Post by kinkorochris on May 6, 2023 4:53:39 GMT
Found an old 2ch thread from 2004 and unearthed some info from the Koc2 Strategy Guide. I've never seen this information in my 10 plus years lurking around here, FPA, KoCAcess, and any other site I could find about puro gaming.
I'll post the Google translation for each type.. PLEASE feel free to chime in if you think I'm misinterpreting something. If it's not against the rules, I'll add the link of the archived 2ch thread.
-So "New Day" is New Japan. "All Day" is All Japan. The ( ) is how many times things need to be done in a match. So, '(20) normal strikes' means that the number of strikes by BOTH wrestlers is 20 or more.
-'(20/30) normal strikes' means 30 strikes are needed for tag matches.
-"Return" means reverse.
-Some matchups (Sano vs Liger for instance) have special commentary, which adds to some audience scores.
-Just because something isn't listed doesn't mean there is no effect. For instance, Noah is the only place where "Cliff Move" (Apron to Outside moves. Like Misawa's Tiger Suplex off the apron) is listed. Yet one must assume it has positive effects for other audiences...
-Dyspnea is being completely out of stamina.
-Two Platoon is double team.
-hanamichi = Entrance Ramp
-self-destruction = Outside dives?
It's from the strategy book... Please refer to it. Mainly
the WJ version, which increases satisfaction. The difference in stamina after
the match is less than 1/8. 20 times or more . After all, if the number of successful melee strikes is 10 or more , it will drop considerably, and if the match takes
more than 20 minutes, it will drop.
I'm sorry it's hard to see. For the time being, I also wrote the number at the time of tag.
Example: Tamashii Waza (2・3) = 2 or more Soul Technique successes for 2 people when single, and
3 or more Tamashii Technique successes for everyone when tagging.
The former in brackets is single and the latter is tag handicap
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Satisfaction level by fan base (new day)
・How to settle the match
↑…Fall, give up, KO
↓↓ …Ringout, decision, draw
↑… Immediately use a special move, critical occurrence, bloodshed, second intervenes and damages the opponent, soul move success (2) specialty move (5)
normal strike (20) choke (4) joint move (2) throwing move (6) rough Technique (8) Front clutch return technique (5) Rear clutch return (3) Weapon (2) Two-pla
(2) No damage outside the field or on the runway (2 ) , Victory immediately after a successful special move, Special situation phrase, Team player wins in a
competition, Technique move (6),
↓ … Match time over 25 minutes, Special move (0), Appeal (0), Self-destruct ( 4) ↓↓…Remaining physical strength difference after the
match is 7/8 or more, specialty move (0), sustains 20 or more breaths, does not cause damage for 2 minutes or more, player of your team loses in competition, special
move (5) ) Appeal (12) Dyspnea (2)
・How to settle the match
↑…Fall, give up, KO
↓↓ …Ringout, decision, draw
↑… Immediately use a special move, critical occurrence, bloodshed, second intervenes and damages the opponent, soul move success (2) specialty move (5)
normal strike (20) choke (4) joint move (2) throwing move (6) rough Technique (8) Front clutch return technique (5) Rear clutch return (3) Weapon (2) Two-pla
(2) No damage outside the field or on the runway (2 ) , Victory immediately after a successful special move, Special situation phrase, Team player wins in a
competition, Technique move (6),
↓ … Match time over 25 minutes, Special move (0), Appeal (0), Self-destruct ( 4) ↓↓…Remaining physical strength difference after the
match is 7/8 or more, specialty move (0), sustains 20 or more breaths, does not cause damage for 2 minutes or more, player of your team loses in competition, special
move (5) ) Appeal (12) Dyspnea (2)
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Satisfaction level by fan class (Noah)
・How to settle the match
↑… Fall
↓ ↓… Judgment, draw
↓ ↓ ↓… Foul, ring out
↑ … Victory immediately after successful skill, Victory immediately after successful soul technique, soul technique ( 2) Special Moves (1-4) Special Moves (4)
Normal Strikes (20) Throwing Techniques (6) Front Clutch Return Techniques (5), Back Clutch Return Techniques (3) Catch Techniques (4) Hammer Thru (6)
Cliff technique (1) Two-Pla (2) Number of occurrences of count 2.9 (2) Number of occurrences of damage outside the venue and on the hanamichi (2) wins,
