======================================================== FIRE PROWRESTLING RETURNS CHARACTER GUIDE: JUMBO TSURUTA ======================================================== for Sony PlayStation 2 (Japan) Version 1.1 by Bill Wood (billwood661@comcast.net) Last modified: 10/07/05 Fire ProWrestling Returns (c) 2005 Spike NOTE: This guide views and prints best with a monospace typeface. ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZAAAAAAAAAAAAAAAAAAAAAA =================== ==VERSION HISTORY== =================== 1.1 - Minor corrections and additions, thanks to The Senator. 1.0 - Initial release of the guide. ===================== ==TABLE OF CONTENTS== ===================== SECTION 1: HISTORY OF JUMBO TSURUTA SECTION 2: SKILL AND PARAMETER STATS SECTION 3: MOVELIST SECTION 4: STRATEGY SECTION 5: DEFEATING JUMBO TSURUTA ON LEVEL 10 SECTION 6: CLOSING ======================================= ==SECTION 1: HISTORY OF JUMBO TSURUTA== ======================================= In Japan's storied history of professional wrestling, there are several individuals whose names stand out above the pack. Of course there's Rikidozan, the not-quite-native father of Japanese wrestling, Antonio Inoki and Giant Baba, the proprietors of two of that country's most prominent promotions, New Japan and All Japan; and Tomomi "Jumbo" Tsuruta, the first native Japanese wrestler to make a name for himself both in his homeland and abroad based solely on his athleticism and in-ring skill. Tsuruta, tall and lanky in his youth, was always an athletic individual, yet his thin frame seemed better suited for basketball (which he played in his early years) than amateur wrestling. He had briefly competed in sumo before reading an article on Olympic amateur wrestling, which piqued his curiousity for the sport. At first, Tsuruta was not welcomed into collegiate wrestling by his peers, and was instead ridiculed for his slim physique and his effeminate sounding first name. One of the college's top stars, a wrestler by the name of Tetsuo Sekigawa, was among the many who teased and taunted this newcomer. Sekigawa would later go on to make a name for himself in pro wrestling as a sickle-wielding psychopath named Mr. Pogo. Despite the odds stacked against him, Tsuruta went on to enjoy a lengthy and successful run in amateur wrestling, winning numerous heavyweight and Greco-Roman championships as well as earning a spot on the 1972 Olympic team, where he placed seventh overall. Due to his size and success on the amateur circuit, Tsuruta was an instant hot commodity on the pro wrestling scene following his stint in the '72 Olympic games. He chose to sign with Baba's All Japan promotion, where he became a marquee name even before he competed in his first match. From his earliest beginnings on the pro circuit, Tsuruta - who was aptly nicknamed "Jumbo" by fans in a national TV contest - showed an uncanny ability to adapt in the ring, learning at an unpredecented rate. He went to Texas to study under Dory Funk Jr., where he actually became a babyface based solely on his charisma and workrate (remember, this was a time when Japanese workers in America were strictly relegated to the roles of salt- tossing, Emperor-worshipping heels). So impressive were his suplexes that he became the first wrestler in the territory to have his moves replayed in slow motion! Jumbo also trained briefly under the legendary Lou Thesz, where he learned Thesz' Greco-Roman style backdrop, adopting it as his own finisher. In addition to studying and learning his mentors' moves, Tsuruta also invented several new techniques of his own, such as the Missile Dropkick and the patented Jumping Knee Pat. Upon his return to All Japan, Jumbo as heavily promoted as the promotion's top worker, next to Baba himself (who was his tag partner for most of those early years). He also became the first Triple Crown holder in the company's history, defeating Stan Hansen for the honor. And although his mega-push to the top defied conventional Japanese pro wrestling standards (where a wrestler would usually have to toil away for years to get such a push), no one complained, as Jumbo made it obvious he was every bit worth the attention he was given. On his way to making a name for himself as arguably Japan's greatest worker ever, Tsuruta's confronted a list of opponents that reads like a "who's who" of 70's and 80's wrestling stars: Ric Flair, Terry and Dory Funk Jr., Tommy Rich, Dick Murdoch, Wahoo McDaniel, the list goes on. However, his biggest feud to date was against a fellow Japanese worker, a young upstart named Genichiro Tenryu. This feud was among the hottest of its time anywhere in the world. ++ Little known fact: Jumbo Tsuruta actually recorded three albums as a ++ singer/guitarist during the prime of his career. As his career began to wind down, Jumbo found himself in the same position a lot of older wrestlers do; being asked to put over the younger talent to create new stars. And whereas most older wrestlers did this reluctantly and unenthusiastically (if at all), Jumbo did precisely the opposite, not only putting over a young wrestler by the name of Mitsuharu Misawa, but basically elevating him to babyface superstar status in the course of one historic match, leading the way for Misawa to become to 90's Japanese