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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

Reading the Stats

All 60 wrestlers of Virtual Pro Wrestling are on this page: their size, their six pairs of stats, their special and every move they have. Pick a wrestler in the roster to open his card, or look a move up in the Move Finder to see who else has it. The names switch at the top of the page shows the real names or the parody names, the two versions of the English patch. How the stats turn into damage is on the Rules page, under Damage.

The six stats

Every wrestler has six offence stats and six defence stats, each from 1 to 5. Each move uses one of the attacker's offence stats against one of the target's defence stats. For every point the offence is above the defence, the move deals another 10% of its power; a defence equal to or higher than the offence takes nothing off, and the move deals its full power. The totals in the roster add up the six numbers of each kind.

For example, Arms offence 5 against Arms defence 2 is a lead of 3, so an arm move of power 18 deals 23 instead of 18. The full damage table is under Damage, and what each stat guards against under The six stats, both on the Rules page. The game never names the stats on screen; the names say which moves each one powers:

A wrestler can dive to the floor only with the dive in the roster's Dives column: a running dive through the ropes (△ and a direction to run, then hold ○) or a springboard off the ropes. Most heavyweights have neither.

Move lists

Each card lists the wrestler's moves by input. The full controls are on the Play page; in short:

  • Tap a button (release it quickly) or hold it a little longer. Strikes are on ✕, grapples on ○.
  • Near and far strikes, and close and far taps, depend on how close the opponent is: right in front of you, or a few steps away.
  • Only Up and Down change a grapple. Left, Right and no direction all give the same move.
  • The special is the hold grapple at full spirit, while the SPIRIT icon flashes.
  • Pin marks a throw that ends with a pin count; the opponent can kick out. Hold marks a hold or submission: no count, and its power is dealt on every squeeze. KO marks a KO move: with the TKO rule on it can end the match (KO and the TKO rule).
  • A power number in a box marks a move that uses the wrestler's best offence stat, named on his card under Hits hardest with.
  • Counters at the end of each list are what the opponent does when he counters this wrestler's close tap. Most of them just free the grabbed man; a few roll the grabber up for a pin.

Strongest on Paper

The numbers behind the roster, counted over all 60 wrestlers, the secret ones included. Click a name for his card.

Roster

Click a wrestler for his card: profile, stats, special and full move list, with a link of its own and Compare with to put a second wrestler beside him. Click a column heading to sort. On a wide screen the six stat columns show offence, then defence.

Move Finder

Type a move name to see every wrestler who has it, with the input and power. Part of a name is enough: Brainbuster also finds the Vertical Brainbuster.

Promotions

The 52 regular wrestlers come from six promotions, each a block of ids in a row. Each promotion has its own mats and its own match music. Winning a promotion's Official Match challenge unlocks one secret wrestler. When one wrestler has won all six, a seventh challenge follows: SUPER Jr. for a junior heavyweight, SUPER HEAVY for a heavyweight, each with one more secret wrestler as the prize. More on the hidden wrestlers is on the Secrets page.

Rings

The game has 25 mats. Mat Select in the Rule Settings (under Options) picks a promotion, which then uses one of its own mats at random, or Random, which can give any of 21 mats. Random draws a number out of 32: the Odds column says how many of the 32 numbers give each mat. The four SUPER mats appear only in the SUPER Jr. and SUPER HEAVY challenges, and ten mats appear only under Random. The match music goes with the mat.

#MatHow to get itRandom oddsMusic

Music

All the music is CD audio, so a CD player plays the disc's tracks 2 to 18 as an album (track 1 is the game data). The match music is chosen by the mat, except that Giant Baba brings his own theme.

CD trackFileLengthWhere it plays