バーチャル・
プロレスリング

AKI Corporation · 13 September 1996 · PlayStation Virtual Pro Wrestling

A fan-made English guide to Asmik's 1996 PlayStation wrestling game, written alongside the English fan translation.

Names:

Contents

Winning and Losing

This page explains how a match of Virtual Pro Wrestling works: what hurts, what makes a pin stick, when a man gives up, how the computer opponent thinks, and what every option does. The buttons themselves are on the Play page; each wrestler's stats and moves are in the Wrestler Database.

Hidden health

What this means for you

A match is a long climb from 255 down to about −100, some 355 points. Big throws do 20 to 30 at a time, so expect a dozen or more good moves before the finish.

Every wrestler starts the match with 255 points of hidden health, whatever his size. There is no health bar: the only gauge on screen is the SPIRIT icon in each bottom corner. You read your opponent's health from how long he stays down and how fast he kicks out.

Health keeps falling below zero. Around −100 a wrestler is finished: that is where pins stick, holds make him give up and KO moves can end the match.

How a match ends

EndingWhen it happensWinnerOn screen
SubmissionA hold squeezes a man whose health is below −100 and whose spirit is below 90 (Give Up!)The man applying the holdGive Up!
PinfallThe referee counts three before the pinned man kicks out (Pins)The pinnerPin Fall!
KOWith the TKO rule on, a KO move lands on a man at −100 health or lower (KO)The man still standingHe collapses
Ring-outOne man is still outside when the count reaches 20 (Ring-out)The man inside the ringRing Out!
Double ring-outBoth men are outside when the count reaches 20Nobody: a draw
Time upThe match clock reaches the Time LimitNobody: a drawTime Up!

There is no tag-team match: every bout is one against one, including the 5-a-side Elimination Match.

KO and the TKO rule

What this means for you

With a KO wrestler, a beaten opponent can drop at any moment, even while he still kicks out of pins. Against a KO wrestler, keep your health above −100 or keep your spirit up for the special, during which you cannot be knocked out.

With TKO on in Rule Settings, a match can end by knockout. All four of these must be true at once:

  • the move is one of the wrestler's KO moves (listed below);
  • the man it hits is left at −100 health or lower;
  • he is inside the ring and not in his special;
  • a 1 in 4 roll succeeds.

Ordinary throws and throws that end in a pin can never KO. Only 100 moves, belonging to 42 wrestlers, are KO moves; the other 18 wrestlers cannot win by KO at all. With TKO off there are no KOs.

Every KO move, by wrestler
WrestlerKO moves
Jyushin Thunder LygerUltra Slap Combo, Super Fisherman Buster
Chris BenoitTop Rope Spinning Power Bomb
Riki ChosuClothesline
Kensuke SasakiFisherman's Brainbuster, Rolling Shoulder Throw
Black TigerReverse Brainbuster, Top Rope Razor's Edge
Hiroshi HaseUranage Slam
Shinya HashimotoBrainbuster, Front Leg Roundhouse, Super Fisherman Buster
Scott NortonJackknife Powerbomb, High Angle German Suplex
Mitsuharu MisawaRolling Elbow, Spinning Elbow
Toshiaki KawadaRelease Tiger Suplex
Steve WilliamsBackdrop Suplex, Release Tiger Suplex
Jumbo TsurutaVertical Suplex to Body Slam, Lift-up Backdrop
Akira TaueChokeslam Drop
Stan HansenJackknife Powerbomb, Short-Arm Lariat, Lariat
Gary AlbrightRolling Belly-to-Belly Suplexes, Rolling Front Dragon Suplex, Locomotion German Suplexes, Quick Release German Suplex, Release Full Nelson Suplex
Giant BabaClubbing Chop, Standing Big Boot, Torpedo Dropkick
Yoshiaki FujiwaraPower Headbutt, Neck Wringer
Masakatsu FunakiSlap Combo to Knee Strike, Spinning Backhand Chop
Minoru SuzukiNeck Wringer, Standing Roundhouse
Kazuo YamazakiFoot Sweep to Kick Combo, Locomotion German Suplexes
Akira MaedaSpin Kick Combo, Brutal Kick Combo, Rolling Kick
Nobuhiko TakadaSlap to Triple Kick Combo, Knee Strike to Double Slap to Three Kick Combo, Standing Roundhouse, Jump Spinning Back Kick to Gut
Ken ShamrockRelease Full Nelson Suplex, Standing Roundhouse
Yoji AnjohFoot Stomps to Kick
Bas RuttenPalm Thrust
Tarzan GotoPower Headbutt, Headbutt
HayabusaFisherman's Buster, Screwdriver
Genichiro TenryuSumo Slap Combo to Rolling Heel Kick
Koji KitaoAxe Kick Combo, Uranage Slam, Standing Axe Kick
Power WarriorRolling Shoulder Throw, Fisherman's Brainbuster, Standing Clothesline
VaderChoke Slam, Jackknife Powerbomb, Standing Lariat, German Back Drop, High Angle German Suplex, Standing Enzuigiri Slam
Rick SteinerRelease Full Nelson Suplex
The Great MutaNeck Wringer
Hulk HoganForearm Smash, Standing Lariat
Scott SteinerScrewdriver, Reverse Brainbuster
HawkFlying Clothesline
Dynamite KidSnap Suplex, Cradle Piledriver, Screwdriver, Snap Belly-to-Back Suplex, Reverse Brainbuster, Top Rope Razor's Edge, Diving Headbutt
Terry FunkStiff Jabs to Punch
Antonio InokiElbow Breaker, Stiff Right Punch, Left/Right Hook Combo to Thigh Kick to Scissors, Neck Wringer, Jumping Roundhouse
Bruiser BrodyTop Rope Razor's Edge, Leg Drop, Double Knee Drop
Tiger MaskTombstone Piledriver
Andre the GiantSmash Face on Knee, High Angle German Suplex, Standing Big Boot, Hip Check, Big Splash, Body Splash

