=============================================================== FIRE PRO WRESTLING RETURNS CHARACTER GUIDE: MAGNITUDE KISHIWADA =============================================================== for Sony PlayStation 2 (U.S.) Version 1.2 by Bill Wood (billwood661@ca.rr.com) Last modified: 12/27/07 Fire Pro Wrestling Returns (c) 2005 Spike (c) 2007 Agetec NOTE: This guide views and prints best with a monospace typeface. ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZAAAAAAAAAAAAAAAAAAAAAA =================== ==VERSION HISTORY== =================== 1.2 - Minor corrections. 1.1 - Minor corrections. 1.0 - Initial release of the guide. ===================== ==TABLE OF CONTENTS== ===================== SECTION 1: HISTORY OF MAGNITUDE KISHIWADA SECTION 2: SKILL AND PARAMETER STATS SECTION 3: MOVELIST SECTION 4: STRATEGY SECTION 5: CLOSING ============================================= ==SECTION 1: HISTORY OF MAGNITUDE KISHIWADA== ============================================= Toyonari Fujita, the Japanese wrestler currently known as Magnitude Kishiwada ("Big Earthquake") has wrestled for a variety of promotions under a variety of aliases. He started his career going by the name of "Toryu" and working for several independent Japanese garbage promotions. From there he moved on to the wacky world of Osaka Pro, donning a shiny blue dinosaur costume and going by the name of "Zeta Mandora". Along with his "dino-brother" King Mandora, the Mandoras went on to wreak havoc on the Osaka Pro tag team division. Shortly thereafter, Kishiwada received another gimmmick change, ditching the dino outfit and going by the name of "Big Boss MA-G-MA" and becoming Osaka Pro's resident monster heel in the process. It was during this period that he had a long and bitter feud with company owner and perennial top dog Super Delfin, which resulted in MA-G-MA laying claim to every major Osaka Pro title in the process. Kishiwada eventually left Osaka Pro, and it was rumored that he'd retired from the wrestling business altogether. But he soon reared his head in Dragon Gate, first going by the name MA-G-MA, then changing his name to Magnitude Kishiwada. He joined CIMA's Blood Generation stable before moving on to the Muscle Outlaw'z stable after Blood Generation disbanded. During his time in Dragon Gate, Kishiwada was again presented as a massive monster heel, defeating Masaaki Mochizuki for the Dream Gate Championship, and in the process becoming the first-ever non-Dragon Gate student to hold that particular title. ======================================== ==SECTION 2: SKILL AND PARAMETER STATS== ======================================== SKILL ----- Real Name............Magnitude Kishiwada* (a.k.a. Big Boss MA-G-MA) FPR Name...............Last Boss DA-R-MA Organization.................Dragon Gate** FPR Organization..................Kansai FPR Group..........W. Hooligan (Mujikan) Size...............................Small Class..............................Heavy Height............................175 cm Weight............................105 kg Gender..............................Male Birthdate......................9/19/1971 Country............................Japan Rank...................................C Charisma...............................D Stance.............................Power Fight Style........................Power Return.............................Power Critical...........................Power Special.................One-Hit Finisher Recovery...................Medium (Good) Recovery (when bleeding)............Slow Breathing..........................Below Breathing (when bleeding)..........Below Spirit............................Medium Spirit (when bleeding)..............Poor Neck Endurance....................Normal Arm Endurance.....................Normal Back Endurance....................Normal Leg Endurance.....................Normal Movement Speed....................Medium Up and Down Speed.................Medium Ascent Style......................Enable Favorite Weapon....................Chair * = Kishiwada/MA-G-MA's fourth outfit is none other than Zeta Mandora! Create a new edit using this outfit as a base model, change everything that is blue over to red, and you're well on the way to having the infamous Mandoras in Fire Pro Returns. ** = Kishiwada is in the Osaka Pro (Kansai) promotion by default, so you will need to relocate him to the Dragon Gate (Azteca-Pit) promotion if you want to keep everything current. Then again, he may also be