funniest (and funnest!) grappling contests in the history of Japanese wrestling. Beneath the buck-toothed mask of Kuishinbo Kamen is a talented high-flyer named Akinori Tsukioka trained in the exciting Super Delfin "lucharesu" style. And even though he often comes out on the losing end of his battles, Kamen never fails to delight the audience with his unique blend of athleticism and slapstick comedy. ======================================== ==SECTION 2: SKILL AND PARAMETER STATS== ======================================== SKILL ----- Real Name................Kuishinbo Kamen (Akinori Tsukioka) FPR Name......................Tasty Mask Promotion......................Osaka Pro FPR Promotion.....................Kansai FPR Faction..............New Delfin Army Size...............................Small Class.............................Junior Height............................182 cm Weight...........................Unknown Gender..............................Male Birthdate.......................3/3/1978 Country............................Japan Rank...................................D Charisma...............................D Stance............................Strong Fight Style.....................American Return............................Junior Critical........................Finisher Special.............................None Recovery............................Slow Recovery (when bleeding)............Slow Breathing..........................Below Breathing (when bleeding)..........Below Spirit..............................Poor Spirit (when bleeding)..............Poor Neck Endurance.......................Low Arm Endurance........................Low Back Endurance.......................Low Leg Endurance........................Low Movement Speed...............Medium Fast Up and Down Speed...................Fast Ascent Style..................Can Run Up Favorite Weapon.....................None PARAMETER - OFFENSE PARAMETER - DEFENSE ------------------- ------------------- Punch.............2 Punch.............2 Kick..............2 Kick..............2 Throw.............2 Throw.............2 Joint.............2 Joint.............2 Stretch...........2 Stretch...........2 Power.............1 Flying............6 Agility...........7 Body..............1 Arm...............1 Lariat............1 Technical.........5 Technical.........5 Rough.............1 Rough.............2 MMA Overall.......2 MMA Overall.......2 Entertain.........7 Entertain.........8 ------------------- ------------------- OFF. SUB-TOTAL...34 DEF. SUB-TOTAL...35 TOTAL SKILL POINTS (on a scale from 0-380): 65 ======================= ==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 ([])...............................Chest Slap Standing (X)......................................Kick Standing (O) + d-pad.......................Thrust Kick Standing (O).........................Spinning Dropkick Standing ([]) + (X).................Flying Rolling Pin Running ([])..............................Leg Scissors Running (X).....................................Lariat Running (O)...................................OISINBOU [S] Running Counter ([]).....................Drop Toe Hold Running Counter (X).......................Cyclone Whip Running Counter (O)........................Huracanrana Running to corner..........................Monkey Flip Co-op Irish whip to corner..................Back Elbow Corner-to-center attack...........................none GRAPPLES -------- Grapple ([])...............................Elbow Smash Grapple ([]) + Up....................Upper Elbow Smash Grapple ([]) + Left/Right..................Flying Mare Grapple ([]) + Down.......................Cyclone Whip Grapple (X)...................................Headlock Grapple (X) + Up...................Frankensteiner Whip Grapple (X) + Left/Right................Mongolian Chop Grapple (X) + Down....................Neckbreaker Chop Grapple (O)................................Cobra Twist Grapple (O) + Up...........................HURACANRANA [S] Grapple (O) + Left/Right................Shining Wizard Grapple (O) + Down.................MICHINOKU DRIVER II [S] Grapple ([]) + (X)..................Small Package Hold Back Grapple ([]).........................Sledgehammer Back Grapple (X)......................Back Neckbreaker Back Grapple (O).......................Mysterious Rana Back Grapple (O) + Up/Down...............Backslide Pin Back Grapple (O) + Left/Right........Leg Lift Backdrop Back Grapple ([]) + (X).....................School Boy Back Grapple Counter ([])..................Back Switch Back Grapple Counter (X)......................Arm Whip OPPONENT DOWN MOVES ------------------- Opponent Face Up at Head (X).............Neck Figure 4 Opponent Face Up at Head (O)..................Face Cut Opponent Face Up at Feet (X)........Hooked-Leg Pinfall Opponent Face Up at Feet (O).............Achilles Hold Opponent Face Down at Head (X)............La Magistral Opponent Face Down at Head (O)................Leg Drop Opponent Face Down at Feet (X)....Jpn. Leg Roll Clutch Opponent Face Down at Feet (O).........Stomping (Back) Running at Downed Opponent (O)...............Head Drop MOUNT MOVES ----------- Guard Attack ([])........................Knuckle Arrow