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Game Shin Prince of Tennis Fan League II Season 2.5

Kaoz

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九千以上だ! / Kyuusen Ijou Da! / It's Over 9000!
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Shin Prince of Tennis Fan League II - Season 2.5


1. Table of Contents

1. Table of Contents
2. Introduction
3. League Format
3.1 Character Draft
3.2 Season Format
4. Battle Format
5. Character Data
5.1 Activation Order
6. Extra Rules
7. List of Characters
8. Doubles
9. Players & Teams
10. League Schedule
11. League Table
12. Credits


2. Introduction (Return to top)

Shin Prince of Tennis Fan League II is a game for up to ten players, in which every player forms a team of eight characters and competes against the remaining contestants. In this mini season, the player limit is eight instead with every player having a team of four characters.


3. League Format (Return to top)

3.1 Character Draft (Return to top)

Every team consists of four characters. Characters are chosen by posting that character's name in the game thread when it's the player's turn according to the drafting order (see below). No character can be picked twice. A player is free to send a list of picks to another player if they wish to speed up the drafting process. If a player takes longer than 24 hours to pick a character, their turn will be skipped.

Chosen characters cannot be changed until the trading period (see schedule).

All characters have been assigned a point value. At the beginning of each drafting round, every player will receive Credit Points depending on the value of the most expensive, still available character. During their turn, a player can pick as many characters as they wish as long as the total value of those characters does not exceed that player's Credit Points. Unused Credit Points carry over into the next round.

The drafting order for each round is determined by the total value of every player's team with the lowest valued team going first and the highest valued one going last. In case of a tie in value, players will pick in reverse order of the previous round. The drafting order will be randomized during the first round.

10: Byoudouin, Reinhardt, Tokugawa
9: Ryoga
8: Ryoma, Irie, Oni, Tanegashima
7: Obandu, Watanabe, Yukimura
6: Kaji
5: Atobe, Ohmagari, Sanada, Tooyama
4: Akutsu, Date, Kimijima, Ochi, Mouri, Shiraishi, Tohno, Valentine
2: Ban, Fuji, Kite, Marui, Niou
1: Ishida, Kirihara, Oishi


3.2 Season Format (Return to top)

The season consists of two parts. The first part is a N-1 round league format. Players must submit their line-ups to the designated referee before the end of the round. The results of all battles will be announced during the following round. Winning a battle nets the player 2 points, a draw results in 1 point for both players and in case of a loss, a player receivers 0 points.

If a player fails to submit their line-up, the battle is counted as a 0-2 loss for them and a 2-0 win for their opponent. In case neither player submits a line-up in time, the battle is counted as a 0-2 loss for both of them. If a player notifies a host of their absence before the end of a round, the deadline will be extended for that player or their battle will be postponed (if possible).

If a player fails to submit a line-up more than three times, or if they make excessive use of their right to extend the deadline, the hosts reserve the right to disqualify that player. If a player gets disqualified, any results from battles they were involved in are void.

After N-1 rounds, the four teams with the highest amount of points will advance to a KO stage; in case of a tie in points, the team with better set difference advances. Semifinal battles will be determined randomly, the winners of both semifinals will face each other in the finals for the championship.
All details regarding the submission of line-ups are the same as during the league stage.


4. Battle Format[ (Return to top)

A battle consists of three matches, Singles 1, Singles 2 and Doubles 1. The order in which matches are played is:

Singles 2 -> Doubles 1 -> Singles 1

A player wins a battle when they have a match lead that cannot be tied or surpassed in the remaining number of matches. In case of a tie in matches after Singles 1, the battle ends in a draw.

Players have to to select one character for each Singles match and two characters for each Doubles match when submitting their line-up.

For each character, a player fills out the form below.
For each character, all of that character's feats are automatically selected (exceptions exist and are noted as such in a feat's description), up to one Formation may be selected (Doubles only, and only one Formation may be used by each pair), as well as up to one Serve or Special for each point which is in effect only for that point.

