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FIRE PROWRESTLING RETURNS CHARACTER GUIDE: JUMBO TSURUTA
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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.
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==VERSION HISTORY==
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1.1 - Minor corrections and additions, thanks to The Senator.

1.0 - Initial release of the guide.

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==TABLE OF CONTENTS==
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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

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==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.

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==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

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==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)

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==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!

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==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