wrestling what Tsuruta was in years prior. It wasn't long after that that Tsuruta suffered a string of physical ailments that unfortunately left him a shell of his former self in the ring. Honorably, he moved his way down the card, working mostly in 6-man comedy matches in the mid-card slot until he could no longer perform. He passed away in May of 2000 due to complications stemming from a kidney transplant he received in the Phillipines. Jumbo Tsuruta was 49. ======================================== ==SECTION 2: SKILL AND PARAMETER STATS== ======================================== SKILL ----- Real Name.........Tomomi "Jumbo" Tsuruta FPR Name....................Tommy Bomber Promotion...............All Japan/Legend FPR Promotion................OLIVE Japan FPR Faction.......................Legend Size...............................Large Class..............................Heavy Height............................196 cm Weight............................127 kg Gender..............................Male Birthdate.....................03/25/1951 Country............................Japan Wrestler Rank..........................S Charisma...............................S Stance.............................Power Offensive Skill.................Orthodox Return Skill....................Orthodox Critical Type.....................Suplex Special Skill................... Monster Recovery............................Fast Recovery (when bleeding)............Fast Respiratory........................Above Respiratory (when bleeding).......Medium Willpower.........................Strong Willpower (when bleeding).........Medium Neck Endurance......................High Arm Endurance.......................High Back Endurance....................Medium Leg Endurance.......................High Movement Speed....................Medium Ascend Speed.................Medium Slow Ascend Skill...................Can Climb Favorite Weapon.....................None PARAMETER - OFFENSE PARAMETER - DEFENSE ------------------- ------------------- Punch.............8 Punch.............9 Kick..............6 Kick..............8 Throw............10 Throw............10 Joint.............3 Joint.............6 Stretch...........7 Stretch...........8 Power............10 Flying............9 Instant-P.........8 Crush............10 Arm Power.........8 Arm Power.........8 Technical.........7 Technical.........7 Rough.............7 Rough.............8 Ground............7 Ground............9 Entertainment.....1 Entertainment.....9 TOTAL SKILL POINTS (on a scale from 0-380): 312 ======================= ==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 ([])............................Slap to chest Standing (X)......................................Kick Standing (O) + d-pad...................Front High Kick Standing (O)...........................Horizontal Chop Standing ([]) + (X)...........................Dropkick Running ([])..........................JUMPING KNEE PAT [S] Running (X).....................................Lariat Running (O)..................Flying Body Scissors Drop Running Counter ([])......................Kitchen Sink Running Counter (X)....................Front High Kick Running Counter (O)........................Cobra Twist Running to corner.....................Jumping Knee Pat Co-op Irish whip to corner......................Lariat Corner-to-center attack...........................None GRAPPLES -------- Grapple ([])...............................Elbow Smash Grapple ([]) + Up.................High Angle Body Slam Grapple ([]) + Left/Right..................Flying Mare Grapple ([]) + Down........................Hammer Blow Grapple (X)...............................Sledgehammer Grapple (X) + Up.....................DOUBLE ARM SUPLEX [S] Grapple (X) + Left/Right...................Side Suplex Grapple (X) + Down....................Brainbuster Slam Grapple (O).........................Goumon Cobra Twist Grapple (O) + Up.....................Front Suplex Whip Grapple (O) + Left/Right.............ORIGINAL BACKDROP [S] Grapple (O) + Down......................Powerbomb Whip Grapple ([]) + (X).....................Powerbomb (pin) Back Grapple ([]).........................Sledgehammer Back Grapple (X)................High Angle Atomic Drop Back Grapple (O)..........................Sleeper Hold Back Grapple (O) + Up/Down...............BACKDROP HOLD [S] Back Grapple (O) + Left/Right........ORIGINAL BACKDROP [F] Back Grapple ([]) + (X)..................German Suplex Back Grapple Counter ([])....................Elbow Pat Back Grapple Counter (X)...................Flying Mare OPPONENT DOWN MOVES ------------------- Opponent Face Up at Head (X)..............Sleeper Hold Opponent Face Up at Head (O)............Stomping (gut) Opponent Face Up at Feet (X)...................Pinfall Opponent Face Up at Feet (O)................Thigh Kick Opponent Face Down at Head (X).......Roll over and pin Opponent Face Down at Head (O).........Stomping (head) Opponent Face Down at Feet (X).............Boston Crab Opponent Face Down at Feet (O)............Knee Breaker Running at Downed Opponent (O)................Stomping MOUNT MOVES ----------- Mount Position ([])...........Guard Position Elbow Pat Mount Position (X).........................Collar Lock Mount Position (O).........................Boston Crab Mount