Guide:Old Rules
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NOTE: This page contains outdated rules from previous iterations of RTY, for the sake of preservation.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
- The heya list until Kyushu 2023 was
- 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.
- Please be aware that there is a player cap per Heya, so you will need to ask in #gyoji-hotline if you can be added to the Heya of your choice or if you need to choose another.
- Every Basho, each Heya assigns a temporary #Heya Bonus to an Attribute. Selection methods vary by Heya.
- Rikishi may request a #Heya Transfer later on, but for a cost.
Rookie Gauntlet
Training Points
Training Rolls
- Training Rolls are done
- Once after completing Maezumo
- Once after every Basho (having participated in all scheduled bouts)
- The total number of bouts may vary for rikishi joining mid-basho.
- The training roll may be modified according to the number of #Fusen losses received, at the gyoji's discretion.
- Rikishi who have completed 20+ Basho will receive 2 TP instead of a Training Roll (mostly to heal fatigue).
- Training Rolls are not done
- After a full-basho Kyujo / Kosho (for specifics, please refer to #Kyujo, Kosho, and_Banzukegai)
- If a rikishi misses too many matches and is declared Auto-Kyujo.
- After Jungyo
- Newer Rikishi have protection as follows:
- Rikishi at b20 (0-1 Basho completed) will always receive at least 5 TP
- Rikishi at b21 (2-3 Basho completed) will always receive at least 4 TP
- These protections do not apply to Rikishi who have dropped to b20/b21 through Injuries
- 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 Juryo / Makushita / Sandanme Yusho Makuuchi Jun Yusho Makuuchi Special Prize +5 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
Heya & Oyakata Bonus
Heya Bonus
Oyakata Bonus
Until Kyushu 2023
- Once per basho, the Oyakata can hand out bonuses to three Rikishi in their heya:
- +2 Focus Dice to a single Makuuchi Rikishi
- +2 Momentum to a single Juryo Rikishi
- +1 Training Point to a single Makushita Rikishi
- Important Notes:
- This Momentum bonus does not stack with other Momentum bonuses.
- A Rikishi may not receive the Oyakata Bonus twice in a row.
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
Before Kyushu 2023
- If two Rikishi cannot fight their Basho match live, they have the option of submitting a Slohyo by the deadline of a Block.
- The current Slohyo forms can be found here:
- If a gyoji is currently running your slohyo, please DO NOT fight any live bouts until the Slohyo is concluded!
- This is to prevent discrepancies with Fatigue, Focus Dice, and Injuries which may occur during the Slohyo!
- If assistance is needed in filling out a Slohyo form, don't be afraid to ask in #gyoji-hotline
- If both Rikishi submit Slohyo forms, a Gyoji will manually run the match after the deadline for the current block.
- If both Rikishi end up fighting their match live, which is always preferred, this will override any Slohyo forms submitted for that match.
- If only one Rikishi submits a Slohyo for a match by the deadline, they will win by forfeit (Fusensho).
- If neither Rikishi submit a Slohyo form for a match by the deadline, both will lose by forfeit (Fusenpai).
- When a Slohyo is run manually by a Gyoji, sometimes the match will run past Round 2.
- When this happens, both Rikishi will be pinged in #bout-deadlines
- Rikishi will then have 24 hours to submit Slohyo Form Part 2.
- If only one Rikishi submits the Part 2 form by the deadline, they will win by forfeit (Fusensho).
- If neither Rikishi submit the Part 2 form by the deadline, both will lose by forfeit (Fusenpai).
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
Prizes
Special prizes / Kinboshi
(old, outdated prizes)
- For Makuuchi Rikishi (except Yokozuna and Ozeki)
- Shukunsho 殊勲賞 = Outstanding Performance Prize = 1 Recovery Die
- Kantosho 敢闘賞 = Fighting Spirit Prize = 2t reduction on Training Roll
- Ginosho 技能賞 = Technique Prize = 10 Focus Points + 10 progression