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=== Training Points ===
=== Training Points & Rolls ===
* How to get them
==== Training Points ====
* How to spend them
==== Training Rolls ====
: Training Rolls are done
::* Once after completing Maezumo
::* Once after every Basho (having participated in all 15 days)
: Training Rolls are not done
::* After a Kyujo / Kosho
: The Training Roll forumla is:
::* 4d40 t(X) + (Base Value)
::: X = Threshold value that must be rolled equal to or higher to be counted as a success, where each success gives 1 Training Point.
:: {| class="wikitable" style="text-align:center;"
|+ Training Roll Threshold
|-
!Basho Completed !! Threshold Value (X)
|-
| 0-1 || 10
|-
| 2-3 || 11
|-
| 4-5 || 13
|-
| 6-7 || 15
|-
| 8-10 || 18
|-
| 11-13 || 21
|-
| 14-16 || 25
|-
| 17-19 || 30
|-
| 20+ || 36
|}
:: {| class="wikitable"
|+ Training Roll Base Value
|-
!Base Value !!Condition
|-
|style="text-align:center;"| +3
| None (default value)
|-
|rowspan="5" style="text-align:center;"| +4
|-
| b21 protection (2-3 Basho completed)
|-
| Juryo / Makushita / Sandanme Yusho
|-
| Makuuchi Jun Yusho
|-
| Fighting Spirit Prize
|-
|rowspan="3" style="text-align:center;"| +5
|-
| b20 protection (0-1 Basho completed)
|-
| Makuuchi Yusho
|}
:* Certain perks may affect the Training Roll formula
:: {| class="wikitable"
|+ Training Roll Perks
|-
!Perk Code !!Description !!Requirement to purchase
|-
|style="text-align:center;"| T1a
| -1 t on each training roll || Ozeki
|-
|style="text-align:center;"| T1b
| -1 t bonus when earning a prize || Komusubi x2
|-
|style="text-align:center;"| T1c
| -1 t on KK, +1t on 7-8, +2 t on 6-9 or worse || Maegashira x5
|-
|style="text-align:center;"| T2a
| add +ir3 to training rolls || Yokozuna
|-
|style="text-align:center;"| T2b
| add +r3 (not +ir3) to training rolls || Komusubi x5
|-
|style="text-align:center;"| T2c
| 2 TP floor until you reach b25 || Maegashira x5
|-
|style="text-align:center;"| T2d
| 3 TP protection extends until you reach b22 || Juryo x3
|}
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=== Momentum ===
=== Momentum ===
: Momentum Points are used to temporarily raise a Rikishi's Attributes for a single Basho.
: Momentum Points are used to temporarily raise a Rikishi's Attributes for a single Basho.

Revision as of 01:55, 14 August 2023

This is the current ruleset for RTY.
For previous versions of the rules, please refer to Guide:Old_Rules.

Rikishi

Attributes

  • Power - The raw strength of a Rikishi, for those that want to simply overpower their opponents.
  • Balance - Your Rikishi's ability to stay on their feet, effectively carry their weight, manipulate momentum, and leverage their opponent into bad situations.
  • Footwork - The dexterity, speed, and agility of your Rikishi.
  • Technique - The technical proficiency of your Rikishi.
  • Spirit - This reflects your Rikishi’s endurance and ability to keep fighting.

