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Kuishinbo Kamen FAQ

by Bill Wood

===========================================================
FIRE PRO WRESTLING RETURNS CHARACTER GUIDE: KUISHINBO KAMEN
===========================================================
for Sony PlayStation 2 (U.S.)
Version 1.0
by Bill Wood ([email protected])
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.
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===================
==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