Guide:Old Rules: Difference between revisions
Jump to navigation
Jump to search
(→Fusen) |
|||
Line 498: | Line 498: | ||
=== Slohyo === | === Slohyo === | ||
=== Fusen === | === Fusen === | ||
===== Before Kyushu 2023 ===== | |||
: Fusen may occur during a Basho in the following situations. | |||
:: '''Fusensho 不戦勝''' = forfeit win | |||
:::* For each match where Rikishi submits a Slohyo form by the deadline while their opponent doesn't. | |||
:::* A Fusensho is indicated with the code "F" | |||
:: '''Fusenpai 不戦敗''' = forfeit loss | |||
:::* For each match where a Rikishi does not submit a Slohyo form. | |||
:::* A Fusenpai is indicated with the code "L" | |||
:::* A certain number of Fusenpai in a row may result in Auto-Kyujo for that Rikishi. | |||
:: '''Double Fusen''' | |||
:::* For each match where both Rikishi do not submit Slohyo forms by the deadline, both receive Fusenpai. | |||
=== Prizes === | === Prizes === | ||
==== Special prizes / Kinboshi ==== | ==== Special prizes / Kinboshi ==== |
Revision as of 02:04, 17 October 2023
NOTE: This page contains outdated rules from previous iterations of RTY, for the sake of preservation.
For the current rule set, please refer to Guide:Main.
Rikishi
Attributes
OG
- Power
- Weight
- Footwork
- Skill
- Spirit
???
- Power – The raw strength of a Rikishi, for those that want to simply overpower their opponents. Strong in Grip Techniques
- Balance – Your Rikishi's ability to stay on his feet, effectively carry their weight, manipulate momentum and leverage their opponent into bad situations. Strong in Throwing Techniques
- Footwork – The dexterity, speed and agility of your Rikishi. Strong in Limb Lock Techniques
- Skill – The technical proficiency of your Rikishi. Strong in Pulling Techniques
- Spirit – This reflects your Rikishi’s endurance and ability to keep fighting. Versatile stat used over many techniques but specialist in none.
Creating a Rikishi
Stat lines
OG
???
Before Aki 2023
The Iron Grip
Yotsu SpecialistPower Balance Footwork Technique Spirit 5 3 2 3 2 Your rikishi is at his best when his hands have firmly grasped the mawashi of his opponent. Rikishi who specialize in this stance are often impressive in size and strength as well as skill, as yotsuzumo is the more technical and graceful of the two primary styles of sumo. But no matter how skilled a rikishi might be, he cannot get anything done on the belt without the might to overpower his opponent. Whether he prefers an inside right or inside left, there's no doubt that when a yotsu specialist gets the grip he wants, his opponent is in deep trouble. Notable yotsu specialists include Terunofuji and Tochinoshin.
The Bulldozer
Oshi SpecialistPower Balance Footwork Technique Spirit 4 2 3 2 4 Your rikishi is proficient in pushing and thrusting his hands as though they were battering rams. The oshi specialist’s goal is to shove his opponent out of the ring and if he falls on the way out, that’s on him. Rikishi who specialize in this stance are brimming with explosive force fueled by a burning soul. Although their style is traditionally viewed as less refined than yotsuzumo, oshi specialists will tell you that molding one's arms into relentless weapons of mass destruction is an artform in itself. Notable oshi specialists include Takakeisho and Tamawashi.
The Catapult
Nagete SpecialistPower Balance Footwork Technique Spirit 3 5 2 3 2 Your rikishi steps up to the dohyo with the intention of being the only one standing on it after the bout is over. No pushing, no carrying, no belt grips, no ring-outs. Tossing your opponent down hard and making them taste the dirt is the most satisfying conclusion to a bout for the nagete specialist. If the gyoji just happens to get knocked down when he doesn't get out of the way in time, well that's just a bonus for the last man standing. Rikishi who specialize in this stance are often quite big and strong, but more importantly they know how to maintain balance whilst throwing opponents, so as not to buckle or fall with them. Notable nagete specialists include Hoshoryu and Okinoumi.
