How it works
The story moves forward on your heroine's rating, not on time.
Each chapter repeats a series (training weeks on the schedule screen, then a card of matches) until your rating reaches a target. The first target is 440; the last ones reach 850 on some routes. Title and special matches are different: the chapter repeats until you win them. Losing anything else only costs time, and there is no game over.
Between series, story scenes offer choices that move the heroine between promotions. Most routes finish with the Athena Climax league and then a title match for the IWWF Heavyweight belt; winning it plays the ending your route has earned.
When a card is announced, the coach's comment tells you the win odds: "a wrestler on a different level" means under 3 stars, "seize the flow" 3 to 5, "give it your all" 6 or more.
Heroines and factions
| Heroine | Start rating | Factions | Notes |
|---|---|---|---|
| Yukiko Shinzaki | 440 | Regulars, Rebels | Many choices are made for her, so she has fewer routes. |
| Haruka Yamada | 440 | all four | |
| Kazuko Hada | 440 | all four | A few partners differ. |
| Kayo Ozawa | 440 | all four | |
| Yuki Katsuragi | 436 | all four | Fixed ring name and her own opening; one ending only she can reach, and one she can't. |
Getting stronger
Every session on the schedule adds experience to one value; 256 experience is one point. Base stats stop at 16. Each type's attack and defence stop at 31, and together at 32: past that, raising one lowers the other.
| Activity | Trains | Fatigue |
|---|---|---|
| Weight Training, Sparring, Running, Breakfalls, Dash Drills | Str, Dex, Sta, Rec, Spd | +8 |
| Practice Match | Guts | +8 |
| Offense / Defense Drills | attack or defence of the types you pick | +6 |
| Learn Moves · Move Difficulty · Finisher | moves | +8 · +3 · +5 |
| Sleep | HP: 3/16 to 5/16 of max | −5 |
| Play | HP: 1.5/16 of max | −30 to −70 |
Experience per session
| Rating | Good day | Average | Bad day |
|---|---|---|---|
| under 550 | 145 | 95 | 45 |
| 550 to 699 | 135 | 85 | 40 |
| 700 to 899 | 125 | 75 | 35 |
| 900 to 1099 | 115 | 65 | 30 |
| 1100 and up | 100 | 52 | 25 |
Fatigue decides which kind of day you get: at fatigue 3 or less every session is a good day; at 30 the average is 124 (lowest tier), at 50 it is 97, at 99 only 46. A drill also turns into a bad day when that type's attack + defence is already twice its base stat (Throw uses Str, Holds Dex, Power Sta, Hits Rec, Air Spd).
Practice Match Guts: beating someone rated 100 or more above you gives a full point (255); losing to someone 300 above still gives 128.
Rating
Rating = 4 × (every attack and defence value + the six base stats + a move bonus + the finisher's level). The move bonus counts moves per category: 1 move is worth 5, then 10, 14, 17, 19, 21. The first move in each category is worth +20 rating, as much as four stat points.
The fastest way up
- Train hard early: gains drop at 550, 700, 900 and 1100 rating.
- Keep fatigue under about 40 with one Play a week.
- Raise base stats before drills; a base stat of 16 lets its type reach the 32 cap.
- Fill each type's attack + defence to 32: that pool is worth up to 640 rating.
- Learn one move in every category early.
Winning matches
Only HP ends a match: a 3-count or a submission. There is no count-out.
- Pins stick only when the opponent is under 1/16 of her HP, and even at HP 4 or less she kicks out with a chance of Guts/128.
- Submissions need the targeted part (HP, arm or leg) below about 3/16; Dex helps escape.
- The Logic pattern is read bottom-up. The bottom row is used while the opponent is fresh, the top rows when she is nearly finished. That row's move type is picked about half the time.
- Which move: the strongest move of that type whose level is below 16 − the opponent's HP rank + a bonus from your attack minus her defence in that type. Higher move levels come out earlier.
- Damage = the move's damage at its level × (1 + spirit/128) + Str. Spirit fills when you are hit and drains when you hit, so a beaten-down wrestler strikes back up to twice as hard.
- Logic style (Safe, Even, Fight, Rush) does not change matches you watch; it only shifts the luck of matches that are resolved without being shown.