No KO move: Tatsumi Fujinami, Hiroyoshi Tenzan, Keiji Mutoh, Masahiro Chono, Shiro Koshinaka, Kenta Kobashi, Volk Han, Atsushi Onita, Sabu, The Great Sasuke, Super Delphin, TAKA Michinoku, Jinsei Shinzaki, Ultimo Dragon, Ric Flair, Sting, Mil Mascaras, Karl Gotch.

Ring-out

What this means for you

Outside the ring the count gives you plenty of time: 40 seconds. A computer wrestler alone outside comes back in by count 17, so it never loses by ring-out on its own. Pins do not count outside the ring.

With Ringout Count on, the referee counts while either wrestler is outside: one number every 2 seconds, shown big on screen. At 20 (40 seconds) the man outside loses; if both are outside, the match is a draw. When both are back inside, the next count starts again from 0. With Ringout Count off you can stay outside as long as you like.

Going over the top rope to the floor, thrown or by a fall, costs 7 health and 5 spirit.

Time limit and draws

Result screen reading Heartbreaking Time-Out, Neither Gives Way!, with a triangle beside both names and Time Up Draw in the time box
A drawn bout: a triangle beside both names.

The Time Limit can be Unlimited, 5, 10, 30 or 60 minutes. The clock at the top right always counts up, in real time; when it reaches the limit the bout ends as a draw (Time Up!). A match is also drawn by a double ring-out.

The result screen shows the winner's name with a phrase such as Total Victory!, then a bar with the time and how it ended: ○ beside the winner, × beside the loser, △ beside both after a draw. Choosing Skip Match on the pause menu (Start) ends the bout as a Time Up Draw.

One fall or three

What this means for you

The man who just lost a fall starts the next one healthier than he ended the last: anyone below 50 comes back with 100 or more. Winning the first fall barely puts you ahead on health, so open the second fall as carefully as the first.

With Falls set to 3 Falls, a match is best of three. It ends when one man leads 2-0; otherwise all three falls are wrestled. A drawn fall counts as a fall won by both men.

Between falls, spirit and body parts start fresh (50 each), but health carries over, topped up:

Health at the end of a fallHealth at the start of the next
100 or moreUnchanged
50 to 99150
0 to 49125
Below 0100

Spirit and the Special

Spirit is each wrestler's fighting spirit, from 0 to 100. Everyone starts every fall at 50. It decides whether you can be pinned, whether you give up, whether you can counter, and at 100 it gives you the special move.