Serves may only be used during service points and the tiebreak. During those points, the server's Server Bonus is automatically added to their total (note that in doubles, a server's partner can still activate Serve abilities during tiebreaks). Activating a Serve or Special permanently decreases Stamina by 1.

The serve order will be randomly determined before the match and posted alongside the match-ups each round.

Format
Position: [S1, S2, or D1]
Character: [Character Name]
Formation: [Formation] (Doubles only, only one per pair)
1st Point: [Activated Abilities 1st Point]
2nd Point: [Activated Abilities 2nd Point]
3rd Point: [Activated Abilities 3rd Point]
4th Point: [Activated Abilities 4th Point]
5th Point: [Activated Abilities 5th Point]
6th Point: [Activated Abilities 6th Point]
7th Point: [Activated Abilities 7th Point]


Example
Position: S2
Character: Fuji Shuusuke
Formation: -
1st Point: -
2nd Point: Evolved Triple Counter
3rd Point: -
4th Point: Hecatoncheires no Monban
5th Point: -
6th Point: Closed Eyes
7th Point: -

Position: D1 (Character 1)
Character: Niou Masaharu
Formation: -
1st Point: -
2nd Point: -
3rd Point: -
4th Point: Synchro
5th Point: Synchro
6th Point: Synchro
7th Point: -

Position: D1 (Character 2)
Character: Oishi Shuuichirou
Formation: Oishi Territory
1st Point: Moon Volley
2nd Point: -
3rd Point: -
4th Point: Synchro
5th Point: Synchro
6th Point: Synchro
7th Point: -

Position: S1
Character: Echizen Ryoma
Formation: -
1st Point: Samurai
2nd Point: -
3rd Point: Samurai
4th Point: -
5th Point: Samurai
6th Point: Samurai
7th Point: -

A match consists of up to seven points, a player wins a match when their character wins four points.

A game is won by the character with the greater total in the Final Total step. In Doubles, the pair's total is equivalent to the average of both of that pair's characters' total, combined with the pair's Doubles Bonus. In case of a tie during the first six points, the server wins; in case of a tie in the seventh point, the character/pair with the higher combination of server bonus and mental wins, if these values are equal, the character/pair with the higher stamina wins the game. If stamina is equal as well, the entire match results in a draw.

If a character has to forfeit, that match is counted as a loss for the player. In Doubles, if one character forfeits, the pair has to forfeit.


5. Character Data (Return to top)

Characters are displayed in the following way:

Code:
Name [Total, Server Bonus, HP, Playstyle, Dominant Hand]
(Speed, Power, Stamina, Mental, Technique)

List of Abilities
Total is the sum of all other stats.
If a character's stamina is 0 and would be dropped by an ability, that character automatically forfeits.
If a character's stamina or mental is 0, that character cannot activate any new non-feat abilities. If mental is 0, all of that character's currently active, non-feat abilities are negated even when they are unnegatable.
If a character's HP is 0, that character automatically forfeits.

An ability has one of the following types:
Feat, Formation, Serve, Special

Some abilities have a Counter prefix. In this case, that ability does not activate at its regular activation time, but as described in its effect.
Serves and Specials have a Level (Lv) which influences negation points.


5.1 Activation Order (Return to top)

All abilities activate in the following order. Abilities activate at the same time if they activate during the same step. During the Activation step, if both abilities negate the opponent's ability, all affected abilities are negated. During the Data step, if multiple abilities provide a boost based on the same stat of opposing characters, they will boost depending on the stat values at the beginning of the Data step. ACE effects are resolved in the order: Server/Serving Pair -> Receiver/Receiving Pair.

1) Support Levels (Doubles only)
2) Feats
3) Formations (Doubles only)
4) Server Bonus
5) Serves & Specials
5.1) Activation
5.2) Data
5.3) Extra
6) Final Total
7) Stamina Adjustment / "After the Point" Effects


6. Extra Rules (Return to top)

  • A stat cannot drop below 0, however a hypothetical drop still occurs and affects abilities that would normally be affected by stat drops.
  • Percentages stack. I.e. when an ability is affected by multiple others that influence the potency at which it activates, it activates at the product of those modifications (e.g. an ability that's supposed to activate at 50% and at 200% activates at 100%).
  • If an ability activates at X% , only stat boosts and stat drops are affected by the potency modification.
  • The same ability may not be used more than once in an ability chain.