Strategies (A / X / Y / B)
| Strategy | Effect |
|---|---|
| KO 一撃 | +5 damage on every hit; +24/128 to counter when defending. The best all-round choice. |
| Big 大技 | Bigger moves sooner. Best once the opponent is past half HP. |
| Finish 必殺 | 50% per exchange to use the finisher (+20 or +40 damage). Two at most, the second after about 3:20. |
| Endure 忍耐 | Takes ¾ damage and builds more spirit, but loses initiative. |
| Range 間合 | Never starts a lock-up; −4 damage; HP recovers a third faster. Only for resting. |
| Outside 場外 | Stays outside two actions longer, with an edge there. |
| Pinfall フォール | When you are pinned, mash the button to kick out instead of an automatic roll. |
| Counter 返し | Avoid: as programmed it raises the opponent's chance to counter your attacks, and costs initiative. |
Raise the attack of the types your pattern uses; put types with your strongest high-level moves in the top rows; never leave a type with no moves (it becomes a weak poke). In tag matches the Assist style breaks up pins fastest. Computer teams never use strategies.
Secrets
Enter these on the main menu, one button at a time, finishing with L and R together.
| Code | Effect |
|---|---|
↑ ↑ ↓ ↓ → ← → ← L+R | Every Champion Road rating gate opens, and four hidden wrestlers join the Exhibition roster: Megumi Muto, Chigusa Yuki, Reiko Kanamori, Narumi Otaka. |
↑ ← ↓ → ↑ ← ↓ → L+R | As above, plus a chapter number in the corner (change it with ← →): Champion Road starts at that chapter with every stat at 16. Chapters 7 and 8 jump straight to an ending. |
→ ← → ← A+B+X+Y | Erases the save data. |
Match move test: hold L+R on controller 2 while the title screen comes up, then press A+B+X+Y together on controller 1. In matches a move number appears over the left name panel; the d-pad picks a move and holding R makes your wrestler use it.
The game also holds about 500 lines of story text that no event ever shows: scenes cut or rewired during development, among them a different arrival in Dallas and extra scenes for some routes. No code unlocks them. Read every cut scene and line.
Routes and endings
Spoilers from here on: every route, choice and ending in the story.
Everything above is enough to play Champion Road. The rest of the guide is for when you want to find a particular ending or see where your choices led.
Ending finder
Each recipe below was played through to its ending in an emulator. Choices not listed can go either way. "Show route" lights the path up on the map.
| Ending | Start | Choices on the way |
|---|
Route map
Story progress runs downward. Each column is the promotion the heroine is fighting for at that point. Dashed boxes are choices; the arrows carry their options.
How the ending is picked: almost every route ends the same way, with the Athena Climax and the IWWF Heavyweight title, so the ending can't be read from where the lines finish. Instead the game carries a route number. Your starting faction sets it, and a few events change it; those events have a gold "route" tag on the map. When you win the title, the game plays the ending for the number you're carrying. That is what the last box on the map shows.
Pick a heroine or a starting faction to see which paths are open to her, or an ending to light up a route that was played through to it. Click any box for details.
Click a box on the map to see what happens there.
Choices that matter
| When | Options | What follows |
|---|---|---|
| After the Rookie of the Year tournament | I'll go! / ...... | IWWF study abroad, or stay in Japan. Yukiko always goes to Mexico. |
| After the Dadarne match (only if lost) | I think I'll go back / Not yet... | Back to Shinjo, or stay in the IWWF. |
| Yoshimi's invitation | You're right. / For me.... | Move to World Joshi, or stay at Shinjo. |
| World Joshi, after beating Kozuki | Mexico, huh... / Hmmm... | The AAC, or stay. Losing that match skips the offer. |
| Ryuko's tag offer, then the President's pairing | accept / refuse | Refusing both starts the Chaos route (ending 8). |
| Contract renewal | The promotion war, huh... / The promotion war... | Declining opens the three-way menu: IWWF, USWA or AAC. |
| Freelance in Mexico, Yukiko's offer | Shinjo, huh... / Help Yukiko? Well... | Join Shinjo (ending 2), or a second menu: World Joshi or stay with the AAC. |
| Freelance, the AAC juice test | Grrrgh.. / All right | Clean or heel AAC run; drinking skips Yukiko's tag offer. |
| Revolutionaries invitation | Sounds like fun / Sorry, but... | Join the challengers to Risako (needed for ending 9). |
| After beating Risako | Go to Mexico / Train harder in Japan | Mexico leads to M Sand. |
| If Yukiko beat Risako instead | I'll be Shinjo's ace / I want the world too | Stay, or the IWWF (6) or USWA (7) tag titles. |
| World Joshi folds | Go to Shinjo / Go to the USWA | Ending 3 or ending 5. |
| Tsurumi grudge match (a match) | win / lose | Losing leads to the SWA and ending 4. |