The SPIRIT icon

The SPIRIT icon in your corner of the screen (bottom left for 1P, bottom right for 2P) changes colour with your spirit, in steps of 10 (table below).

Spirit drifts back toward 50 on its own: about every 4 seconds it drops by 1 if it is above 50, and rises by 2 if it is below 50 (by 3 if it is below 31). The Spirit Gauge option in Game Settings only hides the icons; spirit still works the same.

The bottom of the match screen: the 1P SPIRIT icon at left is white, the 2P icon at right is red
Left: white, at full spirit. Right: bright red, around 50.
SpiritIcon colourWhat it means
0 to 29Almost black redNo counters; easy to pin
30 to 49Dark redCounters possible from 36
50 to 69Bright redWhere every fall starts
70 to 89Salmon pinkCounters likely; harder to pin
90 to 99WhiteCannot be pinned, cannot give up
100Flashing whiteThe special

Gaining and losing spirit

What happensSpirit
Your move lands0 to +7, by move (see Move power)
Your move lands while your health is below 483 more on top
You are hit−2 to −7 for most moves
You are hit by a far tap grapple+8
Each squeeze of a ground hold on you+4
Taunt (L2)+5 (+2 outside the ring)
Leapfrog a running opponent (L1)+3
Your guard (Square) blocks a strike+2
You kick out of a pin+10
You get back up after some knockdowns+10
You go over the top rope to the floor−5

The levels that matter

LevelEffect
Spirit 36Below it you cannot counter a grab, an Irish whip or a corner move. From 36 up, the chance to counter a close grab is your spirit in percent.
Health 48Below 48 health, every move you land gives 3 extra spirit: the comeback rule.
Spirit 90From 90 you cannot be pinned and cannot be made to give up.
Spirit 100The special: 30 seconds with your finishing move on call.

The special move

What this means for you

Spirit is the real gauge of the match. Taunt when you are safe, block strikes, and kick out of pins to build it; at 90 you are safe from pins and submissions, and at 100 you have 30 seconds to land the special and pin on top of it. Watch his icon too: a white icon means pinning him is useless.

When your spirit reaches 100, your wrestler strikes a short flash pose (you cannot act for about a second), his SPIRIT icon flashes white, and for 30 seconds he is in his special. After exactly 30 seconds his spirit drops back to 50.

During the special, hold Circle on the opponent for about a second and release: that is the special move, power 30. Six wrestlers have a hold as their special, which squeezes for 8 per second instead. While in the special:

  • your spirit cannot fall: no losses from hits and no drift;
  • you cannot be knocked out;
  • every light strike knocks the opponent hard, as if it were the end of a long string;
  • your pins are stronger: your spirit of 100 adds 25 to his kickout time, against 12 at spirit 50 (see Pins).

Damage

How much a move hurts

Damage = the move's power + 10% of its power for every point your offence stat is above his defence stat

Each move has a power and uses one of your six offence stats against one of his six defence stats. If his defence is equal to or higher than your offence, the move does exactly its power: a high defence never takes anything off. The extra is rounded down. Spirit does not change damage.

The power is also scaled by the condition of your own body part that the move uses: full at the bell, down to half power when that part is worn out (see wear).

Damage with fresh body parts, by how far your offence is above his defence:

Move (power)Equal or lower+1+2+3+4
Light strikes (2-3)2-32-32-32-32-4
Far tap grapple (8)8891011
Close tap grapple (14)1415161819
Close tap + Down (18)1819212325
Hold grapple (20)2022242628
Hold + Down (24)2426283133
Special (30)3033363942

The six stats

Every wrestler has six offence and six defence stats, each from 1 to 5, and six body parts that go with them. Which stat a move uses depends on the move, not on the button:

StatOffence powersDefence guards against
HeadHeadbutts, and every counterSlaps and punches to the face, brainbusters, piledrivers, high kicks, dropkicks
Neck/BackSnapmares, suplexes, neckbreakersGerman and backdrop suplexes, neckbreakers, chops to the chest
ArmsSlaps, punches, elbows, chops, body slams, arm locksArm breakers, arm bars, shoulder breakers
BodyPiledrivers, German suplexes, powerbombs, Boston crab, gut wrenchBody slams, kicks and knees to the body, crabs, camel clutch
LegsKicks, knees, leg drops, dropkicksLow kicks, leg locks, drop toe holds, dragon screw
AerialTop-rope attacks, dives, splashesTop-rope attacks only

Body is only ever 1 or 2, for everyone, on both offence and defence. Example: Stan Hansen has Arms offence 5 and Ric Flair has Arms defence 2, so every arm move Hansen lands on Flair does 30% more than its power. 40 of the 60 wrestlers have no dives at all; for them the dive inputs do nothing. Each wrestler's twelve numbers are in the Wrestler Database.