Creating a Rikishi


Stat lines

Yotsu Specialist
4 4 2 3 2
Your rikishi is at their best with a strong grip on the opponent’s mawashi.
Rikishi who specialize in Yotsu-zumo are often impressive in strength, size and skill. Secure your favorite Migi-yotsu, Hidari-yotsu or Moro-zashi grips to overpower your opponent.
Nagete Specialist
3 4 2 2 4
Your rikishi steps up to the dohyo with the sole intention of being the only one standing once the bout is over.
Rikishi who specialize in Nagete techniques are often experts at turning their opponent's movement and momentum against them. Good balance and timing are a must.
Kakete Specialist
2 2 4 4 3
Your rikishi is fast and agile, relying on their footwork and speed to send their opponents to the clay.
Rikishi who specialize in Kakete techniques utilize a variety of leg tripping techniques to force their opponents off balance and tumbling to the clay.
Tokushuwaza Specialist
4 2 3 4 2
Your rikishi has a sharp mind, focusing on the technical aspects of sumo to outwit their opponents.
Rikishi who specialize in Tokushuwaza have excellent ring sense, knowing exactly when and how to bring down their opponents with a variety of rare winning techniques.
Oshi Specialist
2 3 4 2 4
Your rikishi focuses on forward movement, using their hands to push and thrust their opponent backwards out of the ring.
Rikishi who specialize in Oshi-zumo like to keep their opponent at a distance with some well-placed Tsuppari and maybe a Harite or two.
Custom
Any stat line as long as the sum of all stats equals 15 and no stat is below 2.
Your rikishi is whatever you want them to be. Your custom build allows you to carve your own path to Yokozuna.

Shikona

General rules
  • No exact shikona of real life wrestlers. References or alterations are okay!
  • No offensive or rude shikona. Double-check with a @Translator if you're not sure.
Shikona changes
Free Shikona changes are available
  • The first time winning a Makuuchi Yusho. This is only given out once per Rikishi.
  • On the first time promotion to Ozeki or Yokozuna. Only one change for either promotion, not both.
Rules for paid Shikona changes, as of 08/01/2023
  • For all Shikona changes that require a fee to be paid the fees will now be:
  • Change 1 - 10% of total Kensho or 2500 Kensho. Whichever amount is higher.
  • Change 2+ - 20% of total Kensho or 5000 Kensho. Whichever amount is higher.
  • If you do not have enough Kensho to pay for a change, you can change at the cost of all of your Kensho.
  • Paid Shikona changes can only be performed during certain periods. Shimpan will advise when Shikonas are open to be changed. This will be approximately 3 to 4 times per year during Degeiko periods. All paid requests will be denied if not within these periods.
  • Shikona changes from Makuuchi Yusho or promotion to Ozeki / Yokozuna are not subject to these restrictions.

Maezumo

All new Rikishi must spar the three Maezumo bots in any order:
  • Maezuoshi
  • Maezumoto
  • Maezukaze
Afterwards, they will become an Amateur Rikishi and acquire their first Training Roll.
If all three bouts are won, that Rikishi will also gain the Amateur Yokozuna role.

Pick a Heya, Any Heya

The current heya list as of 08/12/23 is:
  • Dewanoumi
  • Tokitsukaze
  • Isegahama
  • Takasago
  • Nishonoseki
  • Inazuma
  • Hikarishoryu
  • Namakemono
Please refer to the #heya-recruitment-page channel for more information about each heya and to check their current recruitment status.
Every basho, each heya selects an attribute of which its members will receive a +1 bonus for the duration of that basho.

Rookie Gauntlet

All Amateur Rikishi must complete the Rookie Gauntlet, sparring the 9 Maku bots, before competing in their first basho. The results will determine their ranking on the next Banzuke.
The bots in the Gauntlet are as follows and may be fought in any order:
  • Makunoumi
  • Makushoryu
  • Makuyaki
  • Makuwashi
  • Makunojo
  • Makuyama
  • Makufuji
  • Makuryu
  • Makuho
Note: Amateur Rikishi joining mid-basho may be exempt from completing the Gauntlet.

