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Magnitude Kishiwada FAQ

by Bill Wood

===============================================================
FIRE PRO WRESTLING RETURNS CHARACTER GUIDE: MAGNITUDE KISHIWADA
===============================================================
for Sony PlayStation 2 (U.S.)
Version 1.2
by Bill Wood ([email protected])
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