Body-part wear

What this means for you

Pick moves that use your best offence stat against his weakest defence: four points of difference is +40%. Wearing down a body part is a way to blunt his offence, not to hurt him faster: work the legs of a kicker and his kicks lose up to half their power.

Every move also wears down one of the victim's body parts, from 50 at the bell toward 0: 1 point for a light strike, up to 5 for a special (see the table below). Wear does not make the victim take more damage. It weakens his own moves that use that part: a part at 0 makes those moves do half their power. Body parts are fresh again at the start of each fall.

Move power by input

What this means for you

The far tap grapple is a poor move: little damage and +8 spirit for the man you throw. The close tap and the hold grapple are where the damage is, and the corner grab (25) and the hold from behind (24-26) are the biggest moves outside the special. Strikes are for building strings, not damage.

Power and spirit change are set by the input, the same for nearly every wrestler (the move names for each wrestler are in the database):

InputPowerYour spiritHis spiritWear
Cross tap, near or far2+2−21
Cross held, near or far3+3−31
Far tap / + Up / + Down8 / 10 / 12+3+82
Close tap / + Up / + Down14 / 16 / 18+5−33
Hold / + Up / + Down20 / 22 / 24+1−54
Special300−75
From behind, tap18-20+3−33
From behind, hold24-26+2−54
Triangle + Circle from standing6-8+3−32
Cross while running12-15+5−53
Tap Circle as he runs at you10+1+22
Hold Circle as he runs at you150−23
Punch reversal (Square + Cross)10+5−52
Kick reversal (Square + Cross)10+7−72
Strong grab on a dazed man in the corner25+5−54
Reversal of the corner grab10+2−31
Counter to a close tap0+7−50
Ground hold, each squeeze30+41
Cross on a lying man2-40+11
Top-rope attack, lying man18+5−43
Top-rope attack, standing man12+3−22

The hold grapple of some wrestlers is 22 to 24 even without a direction. A hold from behind is a squeezing hold for some wrestlers (6 per squeeze). Your spirit gain is 3 more when your health is below 48, and nothing changes the spirit of a wrestler in his special.

Strike strings

Each light strike in a row raises a hit count, and the reaction gets bigger the longer the string goes. Being knocked down resets the count.

Strike in the stringReaction
1st to 3rdSmall flinch
4th15% chance of a medium reaction
5th25% medium
6th50% medium
7th50% big, 10% medium
8th to 11th80% big, 20% medium
12thAlways big

A wrestler in his special always causes the big reaction.

Pins, Holds and Getting Up

Times on this page are in seconds; the game's own timers run in thirtieths of a second, and the formulas below use that unit.

Getting up

Time on the mat = 200 − his spirit − half his health (no less than 0), in thirtieths of a second

Every further knockdown before he has stood up again takes another 2 seconds off. Mashing face buttons takes off 1/30 s for every three presses; holding Square doubles the time (stay down on purpose).

HealthSpirit 20Spirit 50Spirit 80
255 (fresh)1.8 s0.8 sat once
1503.5 s2.5 s1.5 s
505.2 s4.2 s3.2 s
0 or less6.0 s5.0 s4.0 s

Pins and kickouts

Press Triangle next to a lying opponent to cover him, whatever put him down. Throws marked † in the move lists end in a pin by themselves. Once the cover is on, the pinned man has a kickout time:

Kickout time = 110 + the pinner's spirit ÷ 4 − his health − his spirit, in thirtieths of a second

His health counts no lower than −100. The referee counts once a second, so it is a Pin Fall! only when the kickout time is more than 90 (three seconds). Every three face buttons he presses take 1/30 s off. A wrestler with spirit 90 or more always kicks out before three.