considered a freelancer at this point, so the choice is yours. PARAMETER - OFFENSE PARAMETER - DEFENSE ------------------- ------------------- Punch.............4 Punch.............5 Kick..............2 Kick..............5 Throw.............6 Throw.............5 Joint.............2 Joint.............4 Stretch...........3 Stretch...........4 Power.............6 Flying............5 Agility...........5 Body..............4 Arm...............5 Lariat............4 Technical.........4 Technical.........3 Rough.............6 Rough.............6 MMA Overall.......2 MMA Overall.......2 Entertain.........1 Entertain.........7 ------------------- ------------------- OFF. SUB-TOTAL...46 DEF. SUB-TOTAL...54 TOTAL SKILL POINTS (on a scale from 0-380): 151 ======================= ==SECTION 3: MOVELIST== ======================= Specialty moves are marked with [S]. Finisher is marked with [F]. Moves marked with a [C] can cause a "Critical!". KEY: ([]) = Square button (X) = X button (O) = Circle button STRIKES ------- Standing ([])....................................Punch Standing (X)......................................Kick Standing (O) + d-pad...................Striking Lariat Standing (O)..........................Rolling Solebutt Standing ([]) + (X)..........................Drop Kick Running ([])...........................Shoulder Tackle Running (X)................................Body Splash Running (O)............................STRIKING LARIAT [S] Running Counter ([])...................Striking Lariat Running Counter (X).......................Front Suplex Running Counter (O)...............Pelting Lift Up Slam Running to corner.........................Vader Attack Co-op Irish whip to corner................Vader Attack Corner-to-center attack...........................none GRAPPLES -------- Grapple ([])...............................Arm Breaker Grapple ([]) + Up.................High Angle Body Slam Grapple ([]) + Left/Right..................Flying Mare Grapple ([]) + Down...........................Toe Kick Grapple (X)...................................Headbutt Grapple (X) + Up...................Delayed Brainbuster Grapple (X) + Left/Right.............Double Arm Suplex Grapple (X) + Down......................Manhattan Drop Grapple (O)..............................FISHERMAN DDT [S] Grapple (O) + Up............................Screw Slam Grapple (O) + Left/Right..................Fire Thunder Grapple (O) + Down.....................FINAL POWERBOMB [F][C] Grapple ([]) + (X).................Michinoku Driver II Back Grapple ([]).........................Sledgehammer Back Grapple (X)...........................Atomic Drop Back Grapple (O).........................Shoulder Claw Back Grapple (O) + Up/Down......Throwing German Suplex Back Grapple (O) + Left/Right.....Double German Suplex Back Grapple ([]) + (X)..................DRAGON SUPLEX [S] Back Grapple Counter ([])...................Elbow Bunt Back Grapple Counter (X)........................Rumble OPPONENT DOWN MOVES ------------------- Opponent Face Up at Head (X).............Stomping Fall Opponent Face Up at Head (O)..............Sleeper Hold Opponent Face Up at Feet (X)............Moonsault Fall Opponent Face Up at Feet (O)...........Groin Head Drop Opponent Face Down at Head (X)........Head Drop (Back) Opponent Face Down at Head (O)..................Senton Opponent Face Down at Feet (X)......Hooked-Leg Pinfall Opponent Face Down at Feet (O).........Stomping (Back) Running at Downed Opponent (O).............Sunset Flip MMA MOVES --------- Guard Attack ([])...........................Elbow Bunt Guard Attack (X).........................Knuckle Arrow Guard Attack (O)...........................Boston Crab Guard Counter.....................................Bash Mount/Facelock Attack ([])..................Face Punch Mount/Facelock Attack (X)............Double Arm Suplex Mount/Facelock Attack (O)..................Pile Driver [C] Mount/Facelock Counter.................Waterwheel Drop [C] Back Mount Attack ([])...................Knuckle Arrow Back Mount Attack (X)............................Elbow Back Mount Attack (O)................Reverse Powerbomb [C] Back Mount Counter..........................Back Press POST AND APRON MOVES -------------------- Post ([])................................Diving Senton Post (X)............................Super Diving Press Post (O)..................................Missile Kick Post ([]) + (X)........................Moonasult Press Running Post Dive ([])............................none Running Post Dive (X).............................none Corner Grapple (O) + Up...........Top Rope Huracanrana Corner Grapple (O) + Left/Right........Aval. Fisherman Corner Grapple (O) + Down............Triple Moonsaults Corner (Top Rope) Counter [F]...............Elbow Bunt Corner (Top Rope) Counter [B]...........Backhand Elbow Inside Apron Grapple...............Brainbuster to ring Outside Apron Grapple....................Shoulder Butt Run to outside.........................Plancha Suicida Dive out ring..............................La Quebrada Dive in ring......................................none Cage Dive.........................................none DOUBLE AND TRIPLE TEAM MOVES ---------------------------- Front Double Team......................Powerbomb Combo Back Double Team..................Bomb Neck Drop Combo Corner Double Team............Double Oklahoma Stampede Front Triple Team...................Triple Hammer Blow Back Triple Team....................Triple Hammer Blow Corner Triple Team....................Triple Powerbomb PERFORMANCE ----------- Entry Performance....................Neck Cutting Pose Analog Stick Left....................Neck Cutting Pose Analog Stick Right...............Double Middle Fingers Analog Stick Up......................Hand Raise Pose 1 Analog Stick Down......................Ground Pointing ======================= ==SECTION 4: STRATEGY== ======================= GENERAL STRATEGY When it comes to using Magnitude Kishiwada in battle, there's one word to keep in mind; "Power." He is definitely at his best when he's employing his power-based arsenal against his junior-sized rivals in Osaka Pro and Dragon Gate. A lot of juniors simply aren't well-equipped to deal with these types of moves, and as a result, you need to focus on grappling and avoid striking as much as possible. If your opponent insists on backing away to avoid a grapple, simply use the 3-D walk feature to close the distance faster than the opponent can put it between you! Kishiwada even has the deadly "Power" Critical type, which sounds awesome until you look at his moveset and discover he really has no way to take full advantage of this. The only move in his "wrestling" moveset that can cause a Power Critical is his finisher, the Final Powerbomb (better known as "The Last Ride"). And while there are a few moves in his MMA moveset that can Critical, that is a position that Kishiwada will rarely -- if ever -- find himself in. Although he's fairly solid in most defensive areas, Kishiwada may run into trouble against pure technical wrestlers. If you find yourself up against one of these types (and there are plenty of them in FPR), try not to lose too many grapples, and above all, avoid situations that leave you lying prone on the mat. (OK, so this is a good basic strategy for every Fire Pro match, but keep it in mind anyway!) When playing as Kishiwada, you're going to have to consider his low breathing stats. As a result, you'll want to keep a finger close to that L1 button at all times, but especially late in the match. Sometimes you'll want to perform a basic body slam, then simply hold L1 to catch your breath and recuperate. Trust me, it's worth missing out on a couple of easy ground followups to avoid the risk of gassing out. One last thing; although Magnitude Kishiwada wrestles in the "junior indy" promotions in Japan (Osaka Pro, Dragon Gate), he is classified in Fire Pro as a heavyweight, which may cause problems if you want him to compete for your Junior Heavyweight title! STRIKES Punch stat = 4. Kick stat = 2. Bland moves, nothing close to remarkable. Use Kishiwada's various Striking Lariats if you must, otherwise proceed to the next section. GRAPPLES Kishiwada's grapple set is quite impressive, particularly when it comes to his stronger grapples. He has his trademark Magnitude Driller (a.k.a. Fisherman DDT) as well as his elevated powerbomb, which in my experience is about a good a finisher as any when it comes to getting a Critical. The increased damage potential from his "One-Hit Finisher" skill doesn't exactly hurt either! Again, you should be constantly closing in for the grapple with Kishiwada, building up to the aforementioned moves as quickly as possible. There aren't a whole lot of juniors that are going to be able to handle multiple elevated powerbombs! ====================== ==SECTION 5: 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: Magnitude Kishiwada (c)2007 Bill Wood