Position Counter.................Front Neck Lock Front Facelock Attack ([]).........Side Body Knee Lift Front Facelock Attack (X)............Double Arm Suplex Front Facelock Attack (O)...............Powerbomb Whip Front Facelock Attack Counter..........Waterwheel Drop Back Mount Position ([])..............Back Mount Elbow Back Mount Position (X)....Body Scissors Choke Sleeper Back Mount Position (O)..............Reverse Powerbomb Back Mount Position Counter.................Back Press POST AND APRON MOVES -------------------- Post ([])......................Diving Double Knee Drop Post (X)..................................Missile Kick Post (O)............................Diving Knee Attack Post ([]) + (X).....................Diving Body Attack Run-Up Post vs Standing ([])......................None Run-Up Post vs Downed (X).........................None Corner Grapple (O) + Up...........2nd Rope Brainbuster Corner Grapple (O) + Left/Right........Guillotine Whip Corner Grapple (O) + Down...........Avalanche Backdrop Front Avalanche Counter......................Elbow Pat Back Avalanche Counter.......................Back Fall Apron Grapple from inside...............In-ring Suplex Apron Grapple from outside........Brainbuster Reversal Running to out of bounds..........................None Slingshot to outside......................Sledgehammer Slingshot to inside...............................None Cage Dive.........................................None DOUBLE AND TRIPLE TEAM MOVES ---------------------------- Two Platon Front Grapple................W. Brainbuster Two Platon Back Grapple..........Ganseki Nodowa Otoshi Two Platon Corner............Backdrop + D. Neckbreaker Three Platon Front Grapple.............Triple Beatdown Three Platon Back Grapple..............Triple Beatdown Three Platon Corner....................Triple Beatdown PERFORMANCE ----------- Entrance................Adjust wristbands, raises fist Analog Stick Left...............pumps arm, raises hand Analog Stick Right..............."OH!" (Jumbo pose #1) Analog Stick Up.......................Single fist pump Analog Stick Down................"OH!" (Jumbo pose #2) ======================= ==SECTION 4: STRATEGY== ======================= GENERAL STRATEGY Strategy? Jumbo? You'll hardly need it, seeing as Jumbo Tsuruta is more or less Fire Pro's answer to Superman (only there's no kryptonite in this universe!). Only Antonio Inoki is statistically ranked above him, but generally speaking, Tsuruta is your go-to guy when you care about little else other than picking up a win. His "Monster" special skill is actually a combination of three skills; Stardom, One-Hit Reversal and Adaptability. What this means is that Jumbo usually has a decided "CRITICAL!" advantage at certain points in the match, a fact that you will no doubt discover on your own if you play as or against him repeatedly. Offensively speaking, Jumbo's 10 ratings in Throw (suplex) and Power are absolutely fearsome, and his suplexes and powerbomb-type attacks are going to make quick work of virtually any adversary. He's rather ineffective when it comes to joint holds, so you don't want to use these attacks too often. Instead, focus on tossing the opponent around the ring by any means necessary... backdrops, powerbombs, etc. From a defensive standpoint, Jumbo Tsuruta is a battletank. With his lowest rating a 6 in any given defensive stat (101 overall points in defensive stats alone!), plus High body endurance ratings in three of those four areas, he's arguably the toughest pro wrestler of the lot. He even holds up well against both high-flying and MMA attacks... is there anything this guy can't do?!? STRIKES Jumbo Tsuruta's strike capability is above average, but it certainly isn't where his greatest skill lies. He has a traditional set of striking moves, with low affinity ratings for most of those moves. It's probably wisest to avoid striking too much, choosing instead to stick close and grapple as much as possible. As we'll see below, Tsuruta's grapples are arguably the best in the game. The best time to strike with Jumbo is late in the match, when the opponent is so worn down that they'll drop to the mat from a single blow. You are then free to pick them up from the mat and proceed to the next section... GRAPPLES Two words; BACK GRAPPLE. Although nearly every weapon in Tsuruta's offense is a potent one, those backdrops are just too sick to ignore. As soon as you have the opponent worn down a bit (which shouldn't take too long), proceed directly to the next paragraph. When the opponent is lying prone on the ground, this is usually the time for your wrestler to slap on a punishing submission hold. But since these types of moves aren't exactly Jumbo's forte, you need to get in the habit of picking opponents up off the mat, then walking behind them and backdropping them repeatedly. You can almost hear the victim's spine rattling from the impact! All back grappling aside, Jumbo's front grapples aren't too shabby either. In fact, his suplexes are among the best in the game, and he even has a backdrop in his strong front grapple moveset. Study Jumbo's moveset and memorize where his suplexes are, then use them repeatedly. From the medium grapples on, Jumbo has the ability to punish his opponents severely. ================================================== ==SECTION 