Training Points & Rolls

Training Points

Training Rolls

Training Rolls are done
  • Once after completing Maezumo
  • Once after every Basho (having participated in all 15 days)
Training Rolls are not done
  • After a Kyujo / Kosho
The Training Roll forumla is:
  • 4d40 t(X) + (Base Value)
X = Threshold value that must be rolled equal to or higher to be counted as a success, where each success gives 1 Training Point.
Training Roll Threshold
Basho Completed Threshold Value (X)
0-1 10
2-3 11
4-5 13
6-7 15
8-10 18
11-13 21
14-16 25
17-19 30
20+ 36
Training Roll Base Value
Base Value Condition
+3 None (default value)
+4
b21 protection (2-3 Basho completed)
Juryo / Makushita / Sandanme Yusho
Makuuchi Jun Yusho
Fighting Spirit Prize
+5
b20 protection (0-1 Basho completed)
Makuuchi Yusho
  • Certain perks may affect the Training Roll formula
Training Roll Perks
Perk Code Description Requirement to purchase
T1a -1 t on each training roll Ozeki
T1b -1 t bonus when earning a prize Komusubi x2
T1c -1 t on KK, +1t on 7-8, +2 t on 6-9 or worse Maegashira x5
T2a add +ir3 to training rolls Yokozuna
T2b add +r3 (not +ir3) to training rolls Komusubi x5
T2c 2 TP floor until you reach b25 Maegashira x5
T2d 3 TP protection extends until you reach b22 Juryo x3

Momentum

Momentum Points are used to temporarily raise a Rikishi's Attributes for a single Basho.
  • Each Momentum Point raises an Attribute by 1 regardless of Training Point threshold and is removed after the Basho.
  • Momentum may be used to increase Attributes above legal stat lines.
  • Momentum may NOT be used to increase stats lowered by permanent injury to avoid illegal stat lines.
  • Momentum DOES NOT STACK.
Momentum Chart
Momentum Condition
+1 Kachikoshi
+2
10 or more wins in Juryo / Makushita / Sandanme
Yusho in Juryo / Makushita / Sandanme
Re-promotion to Makuuchi / Juryo
Promotion / Re-promotion to Sekiwake
Re-promotion to Ozeki
Special prize / Makuuchi Jun Yusho
+3
First promotion to Juryo / Makushita
Makuuchi Yusho
+4
First promotion to Makuuchi
First promotion to Ozeki / Yokozuna

Focus Points

Focus Points can be spent to use a Focus Die, which adds ir (minimum values) to dice in a roll during Basho.
The cost of a Focus Die is as follows:
  • 4 Focus Points for Rikishi ranked below Ozeki, to add ir3
  • 5 Focus Points for Ozeki and Yokozuna, to add ir4
Focus Points are earned through the following methods:
  • 1 Focus Point per win during a Basho
  • 4 Focus Points per win during Maezumo
  • As rewards during Degeiko
  • As rewards during Jungyo

Base Die

The basic roll for actions is equal to 5d(base die).
Base die value increases after completing a certain number of basho, as follows:
Base Die Value
Basho Completed Base Die Value
0 20
1 21
3 22
5 23
7 24
10 25
13 26
16 27
20 28
Attack bonuses and the like will temporarily increase the base die value for that roll.
A Rikishi's Base Die Value may drop as a result of sustaining injuries during Basho.
  • 15 unique injuries = -4 Basho worth of progress
  • Every 10 unique injuries after that = -4 Basho worth of progress

Fatigue & Base Fatigue


Recovery Die


Injuries & Injury Threshold


Kyuujou


Kensho / Mochikyukin


As Ozeki and Yokozuna


Intai & Perks

In the Dohyo

How matches work

(in general. Specifics in sections below)

Spar vs Fight

Matches versus human players

  • Etiquette for finding opponents
  • Etiquette while facing opponents (rei, don't time out)

Matches versus bots

Bot personalities
  • Basic- AI chooses one of its best moves.
  • Aggressive - AI tries to counter one of your best moves.
  • Defensive - AI avoids being countered by your best moves.
  • Balanced - AI uses all three criteria to determine its best moves.
  • Random - AI chooses a random move.
  • You can still time out versus bots