jumping technique (2)
↓… special move (0) appeal (0) continue breathing for 20 minutes or more, damage does not occur for more than 2 minutes, joint technique (8) appeal (10) self-
destruction (4)
↓↓… specialty
technique (0) A sigh from the audience, a player of your own group loses in a battle, mixed martial arts (10) mixed martial arts (5) lethal weapon (6) dyspnea (4)
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Satisfaction by fan class (all day)
・How to settle the match
↑… Fall, give up
↓ ↓ … Judgment, draw
↓ ↓ … Foul, ring out
↑ … Match time 15 (25) minutes or more, specialty technique, immediately after success Victory, use Special Moves immediately after appealing, Soul Moves (2/3),
Special Moves (1-4), Favorite Moves (4/6), Normal Strikes (20/30), Throwing Techniques (6/8) , power technique (6 8), jump technique (2 3) appeal (2 to 6),
front clutch return technique (5), rear clutch return technique (3), hammer through (6), two-pla (2)
Number of occurrences of 2.9 (2) Number of damage occurrences outside the venue and on the hanamichi ( 2) Remaining physical strength difference is 8 minutes or less
↓ … Special move (0), continue breathing for 20 minutes or more, damage does not occur for 2 minutes or more, joint technique (8), self-destruction (4) ↓ ↓ … specialty
technique (0), appeal
( 0), second kill, one-sided match development, brawl after the match, the
player of your group loses in a battle that damages the opponent, mixed martial arts (10・20), mixed martial arts (5・8) , Weapon (4), Breathing
Difficulty (4)
・How to settle the match
↑… Fall, give up
↓ ↓ … Judgment, draw
↓ ↓ … Foul, ring out
↑ … Match time 15 (25) minutes or more, specialty technique, immediately after success Victory, use Special Moves immediately after appealing, Soul Moves (2/3),
Special Moves (1-4), Favorite Moves (4/6), Normal Strikes (20/30), Throwing Techniques (6/8) , power technique (6 8), jump technique (2 3) appeal (2 to 6),
front clutch return technique (5), rear clutch return technique (3), hammer through (6), two-pla (2)
Number of occurrences of 2.9 (2) Number of damage occurrences outside the venue and on the hanamichi ( 2) Remaining physical strength difference is 8 minutes or less
↓ … Special move (0), continue breathing for 20 minutes or more, damage does not occur for 2 minutes or more, joint technique (8), self-destruction (4) ↓ ↓ … specialty
technique (0), appeal
( 0), second kill, one-sided match development, brawl after the match, the
player of your group loses in a battle that damages the opponent, mixed martial arts (10・20), mixed martial arts (5・8) , Weapon (4), Breathing
Difficulty (4)
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Satisfaction level by fan class (zero one)
・How to settle the match
↑…Fall, give up, KO
↓↓ …Ringout, decision, draw
↑Use special moves, bloodshed, second to intervene and damage the opponent, After the match give damage to the opponent, soul move (2/3),
special move (1 to 4), specialty move (4/6), normal blow ( 20/30) Choke (4/6), Joint (2/3), Throwing (6/8), Power (4/6), Jumping (2/3), Appeal (2-10), Weapon (2) Two
Platon (2), Number of damage occurrences outside the venue and Hanamichi (4 ), Self-destruction (2) Commentary phrases, rough moves (8・10) in which the player of
the team wins in the competition ↓…Game time 20 (30) minutes or more,
↓↓…Remaining physical strength difference after the match is 8 minutes 7 or more, special move
(0) , Skill (0), Appeal (0), Breathe continuously for 20 minutes or more, A player of your team loses in a battle that does not cause damage for more than 2 minutes,
Breathing difficulty (2)
・How to settle the match
↑…Fall, give up, KO
↓↓ …Ringout, decision, draw
↑Use special moves, bloodshed, second to intervene and damage the opponent, After the match give damage to the opponent, soul move (2/3),
special move (1 to 4), specialty move (4/6), normal blow ( 20/30) Choke (4/6), Joint (2/3), Throwing (6/8), Power (4/6), Jumping (2/3), Appeal (2-10), Weapon (2) Two
Platon (2), Number of damage occurrences outside the venue and Hanamichi (4 ), Self-destruction (2) Commentary phrases, rough moves (8・10) in which the player of
the team wins in the competition ↓…Game time 20 (30) minutes or more,
↓↓…Remaining physical strength difference after the match is 8 minutes 7 or more, special move
(0) , Skill (0), Appeal (0), Breathe continuously for 20 minutes or more, A player of your team loses in a battle that does not cause damage for more than 2 minutes,