7. List of Characters (Return to top)

Click on any of the names listed in the directory to jump to that character. Click on a character's name to return to the directory.

Hover over an ability name to view the description. Alternatively, click here to view a list of all characters in the traditional format, or here to download that list as PDF.

Akutsu Jin
Atobe Keigo
Ban Rikiya
Byoudouin Houou
Date Danji
Echizen Ryoga
Echizen Ryoma
Fuji Shuusuke
Irie Kanata
Ishida Gin
Kaji Kazena
Kimijima Ikuto
Kirihara Akaya
Kite Eishirou
Marui Bunta
Mouri Juusaburou
Niou Masaharu
Dudu Obandu
Ochi Tsukimitsu
Ohmagari Ryuuji
Oishi Shuuichirou
Oni Juujirou
Ralph Reinhardt
Sanada Gen'ichirou
Shiraishi Kuranosuke
Tanegashima Shuuji
Tohno Atsukyou
Tokugawa Kazuya
Tooyama Kintarou
Kiko Valentine
Duke Watanabe
Yukimura Seiichi


Akutsu Jin [20, SB: 2, HP: 9, ?, R]
(SPE: 4, POW: 5, STA: 4, MEN: 3, TEC: 4)


[abbr=Mental increases by 1. Mental decreases at +2.]-Athlete [Feat][/abbr]
[abbr=Cannot be copied. Speed increases by 1, Technique increases by 1. In the Extra step, when not activating a Serve/Special, ACE if opponent's combined Speed and Mental is less than 7.]-Formless Tennis [Feat][/abbr]
[abbr=Whenever HP decreases, Power permanently increases by 1.]-Monster [Feat][/abbr]
[abbr=Activation: Requires Formless Tennis. Opponent's Serves/Specials with Lv <= 3 are negated.
Data: Speed increases by 4.]-Fighting [Special - Lv 3][/abbr]
[abbr=Activation: Only activates in Singles.
Data: Speed increases by 3, Technique increases by 3.
Extra: ACE if opponent's Speed is less than 4, their Mental is less than 4 or their Technique is less than 4. If ACE, opponent's HP decreases by the difference between 10 and their combined Speed and Mental.]-10 Ball Strike [Special - Lv 4][/abbr]


Atobe Keigo [23.5, SB: 2, HP: 8, AR, R]
(SPE: 4, POW: 4, STA: 5, MEN: 4.5, TEC: 6)


[abbr=When Mental is 0 for the first time, Mental permanently increases by 3 and cannot decrease from this point onwards. In Doubles, partner's Mental cannot decrease through their Feats.]-King [Counter Feat][/abbr]
[abbr=Data: Power increases by 3, Technique increases by 2.
Extra: ACE if opponent’s combined Speed and Technique is less than 8.]-Shitsui he no Fugue [Special - Lv 3][/abbr]
[abbr=Activation: Cannot be copied. After activation, Stamina decreases by 2 instead of 1.
Data: Mental increases by 3, Technique increases by 4.
Extra: ACE if opponent’s combined Speed and Mental is less than 14.]-Atobe no Sekai [Special - Lv 5][/abbr]
[abbr=Activation: Only activates with Atobe as partner. Cannot be negated.
Data: Mental increases by 2.
Extra: ACE if Doubles Bonus exceeds opponent's Doubles Bonus.]-Synchro [Special - Lv 3][/abbr]


Ban Rikiya [21, SB: 3, HP: 11, CP, R]
(SPE: 3, POW: 6, STA: 5, MEN: 4, TEC: 3)