Tachiai

Powerful
Power + Balance
Charge full force into your opponent, driving them backwards to transition into a Yotsu or Nagete stance.
Reserved
Spirit + Footwork
Set your feet and ready yourself for your opponent's tachiai, taking the opportunity to move into an Oshi or Kakete stance.
Quick
Technique + Power
Utilize your fast hands to secure a grip on your opponent and set yourself up for a Tokushuwaza or Yotsu stance.
Surprise
Balance + Spirit
Catch your opponent off guard with something out of the ordinary and transition into a Nagete or Oshi stance.
Evasive
Footwork + Technique
Avoid a head on collision with your opponent and move into a Kakete or Tokushuwaza stance.
Powerful > Reserved > Quick > Surprise > Evasive > Powerful

Matta

If both Rikishi roll equal to or within 2 points of each other at the Tachiai, a Matta is called.
  • The match is restarted without adding the additional Round from the Matta.
  • Note: There is a quirk in the bot which may count the Matta Round towards Fatigue.

Critical Tachiai

If the attacker rolls 50 or more points higher than their opponent at the Tachiai, the attacker instantly wins by Critical Tachiai.
  • Critical Tachiai wins are recorded with the Kimarite code "CRIT".

On the Offensive

Kimarite

Yotsu 四つ
Y1 Yorikiri
寄り切り
Power + Balance
Frontal force out - maintaining a grip on your opponent's mawashi, forcing them backwards out of the ring.
Y2 Uwatehineri
上手捻り
Power + Technique
Overarm twist - to grab the belt of your opponent with an outside grip and twist them down to the side of the grabbing hand.
Y3 Uwatenage
上手投げ
Power + Spirit
Overarm throw - extending your arm over your opponent's arm to grab their mawashi and throwing them to the ground while turning sideways.
Y4 Shitatenage
下手投げ
Balance + Footwork
Underarm throw - extending your arm under your opponent's arm to grab their mawashi and turning sideways, pulling down and throwing them to the ground.
Counter Sequence Yorikiri > Tsuppari > Uwatehineri > Hanmi > Uwatenage > Tawara Kaiten > Shitatenage > Inashi > Yorikiri


Yotsu 四つ
Y1 Yorikiri 寄り切り Power + Balance
Frontal force out - maintaining a grip on your opponent's mawashi, forcing them backwards out of the ring.
Y2 Uwatehineri 上手捻り Power + Technique
Overarm twist - to grab the belt of your opponent with an outside grip and twist them down to the side of the grabbing hand.
Y3 Uwatenage 上手投げ Power + Spirit
Overarm throw - extending your arm over your opponent's arm to grab their mawashi and throwing them to the ground while turning sideways.
Y4 Shitatenage 下手投げ Balance + Footwork
Underarm throw - extending your arm under your opponent's arm to grab their mawashi and turning sideways, pulling down and throwing them to the ground.
Counter Sequence Yorikiri > Tsuppari > Uwatehineri > Hanmi > Uwatenage > Tawara Kaiten > Shitatenage > Inashi > Yorikiri
Yotsu 四つ
Y1 Yorikiri 寄り切り Power + Balance
Frontal force out - maintaining a grip on your opponent's mawashi, forcing them backwards out of the ring.
Y2 Uwatehineri 上手捻り Power + Technique
Overarm twist - to grab the belt of your opponent with an outside grip and twist them down to the side of the grabbing hand.
Y3 Uwatenage 上手投げ Power + Spirit
Overarm throw - extending your arm over your opponent's arm to grab their mawashi and throwing them to the ground while turning sideways.
Y4 Shitatenage 下手投げ Balance + Footwork
Underarm throw - extending your arm under your opponent's arm to grab their mawashi and turning sideways, pulling down and throwing them to the ground.
Counter Sequence Yorikiri > Tsuppari > Uwatehineri > Hanmi > Uwatenage > Tawara Kaiten > Shitatenage > Inashi > Yorikiri


