How Matches Work

Winning matches (or bouts) is what sumo is all about and leads to promotions. This page will give numerous hints as to how matches are run in Virtual Sumo and lay out some ideas to help you develop the best strategy for your rikishi.
​
Firstly, Virtual Sumo matches have only a very small random element in them. Outcomes are generally predictable IF you know all the inputs. The inputs are the rikishi's abilities and their tactics. Given matching tactics the best rikishi will normally win. And even with perfect tactics a wrestler outside of Makuuchi (the top division) is very unlikely to overcome a Yokozuna. That said, superior tactics can go an awful long way in overcoming superior ability. So what is superior ability and what are the best tactics?
​
Superior ability is much easier to define. Its having higher scores for a rikishi's actions. These are achieved through adding training to natural talent and physical attributes (like height and weight). In a match, some (or all) of these scores are then boosted by the way a wrestler determines his use of speed (or focus) for that bout. A higher Speed score therefore allows a significant bonus to action scores.
​
For every match, a rikishi takes a strategy or a set of mental instructions into the dohyo with him. We refer to this as his Ring Strategy. There are ten elements to it and they are listed on the right hand side of a rikishi's profile. These may be changed as often as you like between matches.
​
​
​
​
​
Before we take a much closer look at these choices we should say something about the structure of a bout in Virtual Sumo.
​
A bout may include up to three phases - although it may end during any phase. The first phase is the tachiai. This is the initial and dynamic contact or coming together of the rikishi. It is possible that the bout can be ended in this phase if wrestlers are unequally matched and / or if one wrestler perfectly anticipates the plan of the other.
​
Where neither rikishi has achieved a hold on the other from the tachiai, the bout continues at distance. We could consider this "distance fighting" the second phase.
​
In the majority of bouts, at some point, the rikishi will come together and form holds on one another's belts (mawashi) or bodies. This is often referred to as grappling. Grappling could be considered a third phase. It is possible to move from a third phase back into a second phase but this only happens rarely. For the main part, once rikishi grapple, they do so to the end.
​
A rikishi's actions relate to the phase of the bout. In the tachiai and second phase the rikishi must choose between three "distance" actions. These are:
Oshi (pushing, thrusting and slapping) which will normally be the strength of those with a size advantage over their opponent. Oshi moves work best against Yotsu moves as they are less precise and benefit from their opponent coming towards them.
Yotsu moves (gaining and using a superior hold on the opponent or his belt) are the go to action of those with superior technical skills. Yotsu moves works best against Kumi moves as they are a more controlled forward movement than Oshi moves and Kumi moves do less to knock a Yotsu attack out of direction.
​
Kumi moves rely on speed of foot to gain a body position that can capitalise on an opponent's momentum to make pulls or downward slaps. Kumi moves are effective against Oshi moves since the use the forward motion of an opponent. The more committed an Oshi offensive the more momentum a Kumi practitioner has to work with.
​
Tactics are about the combination and interplay of your choices with one another and how well they work against those chosen by your opponent.
​
Let's now look at the ten elements of Ring Strategy (as listed on the example profile).
​
Although it is halfway down the list on the profile, we start with Tachiai Action.
As we have seen we have a choice of 3 actions at the tachiai; Oshi, Yotsu or Kumi.
​
Tamawashi's selected Tachiai Action is Oshi. This may be surprising as it is his weakest score (of the three) but he may be confident that his opponent is going to try Yotsu - or at least NOT opt for Kumi. Tamawashi may also have a significant size advantage over his next opponent and want to capitalise on this. He may also be wanting to send a message to future opponent's that Oshi is his preferred movement at tachiai.
​
Tachiai Height At the tachiai the wrestlers move together. The angle and extent to which a wrestler makes this movement is crucical. Tachiai Height is the measure of this movement, 1 (the minimum)being close to the ground, 6 (the maximum) being almost standing straight up and not moving forward. Keeping low adds momentum and therefore power but commits the riksihi. In terms of power, the ideal is to move just lower than your opponent.
​
Why not always choose 1? In Virtal Sumo a Tachiai Height of 1 is actually an un-naturally low spring, called hira-gumo (meaning "low spider"). It will only gain an advantage against an opponent who is meeting you at Tachiai Height 2. Choosing to use the low spider is a big gamble but pays dividends if you correctly guess your opponent as going in at Tachiai Height 2.
Why ever use more than 2? Well, as you've already learned, 2 is an angle that can be beaten by the low spider. But lower angles of attack can also be exploited by a rikishi performing Kumi who elects to stand right up. Kumi attempts to use the forward motion of an opponent against him. Standing up (6) at the tachiai allows rikishi to move sideways and make pulls and slap downs.
​
Furthermore, attempting a low tachiai if you are a big man is very difficult to pull off. Weight, and especially height are penalties if you attempt a tachiai at 2 and more so at 1.
​
The most effective strategy against Kumi where the Kumi riksihi has a Tachiai Height of 6 is to go in at 5 (and use Yotsu) - driving you head into his throat but not so low as to give him a slap down target and not so committed as not to be able to follow any sideways step.
​
The best stable managers understand that Tachiai Height and Tachiai Action are interconnected and that the right choice is dependent upon the options selected by the opponent. In one line try to get one below your opponent's score or significantly above him (3+ higher).
​
The riksishi doing better in the tachiai will have momentum. If he used a Yotsu strategy the matches goes into a grapple situation. Otherwise he will use his Action With Momentum (in Tamawashi's case this is also Oshi). For the rikishi coming out of the tachiai worse, he uses his Action Against Momentum. These selections continue until momentum shifts (the riksishi without momentum gains an advantage), the bout enters a grapple or ends.
​
When a rikishi has selected a Yotsu strategy and is successful we enter the third phase. In a grapple there are, again, three stratagies available to the rikishi.
​
Yori is an attempt to win by force, lifting or shouldering an opponent out. This technique is effective against an opponent trying Nage which requires sound feet position and a little time.
Nage is the use of throwing or tripping skills. Its effective against Kumi Kata which allows the Nage practitioner time to position his feet and body to make a throw.
Kumi Kata is the practise of not going for an immediate win but trying to improve one's grapple position, normally by getting a better hold. However against someone trying to force a win it gains an advantage since the opponent not defending their belt so well.
​
The rikishi with the better hold will employ his Action With Superior Grip and the worse off opponent Action Against Superior Grip.
​
The final four elements of the ring strategy apply to all phases.
​
Intensity (measured 1 - 3) is a gauge of the single mindedness of a rikishi to carry out his strategy. High intensity is total commitment to one's own actions irrespective of what an opponent does. This will maximise the benefits of your own actions but also maximise the benefits of your opponent's against you.
​
High intensity gives an extra bonus during the tachiai.
​
Low intensity gives you more time to react, limiting any advantage your own selections have over your opponents'. Of course your opponent too has more time to adjust.
​
Low intensity allows greater recovery of balance during the bout.
​
Finally, a rikishi plans how to focus his speed in the match. He can focus on force (particularly helps Oshi and Yori actions), technique (helps most actions but strongest in Yotsu and Nage) or reactions (very strong on boosting Kumi and Kumi Kata attempts). It is slightly easier to transform Speed into power or reactions than it is into technique.
​
This focus can be spread across different choices. Tamawashi has decided to put all his focus on force but could have divided up his Main Speed Focus (accounting for 60% of his speed bonus), Secondary Speed Focus (30%) and Third Speed Focus (10%) on any combination of force, technique or reactions.
