Edit Mode

Fire Pro's real long game. Edit Mode holds six tools: Edit Wrestler, Edit Promotion, Edit Referee, Rename Wrestler, Transfer Wrestler and Recostume. Most of the WWE roster was removed from Z, but their moves and costume parts stayed, and players have rebuilt them ever since.
| Item | Slots | Stored in |
|---|---|---|
| Edit wrestlers | 216: 16 + 50 in each of four files | System Data, Extra Edit Data 1-4 |
| Edit referees | 8 | System Data |
| Edit teams | 8, five men each | System Data |
| Belts | 8 | System Data |
| Edit promotions | 5 | Edit Promotion 1-5 |
Deleting an edit wrestler warns you, because his records in Victory Road, Open League, Elimination teams and One Night Tournament go too.
Edit Wrestler

The menu runs Base Wrestler, Name Entry, Appearance, Skill Edit, Parameter Edit, Move Edit, CPU Logic, Save Screen, Back. Start from Base Wrestler: copying someone close to what you want saves hours on moves and logic.
Edit Points
Everything that makes a wrestler good costs points from a budget. It starts at 150 and rises to 200, 250 and 300 as you unlock. The screen shows spent/budget. The built-in wrestlers run from 64 points (Tiger Jeet Singh) to 288 (Antonio Inoki), averaging 154, so a legend needs the full budget. Each Parameter point above 1 costs one point. Skill Edit's costs are below. Promotion, Class, Height, Weight, birth date, Hometown, Fight Style, Reversals, Theme and voices are free.
Best value first: Fight Style, Reversals and Hometown cost nothing, so choose freely. Don't buy Recovery, which does nothing. Breathing, on the other hand, is worth its 12.
Name Entry

Four names: short, long, nickname and finisher. A name can't be only spaces. The translation replaces the original's kana keyboard with an English one, on pages Letters, More, Pairs, ABC, Symbols and OK.
○ enters a cell, □ deletes, × moves to the page menu, and △ or R1 switches between the fields. Room is 13 bytes for the short name, 19 for the long one and 25 for the nickname. A Pairs cell fits two letters in the space of one, so use it for long names.
Appearance

Rows run Stance, Size, Face, Chest 1-4, Belly 1-4, Upper Arm 1-3, Lower Arm 1-3, Wrist, Thigh 1-4, Shin 1-4, Ankle. Four layers on a body part means you can stack a shirt, a pattern, scars and a number. Stance has twelve looks, from Strong to Referee, and Size is Male S, Male M, Male L or Women, which unlike height does matter in a match.
There are 387 faces, or 404 at the last unlock. Each part has eight colour ramps with an Eyedropper and Sample Gradient. Default costumes can't use custom colours.
- Load a whole wrestler: on the Face row, hold □ and press Left or Right to load that face's complete wrestler: stance, size, parts, colours and outfit. A plain press only changes the face. Hold R1 to step by ten.
- Copy and paste colours: ○ on a body-part row opens the swatch bar. Hold □: L2 copies one swatch, R2 pastes it. Hold △: L2 copies four, R2 pastes four.
- Auto gradation: in the swatch bar, set a ramp's first and last shades and press Select, and the game fills in a straight blend between them.
Skill Edit

The record of the wrestler, from Promotion to Voice. Fight Style and Reversals are separate: the style decides how he moves and what his moves cost, while Reversals decides how he answers yours. Fight Styles and Reversals explain both, and Criticals explains Critical. There are 47 themes and a list of shouts for each voice tone.

Hometown offers 32 places. Birth year can be unknown. Height (150-220 cm) and Weight (40-250 kg) are for show only: they have no effect in a match.
Special Skills
Each wrestler has one skill. The twelve 15-point skills each do one thing, and the 25- and 35-point skills combine them. Stamina and spirit here are the wrestler's own. Roster is how many of the 244 have it.
Critical Types
A wrestler's critical type decides which of his moves can score a critical. Each move's own types are on its card in Moves.
| Skill Edit shows | Criticals come from | For example | Points |
|---|---|---|---|
| Finisher | His finisher only | Most of the roster: 171 wrestlers | 0 |
| Striking | Strikes and kicks | Mitsuharu Misawa, Toshiaki Kawada, Don Frye | 30 |
| Suplex | Suplexes | Jumbo Tsuruta, Gary Albright, Aliksandr Karelin | 20 |
| Submission | Submission holds | Antonio Inoki, Yoshiaki Fujiwara, Kazushi Sakuraba | 30 |
| Power | Power moves | Vader, Andre the Giant, Bob Sapp | 20 |
| Technical | Technical moves such as ranas, roll-ups and cradles | Tatsumi Fujinami, Osamu Kido, Gran Hamada | 25 |
Which Critical to pick
Match it to the style. A Fighter gets the most from Striking, a Wrestling type from Suplex, a Power type from Power, and a Technician or Luchador from Technical. The table has the numbers. Finisher is free, and strong for most styles, but only on one move, and only below about 70% stamina.
Parameter Edit