Yotsu 四つ
Y1 - Yorikiri 寄り切り
Power + Balance
Frontal force out - maintaining a grip on your opponent's mawashi, forcing them backwards out of the ring.
Y2 - Uwatehineri 上手捻り
Power + Technique
Overarm twist - to grab the belt of your opponent with an outside grip and twist them down to the side of the grabbing hand.
Y3 - Uwatenage 上手投げ
Power + Spirit
Overarm throw - extending your arm over your opponent's arm to grab their mawashi and throwing them to the ground while turning sideways.
Y4 - Shitatenage 下手投げ
Balance + Footwork
Underarm throw - extending your arm under your opponent's arm to grab their mawashi and turning sideways, pulling down and throwing them to the ground.
Yorikiri > Tsuppari > Uwatehineri > Hanmi > Uwatenage > Tawara Kaiten > Shitatenage > Inashi > Yorikiri
Nagete 投げ手
N1 - Kakenage 掛け投げ
Balance + Spirit
Inner thigh throw - to hook your leg inside your opponent's leg and lift it to execute a throw.
N2 - Kotenage 小手投げ
Balance + Power
Armlock throw - wrapping your arm around your opponent's extended arm, then throwing them to the ground without touching their mawashi.
N3 - Sukuinage 掬い投げ
Balance + Footwork
Beltless arm throw - extending your arm under your opponent's armpit and across their back while turning sideways, forcing them forward and throwing them to the ground without touching the mawashi.
N4 - Kubinage 首投げ
Spirit + Technique
Headlock throw - wrapping your opponent's head (or neck) in your arms and throwing them down.
Kakenage > Inashi > Kotenage > Makikae > Sukuinage > Tsuppari > Kubinage > Hanmi > Kakenage
Kakete 掛け手
K1 - Sotogake 外掛
Footwork + Technique
Outside leg trip - wrapping your leg around your opponent's leg from the outside and forcing them to fall backwards.
K2 - Ashitori 足取り
Footwork + Spirit
Leg pick - grabbing and lifting your opponent's leg with both hands, causing them to fall over.
K3 - Kekaeshi 蹴返し
Footwork + Power
Inner foot sweep - to sweep the inside of your opponent's ankle and knock them down.
K4 - Kirikaeshi 切り返し
Balance + Technique
Twisting knee trip - positioning your knee behind your opponent's leg then twisting them backwards over your leg.
Sotogake > Makikae > Ashitori > Tsuppari > Kekaeshi > Hanmi > Kirikaeshi > Tawara Kaiten > Sotogake
Tokushuwaza 特殊技
T1 - Tsuridashi 吊り出し
Technique + Power
Frontal lift out - lifting your opponent by the belt and carrying them out of the ring.
T2 - Katasukashi 肩透かし
Technique + Footwork
Under-shoulder swing down - wrapping two hands around your opponent's arm, grasping your opponent's shoulder and swinging them down.
T3 - Hikiotoshi 引き落とし
Technique + Balance
Pull down - pulling on your opponent's shoulder, arm, or mawashi and forcing them to fall forwards to the clay.
T4 - Kimedashi 極め出し
Power + Spirit
Arm barring force out - immobilizing your opponent's arms and shoulders with your arms and forcing them out of the dohyo.
Tsuridashi > Tawara Kaiten > Katasukashi > Inashi > Hikiotoshi > Makikae > Kimedashi > Tsuppari > Tsuridashi
Oshi 押し
O1 - Hatakikomi 叩き込み
Spirit + Footwork
Slap down - Slapping down on your opponent's shoulder, back, or arm and forcing them to fall forwards to the clay.
O2 - Okuridashi 送り出し
Spirit + Balance
Rear push out - to push your opponent out of the dohyo from behind.
O3 - Tsukidashi 突き出し
Spirit + Technique
Frontal thrust out - thrusting your opponent backwards out of the ring with one or a series of hand thrusts. Hand contact is not maintained.
O4 - Oshidashi 押し出し
Footwork + Power
Frontal push out - pushing your opponent out of the ring without holding their mawashi. Hand contact is maintained throughout.
Hatakikomi > Hanmi > Okuridashi > Tawara Kaiten > Tsukidashi > Inashi > Oshidashi > Makikae > Hatakikomi