5: DEFEATING JUMBO TSURUTA ON LEVEL 10== ================================================== A section devoted to Jumbo Tsuruta winning strategy is more or less a no- brainer; anyone with even a modicum of Fire Pro knowledge could have authored it. But tips for defeating him on Level 10? Well, that's a lot more challenging, which is why I chose to include this special section of the guide for those who need it. ++ NOTE: This section obviously assumes you're playing against Jumbo on ++ Level 10 difficulty. If you're fighting him at a lower setting and ++ still losing, it's time to start hitting the books! ^_^ In a basic singles match situation, it's doesn't get any tougher than Jumbo Tsuruta on Level 10. He'll absorb a TON of damage before showing any signs of fatigue, and there's always the possibility of him "CRITICAL!"ing you out of the blue, even if you have the upper hand in the match. So how do you defeat that which is seemingly undefeatable? While there's not much you can do about the "CRITICAL!" part (other than avoid getting suplexed), there are measures you can take to help swing the outcome in your favor: * STRIKE OFTEN - This is more or less straight out of the FPR Beginner's Guide, but you should never forget about the importance of striking during a match, especially in a situation like this. The problem with grappling early in a Level 10 Jumbo match is that even if your timing skills are impeccable, so are the CPU's, which means you'll earn a Test of Strength at best. And you know what that means... a free hit for Jumbo. A good early match strategy is to avoid grappling as much as possible, choosing instead to distance strikes. Of course, depending on the wrestler chosen, it could take a good amount of time for Jumbo to show any signs of wear and tear from your blows, but you have to stick with it. Once you've landed a good amount of blows and are sure you've done some damage, it's time to move on to Phase 2 of our masterplan: * WEAK GRAPPLE CONSISTENTLY - Weak grapples don't deal a whole lot of damage, but what they DO do is leave Jumbo in a prone state on the ground, where he is left open for more punishment. Consistently nailing your weak grapples early in the match are the best way to make sure Jumbo stays down long enough for you to get in an extra kick, or even a choke hold. Of course, there's nothing you can do about the occassional ground counter (they're random), but you need to work your ground offense - submissions, stretch holds, strikes, etc. - whenever you see an opening. * BE PATIENT! - It may be common knowledge, but you need to be extremely cautious about moving up to your stronger grapple moves against Tsuruta. Perhaps more than any other wrestler in the game, Jumbo is going to make you pay with his reversals! In short, don't get antsy and attempt too much too soon, only a calm and methodical approach will net you the victory. * WATCH OUT FOR JUMBO'S BACK GRAPPLE! - This is where the deadliest part of Jumbo's arsenal lies; if you get back grappled, you can almost bet Tsuruta is going to attempt a backdrop suplex, which can "CRITICAL!" your wrestler as effectively as any other attack in the game. If your wrestler is dazed and you see Jumbo walking behind him, know that you HAVE to nail the back grapple counter, or watch the ensuing attack with one eye open! * CHOOSE WISELY! - If you've followed all of the above advice and are still getting your butt handed to you, perhaps it's time to take a look at who you're choosing to confront Jumbo. It goes without saying that any junior who faces him is going to take a whipping (in fact, Jumbo Tsuruta vs. The Great Sasuke was the very first FPD Maniac Challenge!), so let's eliminate them right away. What we need is a heavyweight who can absorb a lot of impact and still manage to stay strong throughout the match. Also, a special "CRITICAL!" style - such as striking or submission - will definitely aid us in our cause. Listed below are just a few wrestlers I'd recommend for beating Jumbo Tsuruta: * Antonio Inoki (submission "CRITICAL!"; 9 defensive rating vs. throw) * Giant Baba (8 rating vs. throw; Giant status helps to reverse throws) * Terry Funk (8 rating vs throw; good with working joints, plus his stats increase while bleeding) * Karl Gotch (submission "CRITICAL!"; 10 defensive rating vs. throw) * Lou Thesz (10 defensive rating vs. throw and crush) * Rikidozan (strike "CRITICAL!"; 10 defensive rating vs. throw) Lastly, you can always choose a shooter with strong strikes (such as Fedor) to blast away at Tsuruta, but I prefer not to use this tactic, as most shooters have "CRITICAL!" styles and skills that can decimate most pro wrestlers. Still, if you want to claim you beat the best Fire Pro has to offer on Level 10, choosing a shooter might be your best bet! ====================== ==SECTION 6: CLOSING== ====================== In closing, I would like to thank Jason Blackhart for statistical information, and Michael "maikeru" Leal for movelist information. I would also like to acknowledge Dave Meltzer's excellent book "Tributes," which was referenced while authoring the biography section of this guide. Thanks also to The Senator for his contributions. Fire ProWrestling Returns Character Guide: Jumbo Tsuruta (c)2005 Bill Wood