Twenty-two ratings from 1 to 10. A move's two attack types choose which attack ratings it uses, and its two defence types choose which defence ratings resist it. So a wrestler who needs Kicks and Agility can leave Throws and Strength alone.
Move Edit

Seventy-eight slots, one for each situation and button. Pick a slot, then a move from its list. The left panel shows the move's Main and Sub types with the wrestler's ratings in each, and Affinity, a grade of how well the main type suits his style. Affinity is advice only: it doesn't change damage. The markers F1 and F2 pick the shout, and FIN and SIG mark his finisher and his four signature moves, which hit harder and raise his spirit.
Strong grapple slots also offer every medium and weak grapple, and the same goes for strikes and back grapples. There are 43 lists in all. The Moves section has them, and every move's numbers.
Affinity
CPU Logic

What your wrestler does when the CPU drives him. For each of twenty situations, split by how hurt the foe is, you share out 100% among his options. Every profile in the wrestler list shows its logic, so copy from someone who plays the way you want.
Good logic builds through a match: keep the big moves rare at Foe Dmg Low and let them rise. About 18% for a front-grapple finisher works well, and overusing fouls wrecks matches. Personality sets how fixed or cautious he is.
Save Screen
Quick Save, Quick Load and Quick Delete, with the list of System Data and Extra Edit Data 1-4. Save to the memory card afterwards.
Other Editors
Edit Promotion

Five promotions, each with a name and short name, a logo and a ring colour. A promotion adds its ring to the Ring row. Sign wrestlers from the pool, at least one per class. Logo Design has Pen, Line, Copy, Clear, Zoom, Rotate, Box, Filled Box, Text, Fill, Undo, Load Sample, Flip, Circle, Palette Shift and Make Gradient.
Edit Referee

Name, appearance and skills: Pin Count, Foul Count, Ring-Out Count, Move Speed, each in five steps from Slow to Fast, then Run-In Time Check and Crash Down Time from Long to Short, and a voice. Eight slots.
Rename, Transfer, Recostume



Belts and Teams
Belt Edit sits in the Title Match menu, and Team Edit in the Elimination Match menu.
Moves
Every move a wrestler can use. By list follows Move Edit's own lists. Flat table is one table: sort it to find the hardest-hitting grapple or the fastest strike. Moves tagged All Unlocked are only in those patches. Reserved and blank slots are left out.
Reading the Numbers
- Stamina, Spirit, Breath: base damage to each gauge. With equal ratings one point takes about 0.39% of a gauge. The game multiplies Spirit by 1.375.
- Neck, Arm, Back, Leg: damage to that part, before Durability.
- Bleed: the percent chance per hit of drawing blood. Sickle Attack's 35% is the highest.
- Speed: a relative figure for how long the attacker's motion runs. A Slap to Face is 31, a Falcon Arrow 229.
- Attack and Defence: the main and sub types, one name when they match. Attack is the ratings the move uses, Defence the ones that resist it.
- Illegal: the move draws a Foul Count. Submission: it can make him give up.
- Critical: which critical types can fire from it.
The 43 Lists
New in Z
Of the 1,448 moves, 171 weren't in Fire Pro Wrestling D's list. Most are D's own downloadable moves, built in: all 57 that Spike released are on Z's disc. About 74 have no link to D at all, among them the Guard strikes, Stunner, Big Body Bomb, Screw Slam, Key Windmill, Single Wing Choke and a dozen taunts. Filter New in Z in the table to see them. Six moves exist in the data but in no list: the All Unlocked patches add Phoenix Kick, Eiffel de Parachute, Blazing Tornado, Super Muscle Buster, Deadly Go-Round and Jumping Splash to Move Edit.