What this means for you

A fresh opponent always kicks out at once. Pin when he is below 0 health and his spirit is low, right after a big move has drained both, and pin while your own spirit is high: best of all with your special. Every failed pin hands him 10 spirit. When you are pinned, mash, and keep your own spirit at 90 or more when you are hurt.

The highest health at which a pin still wins, without mashing:

His spiritYour spirit 0Your spirit 50Your spirit 100 (special)
0193144
25−6619
50−31−19−6
75−56−44−31
89−70−58−45
90 or morenevernevernever

A kickout gives the man who kicked out +10 spirit. The pinner can let go with Square. With Rope Break on, a pin is broken when the man underneath is at the ropes. Outside the ring the referee does not count.

Holds and escapes

A hold (ground holds, holds from behind, and the specials that are holds) squeezes about once a second: 3 per squeeze for a ground hold, 8 for a submission special. The man in the hold has an escape time:

Escape time = (300 − his health (no less than 0) − his spirit ÷ 4) ÷ 2, in thirtieths of a second

At most 5 seconds. Every three face buttons he presses take 1/30 s off. He can also crawl: a face button with a direction moves him that way, toward the ropes for a rope break.

His healthSpirit 0Spirit 50
255 (fresh)0.7 s0.5 s
1502.5 s2.3 s
504.2 s4.0 s
0 or less5.0 s4.8 s

With Rope Break on, a hold whose victim reaches the ropes is broken (Rope Break!).

Give Up!

What this means for you

Holds are finishers, not a way to wear him down: a ground hold does 3 a second for a few seconds and gives him 4 spirit with every squeeze. Put one on only when he is already near −100 health and his icon is not white; with Rope Break on, apply it away from the ropes.

After each squeeze of a submission hold (marked ‡ in the move lists), the victim gives up if his health is below −100 and his spirit is below 90, as long as the man applying the hold is inside the ring. There is no give-up button: you cannot surrender, and the computer never taps early.

Counters

SituationWhat to pressChance
Grabbed with a close tap, or a tap from behindAny face button right at the grabYour spirit in percent, from spirit 36
Strong grab on you while dazed in the cornerFace buttons straight awayEach press: 3 × your spirit in 1000 (30% at spirit 100)
A Cross strike comingSquare to guard, or Square + Cross to catch itA caught strike is reversed
A grab comingR1 to step backThe grab misses

The CPU

Difficulty (Easy, Normal or Hard, in Game Settings) changes only how the computer wrestler plays. Damage, health, spirit and the rules are the same on every level. The computer presses the same buttons you do, through the same rules: every number on this page applies to it too.

Up close

When the computer is close to you, both of you are in the ring and it is free to act, 80% of its decisions are an attack:

AttackShare
Tap grapple (Circle; with Up 35%, Down 32%, no direction 33%)25%
Cross strike (55% tapped, 45% held)20%
Circle grapple with a direction20%
Hold grapple, or the special while it has one10%
Guard (Square)10%
Catch stance (Square + Cross)10%
Dash attack (Triangle + Circle)5%

From further away it walks in: straight at you 40% of the time on Easy, 60% on Normal, 80% on Hard, otherwise it wanders. When you run at it off the ropes, it meets you with the Circle counter-throw 70% of the time.

When you are down

Its choice, with you lying close byEasyNormal and Hard
Stomp (Cross)20%40%
Pull you up (Square)20%37%, always when its health is below 120
Ground hold (Circle)20%20%
Taunt20%3%
Pin (Triangle)15%never from close by
Walk about5%never

On Normal and Hard the computer pins only from further off, and only once its own health is below 30. After pulling you up on Normal and Hard, with its health at 100 or more it goes for a tap grapple 40%, a hold grapple 20%, steps back 20%, dashes 12%, walks 5% and strikes 3%; with its health below 100 it steps back.

Reactions

On Easy the computer never reacts to what you do. On Normal and Hard, while it is standing free:

YouIt answers withNormalHard
Run at itGuard20%80%
Throw a Cross strikeCatch stance, reversing the strike30%90%
Start a Circle grappleA strike to interrupt you40%90%
Start a grapple, otherwise, when not too farStep back (R1), so the grab misses40%90%

Escapes and mashing

How often the computer presses a button, every thirtieth of a second, when it is caught:

SituationEasyNormalHard
Being grabbed (its counter chance, at spirit 36 or more)10%50%80%
Whipped into the ropes or a corner5%20%50%
Lying down, in a hold, dazed3%30%80%

When pinned, it keeps pressing buttons, which counts as mashing.

