Fire Pro Wrestling World

The game in which this insanity takes place 
Fire Pro Wrestling World is the latest entry in the FPW series, released as an early access game on Steam in July 11, 2017, and in full release (A.K.A Over-glorified beta testing for the PS4 version) in December 17 of the same year, with the PS4 release in August 28, 2018
==Overview==
Fire Pro Wrestling is, at the core, a "Pro Wrestling Simulation" game, focused on button-timed grappling and replicate the inner-workings of a pro-wrestling match and how they play out in real life. In a PvP or a PvCPU situation, the gameplay focuses on a very unique grappling system where, at the moment of locking up, the execution of moves must be timed in the precise moment to be properly applied, another factor that comes into play is the different countering mechanics according to the "slot" of the move, i.e: If you decide to go for Undertaker's Last Ride or Tetsuya Naito's Destino too early in the match, you will get countered and pay for it, so instead one must go for "smaller" moves in early-game before going for the big attacks, this prevents for matches to end way too early and replicate the element of "in-ring psychology" in the game as a whole.
CPU vs CPU matches however is where most of the experience resides, as many veterans of the Fire Pro Wrestling know at this point, the Create-A-Wrestler system present is quite deep and far beyond what most other wrestling game titles can offer (see: 2k's entire fucking run with the WWE games), as FPWW focuses on replicate the various wrestling styles and behaviours seen in actual professional wrestling via configuring the CPU Logic, also adding the option to create MMA fighters via the various MMA-centric Styles.
==Stats: Health, Spirit, and Breath==
Despite of its seemingly arcane workings, fights in FPWWW broadly run around three different stats:
Health: Health represents the general physical integrity of the wrestlers, and decreases the more of a beating they receive. Alongside spirit, health is the primary factor which rules how likely a wrestler is to resist against an attempted pinfall. Unlike spirit and breath, health generally cannot be replenished during combat outside of certain special moves.
Spirit: Spirit represents the wrestler's fighting will - or, alternatively, his willingness to give up. It is drained through moves like armlocks or leglocks, but slowly regenerates over times and also can be restored by taunt-style moves. Reducing the enemy's spirit to zero is prerequisite to a submission victory.
Breath: Breath represents the amount of oxygen within a wrestler's system. Breath is reduced by virtually everything a fighter does, although different specializations mean some fighters must invest less breath in certain moves than others do. Conversely, taking a moment to literally catch their breath allows wrestlers to refill their breath bar. A wrestler that is out of breath will spend more time wheezing and panting than doing actual wrestling, especially after having being subjected to breath-taking chokehold moves.
==Fighting Styles==
The first step in which all Create-A-Wrestler (knowns as CAWS or simply Edits), are built.
Fire Pro Wrestling World allows the player to choose between the various "Styles" to properly replicate whatever In-Real-Life wrestler or martial artist it desires. As fighting like Undertaker or Big Show is vastly different from wrestlers like Shawn Michaels or Hiroshi Tanahashi, one must choose a fighting style according to whatever moveset is most fighting for the wrestler. For instance: A high-flying luchador would have less efforts with to-rope moves, while power-type is built around powerbombs.
For all intents and purposes, the fighting styles in the game will be listed and classified here as Pro Wrestling styles, MMA styles and Wrestler-centric styles, according to the capabilities and purposes of each style, the options themselves are:
===PRO WRESTLING STYLES===
* ORTHODOX:The "Jack-of-all trades" style, Orthodox is meant to replicate a rookie wrestler in the most early point of its career, being part of either a developmental program from a big promotion like WCW's Power Plant, NJPW's Dojo and Young Lion system, WWE's Performance Center and NXT, etc. Or just starting their first steps into the world of pro-wrestling as rookie indy. It's also used to replicate wrestlers who don't have a definitive style since they mix-and-match, although one can argue that American does a better job at doing this. Orthodox as a whole doesn't have any real weakness as it has the same affinity to all the moves, but it also doesn't have any of the strong points of the other, more specialized fighting styles
*TECHNICIAN: Crazy move reversals, various counters to most locks and good enough affinity to submission holds, Technical is all about the more complex techniques (duh) in pro-wrestling. While one can consider Technical not as balanced as Orthodox, one can't deny their prowess, as they can pull off suplexes with little-to-no problem at all, execute MMA pinnings and mount attacks as if they were MMA fighters themselves, and enough athletic capabilities to go for more fast paced attacks and even going for top rope moves with ease (just not as good as a proper high flyer). On the downside, they are not meant for shoot-style kicks and punches or heel-ish rough attacks, and neither they are suited for extreme strength, so powerbombs are not something they do well (leave that to Power and Giant). For prime examples of Technical wrestlers, you can look for: Bret "Hitman" Hart, Ric Flair, Chris Benoit, Owen Hart, Hiroshi Tanahashi, Daniel Bryan, Zack Sabre Jr., etc.