Guard Attack (X)...........................Boston Crab Guard Attack (O)........................Jackknife Hold Guard Counter.......................Small Package Hold Mount Attack ([])...........................Body Punch Mount Attack (X)........................Front Necklock Mount Attack (O)............................Piledriver Mount Counter..............................Hammer Lock Back Mount Attack ([])...........................Elbow Back Mount Attack (X)....................Knuckle Arrow Back Mount Attack (O)......................Gedo Clutch Back Mount Counter.....................Rolling Pinfall POST AND APRON MOVES -------------------- Post ([])............................Diving Body Press Post (X)...............................MOONSAULT PRESS [S] Post (O).............................Swing Huracanrana Post ([]) + (X).........................CANCUN TORNADO [F] Running Dive ([]).................................none Running Dive (X).......................Moonsault Press Corner Grapple (O) + Up...........Top Rope Huracanrana Corner Grapple (O) + Left/Right.............Iconoclasm Corner Grapple (O) + Down..........Top Rope Rollup Pin Corner Counter [F].................Top Rope Rollup Pin Corner Counter [B].................Top Rope Rollup Pin Inside Apron.......................Brainbuster to ring Outside Apron...........................Flying Stungun Run to outside................................Tornillo Dive out ring..............................La Quebrada Dive in ring......................Flying X Body Attack Cage Dive.........................................none DOUBLE AND TRIPLE TEAM MOVES ---------------------------- Front Double Team...................Double Brainbuster Back Double Team.......................Double Backdrop Corner Double Team................Double Corner Attack Front Triple Team...................Triple Hammer Blow Back Triple Team....................Triple Hammer Blow Corner Triple Team................Triple Corner Attack PERFORMANCE ----------- Entry Performance.........................Spool Appeal Analog Stick Left.....................Hands High Raise Analog Stick Right........................Spool Appeal Analog Stick Up.........................Hands Gut Pose Analog Stick Down........................Head Pointing ======================= ==SECTION 4: STRATEGY== ======================= GENERAL STRATEGY Poor, poor Kamen. I'm not even going to attempt to outline his tactical merits in Fire Pro Returns because honestly, there are none. Kuishinbo Kamen is a Fire Pro bottom-feeder, a wrestler you choose strictly for the love of the game, or if you decide you really need a challenge for whatever reason. To those are familiar with the Street Fighter games, Kamen is Fire Pro's answer to Hibiki Dan. Recovery? Poor. Breathing? Poor. Spirit? Poor. Add to these woes low endurance in every body category and you've got a wrestler who is going to be in trouble early in the match. But look at at this way; if you're a good sport who wants to teach someone the game, Kamen is your perfect handicap. And if you're playing against an equally talented player and happen to win, well, you've got bragging rights for years to come. If you're playing with Kamen and NEED to win a match, take to the top rope as often as possible, and make sure your opponent is vulnerable enough to take the move. Even the slightest miscalculation and you've wasted a whole lot of time and effort for nothing. STRIKES Strike if you must, but don't go overboard. Why? Because Kuishinbo Kamen's low Breathing stat means that every wasted effort--even a whiffed punch- is going to cost you. For practicality's sake, the standard Kick can be used to keep an opponent at bay, and for entertainment and authenticity's sake the Oisinbou (Running Spinning Headbutt) should absolutely be a staple of every Kuishinbo Kamen match. GRAPPLES Win them. Seriously. You NEED to. Not only do you need to win the vast majority of grapples, but due to Kamen's low Breathing ability, you're also going to have to pass up a lot of easy ground offense in favor of standing still and catching your breath. It's the price you pay... Late in the match (provided you make it that far), your best chance for success to get the opponent grounded, then quickly climb the ropes for the Cancun Tornado (Twisting Moonsault Press) and the remote possibilty that you might get a "Critical!" out of it. Kuishinbo Kamen's climbing skills are actually top-notch, so you should be able pull it off if you're close enough to the ropes and your adversary is even moderately damaged. And if you're going for Kamen authenticity, you need to perform the Spool Appeal taunt before climbing the ropes. ========================================= ==SECTION 5: RECOLORING KUISHINBO KAMEN== ========================================= Yes, he really needs it. In a nutshell, take his first costume and change everything that is blue over to red. Done. And don't use the other three. ====================== ==SECTION 6: CLOSING== ====================== In closing, I would like to thank Jason Blackhart for statistical information and Dave Fairbairn for moveset clarification. Fire Pro Wrestling Returns Character Guide: Kuishinbo Kamen (c)2007 Bill Wood