On the Defensive

Defenses

Inashi 往なし
Footwork + Power
To sidestep or dodge your opponent's attack. Transitions into Kakete or Yotsu stances.
Counters Yorikiri, Kotenage, Hikiotoshi, Oshidashi.
Countered by Shitatenage, Kakenage, Katasukashi, Tsukidashi.
Makikae 巻き替え
Power + Spirit
To execute a grip reversal on your opponent's mawashi. Transitions into Yotsu or Oshi stances.
Counters Sukuinage, Ashitori, Kimedashi, Hatakikomi.
Countered by Kotenage, Sotogake, Hikiotoshi, Oshidashi.
Tawara Kaiten 俵回転
Balance + Footwork
To dance or spin at the tawara to avoid being forced out. Transitions into Nagete or Kakete stances.
Counters Shitatenage, Sotogake, Katasukashi, Tsukidashi.
Countered by Uwatenage, Kirikaeshi, Tsuridashi, Okuridashi.
Hanmi 半身
Technique + Balance
To take a strong stance, reducing your opponent's momentum. Transitions into Tokushuwaza or Nagete stances.
Counters Uwatenage, Kakenage, Kirikaeshi, Okuridashi.
Countered by Uwatehineri, Kubinage, Kekaeshi, Hatakikomi.
Tsuppari 突っ張り
Spirit + Technique
To deliver a series of thrusts or strikes at your opponent. Transitions into Oshi or Tokushuwaza stances.
Counters Uwatehineri, Kubinage, Kekaeshi, Tsuridashi.
Countered by Yorikiri, Sukuinage, Ashitori, Kimedashi.

Critical Defense

If the defender rolls 50 or more points higher than their opponent, this Critical Defense adds +4 to the defender's following Kimarite roll.

Bonuses

Bonuses may be applied to a roll under certain conditions.
Each bonus point increases the value of the base die.
  • Example: With 5d20, a +4 Attack Bonus would increase the roll to 5d24

Attack Bonus

After the Tachiai, from Round 2 onward, an Attack Bonus equal to the current Round number is added to the attacker's roll.

Stat Bonus

Either rikishi may receive a Stat Bonus according to the difference between the values of the selected moves.
Stat Advantage Table
Difference Stat Bonus
1~4 +1
5~9 +2
10+ +3

Focus Die

During Basho matches, Focus Points may be spent to add ir to a roll.
  • A Focus Die can NOT be used in the same round as a Fatigue Die.
Focus Die Table
Rank Cost Add
Non-Ozeki/Yokozuna 4 FP +ir3
Ozeki/Yokozuna 5 FP +ir4

Fatigue Die

During Basho matches, a 5% increase in Fatigue may be taken in exchange for adding +ir4 to a roll.
  • A Fatigue Die can NOT be used in the same round as a Focus Die.

Counters

Counters add +ir6 to a roll.

Critical Defense

If the defender rolls 50 or more points higher than their opponent, this Critical Defense adds +4 to the defender's following Kimarite roll.

Monoii

物言い
If the attacker rolls equal to or within 2 points of the defender, a Monoii occurs.
An additional 1d10 is rolled with the result as follows:
Monoii table
Roll Ruling Result
1-7 Gyoji gunbai doori Attacker wins
8 Torinaoshi Rematch
9-10 Gunbai sashichigae Defender wins

Gyoji gunbai doori

行司軍配通り
The attacker wins with their chosen Kimarite.

Torinaoshi

取り直し
A rematch immediately occurs between the two Rikishi.
  • Rounds from the original match count towards Fatigue.
  • Focus/Fatigue dice used in the original match are not refunded.

Gunbai sashichigae

行司軍配差し違え
The defender wins by reversal.
  • Defensive wins are recorded with the Kimarite code "R".

Basho

Readying for a basho

How blocks + deadlines are structured

Banzuke

Kachikoshi and Makekoshi


Torikumi

Commentary

Human commentator

Flavor text by bot

Slohyo

Fusen

Prizes

Special prizes / Kinboshi

Between Basho

Degeiko

Training camps

King of the Hill

Jungyo

Glossary / Index

  • mini-glossary of sumo terms used in this guide