*GROUND: Ground wrestlers are dedicated submission specialists who exceed in the techniques of leglock, armlock, chokehold, and stretches. Unfortunately, their lack of skill in any other disciplines means they have serious trouble weakening other wrestlers to the point where said submissions moves actually work. Their own resilience and their relatively acceptable punch skill are their only saving graces, but even so, Ground Wrestling is a notoriously difficult style to use when compared to more generalist wrestlers.
*WRESTLING: "A wrestling style called Wrestling ? That's retarded", fair enough, redundant name aside, Wrestling is meant to replicate amateur, greco-roman college wrestlers who are making the transition into pro-wrestling, as such they aren't really good at power-stuff, high flying or striking, instead, Wrestling is focused in 3 things: Locks, Submissions and Suplexes, as such, Wrestling-types are meant to take their opponents into the prestigious town of Suplex City and never look back, this can be inconvenient as Suplexes tend to get countered in early-game so one must be careful when creating a wrestler under this style, prime examples of this particular wrestling style include: Olympic gold medalist and bestiality sex aficionado Kurt Angle, Jack Swagger, Shelton Benjamin (early in his career), etc.
*POWER: The Big Guys (4U) of the wrestling world, power types are meant to punch hard, throw their opponents from high altitudes, powerbombs and book themselves strong because they're assholes, they exceed in rough moves like lariats and hard punches, but no so much in kicking besides a few moves, they are masters of powerbombs, bodyslams and piledrivers, good with a few certain holds and suplexes, overall masters of being big pillars of meat and anger, however they are not meant to do athletic stuff so running is not something they are fans of, and their stamina is overall horrible, so once they are forced to sell for their opponent it's game over for them, avoid going for the top rope or anything that involves cardio or athletic ability, or going for really long matches. Prime examples of this style include: Kane, Undertaker, Kevin Nash, Braun Strowman, Great Khali, (((Goldberg))), Brock Lesnar (pre-UFC years), etc.
*LUCHADOR: The first of the high flying types, Luchador is the archetypal mexican masked luchador, and as such is ideal for high flying, fast paced action. As in the ancient traditions of the ancient mexican masked warriors, Luchador isn't meant for striking, as such, they don't get good affinity for punches and kicks aside from a few exceptions, instead, Luchador-types focus on flying and grappling, going for daredevil stunts and applying "llaves" to wear down their opponents (mostly stretch-type locks), because of that, it not as flexible as Junior or Panther, but it is more specialized in those aspects and it has great affinity on comedy-based attacks. Examples of this style include: Rey Mysterio, La Parka, Juventud Guerrera, Pentagon Jr., El Desperado, etc.
*JUNIOR: The 2nd high-flyer style, Junior is based around the JUNIOR-Heavyweight division in japanese pro wrestling, it can also apply to the modern-day style of indy wrestlers, both cases are heavily focused on high-risk spots, really stiff kicks and fast paced action. More flexible than its Mexican-based counterpart in that regard, it makes for a great "all-rounder", with kicking and punching more viable, but it's not great when it comes to Arm-based attacks or anything that involves lifting. For examples on this style: Will Ospreay, Jushin Thunder Liger, 90's and early 2000's Chris Jericho, X-Pac, AJ Styles, Hiromu Takahashi, the Young Bucks, etc.
*AMERICAN: The name itself its an all-catch term for late 80's to 90's style of wrestling developed by the most prominent promotions at the time (see: WWF/WWE, WCW, NWA, etc.). As previously stated it can be seen as an evolution of Orthodox due to how flexible it can be, American's strengths rely on being able to do straight up rough brawling, technical reversals and fast paced action, as such one can easily play both babyface and heel under this style, however, it's not suited that well for Power-type attacks like, or joint-based submission locks, or shoot-style kicks. There is plenty of examples of wrestlers under this style: Stone Cold Steve Austin, The Rock, John Cena, Edge, Dusty Rhodes, Randy Orton, etc.
===WRESTLERS-SPECIFIC STYLES:===
For the sake of super accuracy, these select few styles were designed with 1 wrestler in mind due to the unique way they fight in real life, with pros and cons that can't be replicated with the regular selection of fight styles
*PANTHER: "Tora da, Tora da, Omae wa tora ni naronda !" 