Breathing difficulty (2)
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Satisfaction level by fan class (WJ fans)
・How to settle the match
↑… Fall, give up
↓ ↓… Judgment, draw
↓ ↓ … Foul, ring out
↑ … Victory, bloodshed, battle immediately after success of special technique, soul technique Player of own team wins,
soul technique (4・6), special technique (1-3), specialty technique (6・8), normal strike (20・30), choke technique (4・6), throw technique (6) ・8)
Hammer-through (6), Weapon (2), Two-Pla
(2) 16), Rough move (20)
↓… Joint move (8), Self-destruction (2)
↓↓… Remaining physical strength difference after the match is 8 minutes 7 minutes or more, Match time is 20 (25) minutes or more, Special move (0),
Specialty move (0), no damage for more than 2 minutes with 20 breaths or more, one-sided match development, team member loses in competitive battle, mixed martial
arts striking technique (10/20) appeal (8) ,
comprehensive Martial arts (10/15), dyspnea (2)
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Satisfaction level by fan class (U-FILE)
・How to settle the match
↓↓↓…Fall, foul, ringout
↑↑…Kick-up, KO
↑…TKO
↓↓…Judgment or score difference, draw
↑…Soul technique (2), Special Moves (1-3), Special Moves (2), Chokes (4), Joints (4), Mixed Martial Arts Techniques (8), Mounted (4), Position Change from Grand Clutch
(6), Catch technique (2), Rope escape (3)
↑↑…Remaining physical strength difference after the match is less than 1/8, critical occurs, player of own group wins, striking (20・30), throwing technique (2), down
Count generation (2)
↓… Power move (6), Technique move (6)
↓↓… Breathing 20 seconds, no damage for 2 minutes or more, player of own group loses, jumping move (2), appeal (8), outside (Hanamichi) damage (1), difficulty
breathing (2)
・How to settle the match
↓↓↓…Fall, foul, ringout
↑↑…Kick-up, KO
↑…TKO
↓↓…Judgment or score difference, draw
↑…Soul technique (2), Special Moves (1-3), Special Moves (2), Chokes (4), Joints (4), Mixed Martial Arts Techniques (8), Mounted (4), Position Change from Grand Clutch
(6), Catch technique (2), Rope escape (3)
↑↑…Remaining physical strength difference after the match is less than 1/8, critical occurs, player of own group wins, striking (20・30), throwing technique (2), down
Count generation (2)
↓… Power move (6), Technique move (6)
↓↓… Breathing 20 seconds, no damage for 2 minutes or more, player of own group loses, jumping move (2), appeal (8), outside (Hanamichi) damage (1), difficulty
breathing (2)
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Satisfaction level by fan class (mixed martial arts)
・Match settlement method
↓↓↓…Fall, foul, ringout, draw
↑↑…Kick up, KO
↓↓…Judgment or score
↑…Remaining physical strength difference after the match is 1/8 Below, victory immediately after success of the soul technique, bloodshed, special commentary phrase,
soul technique (2), choke (2), joint technique (2), throw technique (2), unmounted (2), position from ground clutch Change (4)
↑↑…Critical occurrence, second kill (fall or kick up or KO within 3 minutes), striking (20・30), mixed martial arts striking (10・20), mixed martial arts (8) ↓↓…match
time
( 20 minutes or more), breathing 20 seconds or more, no damage within 2 minutes, power move (6), technique move (6), jumping move (2), appeal (6), outside (hanamichi)
damage occurrence (1), Dyspnea (2)
↓↓↓…Second intervention, brawl after the match, lethal weapon (1)
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Satisfaction by fan base (pro-wrestling)
・How to settle the match
↑…Fall, kick-up
↓↓…Judgment or score, draw
↓↓↓…Foul, ringout
↑…Duration of the match (5-20 minutes, 8-25 minutes), soul Victory immediately after a successful move, victory immediately after a successful specialty move, special
move after appealing, bloodshed, soul move (2/3), specialty move (
4/6), striking (20/30), choke (4) ), power technique (4 6), technique technique (4 6), throw technique (6 8), jump technique (2 3), front clutch return (5), back
clutch return (3), hammer through (4), Two-Pla (
2), Outside (Hanamichi) Damage Occurs (2) )
↓…Second kill, self-destruction (5)
↓↓…Remaining physical strength difference after the match is 7/8 or more, special move (0), specialty move (0), appeal (0), breathing 20 seconds or more, 2 minutes or
more No damage, martial arts strike (20/30), appeal (10), martial arts skill (10), dyspnea