Outside the ring

A computer wrestler alone outside heads back in when the count reaches 17 or its spirit is 71 or more. Before that it wanders about (80% on Easy, 40% on Normal, 30% on Hard), or goes back in, or taunts. If it has you in a hold outside, it lets go at count 16 to get back in.

Easy, Normal, Hard

LevelHow it playsHow to beat it
Easy "For fighting-game beginners"Never reacts to what you do (it guards only at random), mashes slowly, pins early and often, and fails.Throw and strike freely.
Normal "Start here!"Blocks or reverses about a third of the time; gets up and escapes holds faster. Beats you down, pulls you up and pins late.Mix strikes and grapples; pin after your biggest moves.
Hard "For fans and hardcore gamers"Guards running attacks, catches strikes and answers grabs 80-90% of the time; mashes almost constantly, so pins and holds end early.Grab it when it is busy: just after its own move or as it gets up. Work it over while it is on the mat.

Options

What this means for you

Ringout Count off removes the ring-out finish; TKO off leaves pins, submissions and time as the only endings. With Rope Break off, nothing at the ropes saves the man underneath, you included.

On the title screen, Options holds Load, Save, Belt Record, Game Settings, Rules and End. Press Circle on a two-value setting to switch it; on a setting with more values it opens a list. Defaults are in bold.

Game Settings

SettingValuesWhat it does
DifficultyEasy / Normal / HardHow well the computer wrestlers play (The CPU). Nothing else changes.
Spirit GaugeON / OFFOFF hides the SPIRIT icons. Spirit and the special still work.
Camera AngleON / OFFON: the view changes when a big move connects.
Sound SetupStereo / MonoMusic and sound effects in stereo or mono.

Rule Settings

SettingValuesWhat it doesWhere it applies
Mat SelectRandom / NSW / EWF / WOU / DAW / ILW / IAWAThe ring mat. A promotion gives its own mat (one of its two, ILW has one). Random picks from 21 mats, including 10 you can get no other way (see Secrets).Official Match always uses the promotion's mat.
Time LimitUnlimited / 5 Min / 10 Min / 30 Min / 60 MinAt the limit the bout is a draw (Time Up!).Official, Exhibition, Elimination and Tournament.
Falls1 Fall / 3 Falls3 Falls: best of three, with health carried over (falls).Exhibition only; Official, Elimination and Tournament are always 1 Fall.
Ringout CountON / OFFON: the 20-count outside the ring (Ring Out!). OFF: no count, no ring-outs.
Rope BreakON / OFFON: pins and holds are broken when the man underneath is at the ropes.
TKOON / OFFON: KO moves can end the match (KO). OFF: no KOs.

Strategy at a Glance

SituationDo thisBecause
Start of the matchClose tap and hold grapples; avoid far tapsGrapples do 14-24; a far tap does 8 and gives him 8 spirit
Choosing movesUse moves of your best offence stat on his weakest defenceEach point of difference is +10% damage
Safe moment, spirit lowTaunt (L2)+5 spirit; 36 is needed for counters, 90 makes you pin-proof
Your spirit reaches 100Hold Circle about a second and release within 30 seconds, then pinThe special does 30, and your spirit of 100 makes the pin stronger
He is down after a big movePin (Triangle) only when he is below 0 health and his icon is darkA fresh or high-spirit man kicks out and gains 10 spirit
His icon is whiteKeep hitting; do not pin or holdAt 90+ he cannot be pinned or give up
He is around −100 healthSubmission hold away from the ropes, or a KO move with TKO onGive Up! needs health below −100 and spirit below 90
You are pinned or in a holdMash face buttons; crawl to the ropes in a holdMashing shortens the count and the hold; Rope Break frees you
Strikes coming at youGuard with Square or catch with Square + CrossA block gives +2 spirit; a caught strike is reversed
Grabs coming at youStep back with R1The guard does not stop grabs
Against HardGrab just after its move or as it gets upIt answers 80-90% of grabs and strikes while it stands free
Three fallsTreat the second fall like a new matchHealth is topped up to 100 or more for anyone hurt

More tips, and how the controls work, on the Play page.