With that weeaboo quote straight from the 1960's manga, Panther style is molded after the legendary Satoru Sayama, the first man to wrestle under the Tiger Mask persona. Mr.Sayama is credited to single-handedly create the Junior-heavyweight style of japanese wrestling and innovate japanese wrestling as a whole with his unique style that mixed mexican lucha, kickboxing, judo and muay-thai, as such, Panther is ideal for fast paced moves and deadly shoot-style kicks
Panther as a whole can be described as "Junior style on steroids" and "Super-hero mode", as the last of the high-flying styles, Panther's stamina is almost limitless, not only that, it has A affinity on kicks, high-flying and technical moves, B affinity on most submission holds and MMA moves and C affinity with suplexes, some may think that Panther is invincible and it's horribly broken, and you may be right to a slight degree, but Panther-style is meant for heroes of justice, so rough moves and heel-ish tactics are out of the question, and like Luchador and Junior, Panther is not great at power-related stuff like Powerbombs and piledrivers. The Fire Pro community begs that you first get used to working with Luchador and Junior before ever using Panther, to avoid endless spam of Panther-CAWs and frustration because your CAWs keep doing the J.O.B
*MYSTERIOUS:
The Mysterious style might as well be relabeled as The Great Muta, because that's what it's all about. Mysterious wrestler combine high agility, great technical skills, and various dirty tactics like spitting paint into the face of their enemy at random intervals. On the downside, they have a hard time pulling off submission moves, are not built for power moves, and cannot do MMA attacks if their dear life depends on it. 
*VICIOUS:
Remember that one time Antonio Inoki kicked Muhammad Ali in the shins? Vicious-style wrestlers are just like that. Vicious. They start out by giving you a few vicious knuckle arrows through their high 'Rough' affinity, punish you some more with vicious MMA moves, and then make you tap out like a bitch with vicious stretch and joint submission moves. No, seriously - they'll fuck you up. These guys are brutal. That being said, they're neither American powerhouses nor lightning-quick luchadores. Anything overly fancy like chokeslams or high-flying moves will wear them out quickly.
*GIANT:
This style is built around the late André the Giant. Which means he is big, hits like a truck, and exceedingly difficult to lift in throws. It also means he has serious difficulties bringing his own weight around, meaning Giant-style wrestlers are self-destructive time bombs that run out of breath at an alarming pace. At the very best, a giant can hope to overpower his opponent with raw force and land a pinfally victory early in the match; using a mix of headbutts, chokeholds and punches to knock his opponents' lights out. The longer the match goes on however, the more likely a giant becomes to fall victim to his own mass.
===MIXED MARTIAL ARTS STYLES:===
Mixed Martial Arts (or MMA for short) describes a style of fighting that is notably less showy and notably more fixed on beating the crap out of your opponent as quickly as possible when compared to professional wrestling. In terms of gameplay, MMA wrestlers tend to be extremely focused on one or two specific skills, but while this specialization means they can positively murder other wrestlers who are not prepared for this kind of beating, it also means they themselves are effective one-trick-ponies who bite the dust the moment they face an opponent with some kind of resistance to their sheenanigans. Coming from a sport with much shorter matches than in wrestling tournaments proper, MMA-style fighters also have stamina problems, and need to get a decisive edge early in the game in order to succeed.
*FIGHTER:
Fighters are the classical kickboxers - exceedingly good in kicking, boxing, a few submission holds, and being horrible at virtually everything else. As the classical pinfall victory drains a horrific amount of breath from them, fighters ideally should be built around weakening their opponent until they can score a submission victory or a KO. Just like the other MMA styles, fighters are heavily dependent on their enemy: They can absolutely wreck some opponents, but will have a hard time getting at those with high defensive stats against kicks and punches.
*GRAPPLER:
Grapplers are dedicated MMA specialists who only exist punch you down, climb atop of you, and then punch you even harder. If things run their way, the opponents of a grappler will spend more time lying on the ground and getting their faces smashed in than they do actually fighting back. If things do not, the grappler will never remotely reach the stage where he can reliably keep his opponent down, and instead will fall victim to the same suplexes, powerbombs, and piledrivers he himself is woefully unskilled at. They especially despise Technical wrestlers, who gleefully pull the "NO U!" card on them whenever they try to tackle them.
*SHOOTER:
Shooters occupy a reasonable middle ground between Fighters and Grapplers; being fairly competent at both kicking/punching, and dedicated MMA moves. While this gives them some much needed flexibility, Shooters still are horrible with anything resembling classical wrestling moves - throwing other people or throwing themselves at other people from the top post is flatly not what they are built for. The stamina issues they share with their cousins are worsened by the fact that Shooters usually will "play" with classical wrestlers: Where Grapplers and Fighters will no-sell an Irish whip, Shooters will do the run expected from them - with atrocious effects on their Breath bar.