The Spider
Limb Lock SpecialistPower Balance Footwork Technique Spirit 2 2 5 3 3 Your rikishi is agile and dexterous, preferring to wrap his limbs around those of his opponents’ before taking them down or out for the win. Rather than overpowering his opponent, the limb locker restricts mobility, making escape a difficult task to execute. Once a limb locker gets ahold of you, you might as well be a fly caught in the spider's web. Notable limb lock specialists include Enho and Mainoumi.
The Professor
Pulling SpecialistPower Balance Footwork Technique Spirit 2 2 3 5 3 Your rikishi focuses on manipulating the momentum of his opponents against them. This, combined with a sharp ring sense and precise timing, allow rikishi who specialize in this stance to get adversaries in prime position for a hard fall to the clay. It will almost feel like they beat themselves when, really, they were given a lesson in physics by an expert technician. Although pulling is seen as something rikishi, especially yokozuna, should avoid, it cannot be denied that sumo is a sport in which such maneuvers can be devastatingly effective. Notable pulling specialists include Kakuryu and Abi.
Custom Power Balance Footwork Technique Spirit Any stat line as long as the sum of all stats equals 15, no stat is below 2, and follows the rules of #Stat Line Legality Your rikishi is whatever you want them to be. Your custom build allows you to carve your own path to Yokozuna.
Shikona
Before 08/01/23
- Shikona (character name) changes cost 5000 Kensho for the first change and an additional 5000 Kensho for each subsequent change. For example a player wishing to change their Shikona for the third time will need to pay 15000 Kensho.
Maezumo
Pick a Heya, Any Heya
Rookie Gauntlet
Training Points
Momentum
Focus Points
Base Die
Fatigue & Base Fatigue
Recovery Die
Injuries & Injury Threshold
Injury Threshold
- Before 8/22/23
- SimpleGyoji Bot must have the following values set to use the correct Injury Threshold values, regardless of the actual number of Basho completed
Basho Participation Number (bot) Condition Basho Completed Value Completed 21+ Basho 23 Sanyaku 13 Makuuchi 11 Juryo / Makushita 1
Kyuujou
Kensho / Mochikyukin
As Ozeki and Yokozuna
Intai & Perks
In the Dohyo
How matches work
Spar vs Fight
Matches versus human players
Matches versus bots
Tachiai
Before Aki 2023
Powerful Power + Balance Transitions into Yotsu or Nagete. Reserved Footwork + Spirit Transitions into Limb Lock or Oshi. Low Power + Technique Transitions into Yotsu or Pull. Surprise Balance + Spirit Transitions into Nagete or Oshi. Lateral Footwork + Technique Transitions into Limb Lock or Pull. Counter Sequence Powerful > Reserved > Low > Surprise > Lateral > Powerful
Matta
Critical Tachiai
On the Offensive
Kimarite
OG
Grip Techniques G1 Yorikiri 寄り切り Power + Weight G2 Uwatenage 上手投げ Power + Skill G3 Shitatenage 下手投げ Footwork + Skill Push/Thrust Techniques T1 Oshidashi 押し出し Weight + Footwork T2 Tsukidashi 突き出し Power + Footwork T3 Hazuoshi 筈押し Weight + Spirit Pulling Techniques P1 Hatakikomi 叩き込み Footwork + Weight P2 Hikiotoshi 引き落とし Spirit + Skill P3 Tsukiotoshi 突き落とし Spirit + Footwork Rear Techniques R1 Okuridashi 送り出し Footwork + Skill R2 Okurihikiotoshi 送り引き落とし Power + Spirit R3 Okurinage 送り投げ Power + Weight
Before Aki 2023
Yotsu 四つ G1 Yorikiri 寄り切り Power + Balance G2 Shitatenage 下手投げ Balance + Footwork G3 Harimanage 波離間投げ Power + Spirit G4 Uwatenage 上手投げ Power + Technique Counter Sequence Yorikiri > Sidestep > Shitatenage > Makekai > Harimanage > Tawara Ballet > Uwatenage > Momentum Stop > Yorikiri Pull 引き P1 Hatakikomi 叩き込み Technique + Spirit P2 Hikiotoshi 引き落とし Footwork + Technique P3 Uwatedashinage 上手出し投げ Balance + Technique P4 Tsukiotoshi 突き落とし Power + Spirit Counter Sequence Hatakikomi > Defensive Tsuppari > Hikiotoshi > Sidestep > Uwatedashinage > Makekai > Tsukiotoshi > Tawara Ballet > Hatakikomi Nagete 投げ手 T1 Kotenage 小手投げ Power + Balance T2 Sukuinage 掬い投げ Balance + Footwork T3 Kubinage 首投げ Balance + Technique T4 Okurinage 送り投げ Technique + Spirit Counter Sequence Kotenage > Momentum Stop > Sukuinage > Sidestep > Kubinage > Defensive Tsuppari > Okurinage > Makekai > Kotenage Limb Lock 掛け手 L1 Ashitori 足取り Footwork + Spirit L2 Kimedashi 極め出し Power + Footwork L3 Sotogake 外掛 Footwork + Technique L4 Katasukashi 肩透かし Balance + Spirit Counter Sequence Ashitori > Momentum Stop > Kimedashi > Tawara Ballet > Sotogake > Defensive Tsuppari > Katasukashi > Sidestep > Ashitori Oshi 押し O1 Oshidashi 押し出し Balance + Spirit O2 Okuridashi 送り出し Power + Technique O3 Tsukidashi 突き出し Power + Footwork O4 Waridashi 割り出し Footwork + Spirit Counter Sequence Oshidashi > Makekai > Okuridashi > Tawara Ballet > Tsukidashi > Momentum Stop > Waridashi > Defensive Tsuppari > Oshidashi
On the Defensive
Defenses
- D1 - Sidestep 往なし
- Technique + Spirit
- Transitions into Pull or Oshi.
- Counters Shitatenage, Uwatedashinage, Kubinage, Ashitori.
- Countered by Yorikiri, Hikiotoshi, Sukuinage, Katasukashi.
- D2 - Makekai 巻き替え
- Power + Footwork
- Transitions into Yotsu or Limb Lock.
- Counters Harimanage, Tsukiotoshi, Kotenage, Okuridashi.
- Countered by Shitatenage, Uwatedashinage, Okurinage, Oshidashi.
- D3 - Tawara Ballet 俵回転
- Balance + Footwork
- Transitions into Nagete or Limb Lock.
- Counters Uwatenage, Hatakikomi, Sotogake, Tsukidashi.
- Countered by Harimanage, Tsukiotoshi, Kimedashi, Okuridashi.
- D4 - Momentum Stop 半身
- Balance + Technique
- Counters Yorikiri, Sukuinage, Kimedashi, Waridashi.
- Countered by Uwatenage, Kotenage, Ashitori, Tsukidashi.
- D5 - Defensive Tsuppari 突っ張り
- Power + Spirit
- Transitions into Yotsu or Oshi.
- Counters Hikiotoshi, Okurinage, Katasukashi, Oshidashi.
- Countered by Hatakikomi, Kubinage, Sotogake, Waridashi.
Critical Defense
Bonuses
Attack Bonus
Stat Bonus
Focus Die
Fatigue Die
Counters
Monoii
Gunbai doori
Torinaoshi
Gunbai sashichigae
Basho
Readying for a basho
How blocks + deadlines are structured
Banzuke
Kachikoshi and Makekoshi
Torikumi
Commentary
Human commentator
Flavor text by bot
Slohyo
Fusen
Before Kyushu 2023
- Fusen may occur during a Basho in the following situations.
- Fusensho 不戦勝 = forfeit win
- For each match where Rikishi submits a Slohyo form by the deadline while their opponent doesn't.
- A Fusensho is indicated with the code "F"
- Fusenpai 不戦敗 = forfeit loss
- For each match where a Rikishi does not submit a Slohyo form.
- A Fusenpai is indicated with the code "L"
- A certain number of Fusenpai in a row may result in Auto-Kyujo for that Rikishi.
- Double Fusen
- For each match where both Rikishi do not submit Slohyo forms by the deadline, both receive Fusenpai.
- Fusensho 不戦勝 = forfeit win