[abbr=Triggers whenever partner’s HP would decrease through an opponent’s ability. HP decreases instead of partner’s HP.]-Human Shield [Counter Feat][/abbr]
[abbr=Cannot be copied. Triggers whenever HP would decrease by 7 or less. HP decreases by 0 instead. Opponent’s Mental permanently decreases by 1.]-Immovable [Counter Feat][/abbr]
[abbr=Data: Power increases by 5.
Extra: ACE if opponent’s Power is less than 5. If ACE, opponent's HP decreases by 2.]-Explosion [Special - Lv 3][/abbr]


Byoudouin Houou [29, SB: 3, HP: 13, AR, R]
(SPE: 2, POW: 6, STA: 7, MEN: 7, TEC: 7)


[abbr=Cannot be copied. Mental cannot decrease. Whenever opponent's HP decreases, their Mental permanently decreases by 1. After losing a point, Mental permanently increases by 1 (max. 2 times).]-Supreme Ruler [Feat][/abbr]
[abbr=Activation: Cannot be copied. Cannot be negated. Stamina does not decrease from using this Special. Choose one of the following:
(1) Activation: Activate another Special. Stamina does not decrease from activating that Special. Power and Technique increase at +2 through that Special and opponent's stats decrease at -2, OR
(2) Extra: At the end of the Extra step, copy Extra of opponent’s Serves/Specials with Lv <= 6 that increase Power.]-Super Sweet Spot [Special - Lv 5][/abbr]
[abbr=Activation: Cannot be copied.
Data: Speed increases by 4. At the end of the Data step, Power increases by opponent's Power.
Extra: ACE if opponent's Mental is less than 7. If ACE, opponent's HP decreases by the increase in Power.]-Pirate [Special - Lv 6][/abbr]
[abbr=Activation: Only activates during the seventh point.
Data: Technique increases by INFINITE.
Extra: ACE. If ACE, opponent's HP decreases by INFINITE.]-Pirates of the World [Special - Lv 7][/abbr]


Date Danji [23, SB: 3, HP: 11, AB, L]
(SPE: 4, POW: 6, STA: 5, MEN: 5, TEC: 3)


[abbr=Partner's Mental increases by 1. Partner's Mental decreases at +2.]-Leader [Feat][/abbr]
[abbr=Data: Power increases by 6.
Extra: ACE if opponent's Speed is less than 5. If ACE, opponent's HP decreases by 8.]-Danji no Fuyu [Special - Lv 3][/abbr]


Echizen Ryoga [28, SB: 2, HP: 10, AR, R]
(SPE: 5, POW: 5, STA: 5, MEN: 7, TEC: 6)


[abbr=Activation: Cannot be copied. Cannot be negated. Stamina does not decrease from using this Special. Choose one of the following:
(1) Activation: Activate another Special. Stamina does not decrease from activating that Special. Power and Technique increase at +2 through that Special and opponent's stats decrease at -2, OR
(2) Extra: At the end of the Extra step, copy Extra of opponent’s Serves/Specials with Lv <= 6 that increase Power.]-Super Sweet Spot [Special - Lv 5][/abbr]
[abbr=Activation: Only activates in Singles.
Data: Speed increases by 4, Technique increases by 4.
Extra: ACE if opponent's Speed is less than 5, their Mental is less than 5 or their Technique is less than 5. If ACE, opponent's HP decreases by the difference between 15 and their combined Speed and Mental.]-15 Ball Strike [Special - Lv 5][/abbr]
[abbr=Activation: Can only be activated through Super Sweet Spot.
Data: Power increases by (Mental + 1).
Extra: ACE if opponent's combined Speed and Mental is 10 or less. If ACE, opponent's HP decreases by Mental.]-Glowing Shot [Special - Lv 6][/abbr]


Echizen Ryoma [23, SB: 1, HP: 7, AR, L]
(SPE: 5, POW: 3, STA: 4, MEN: 5, TEC: 6)


[abbr=In Doubles, Mental decreases to 1. After losing a point, Mental permanently increases by 1 (max. 2 times).]-Super Rookie of the East [Feat][/abbr]
[abbr=When not using a Serve/Special, copy opponent's Serves/Specials with Lv <= 3.]-Mimicry [Feat][/abbr]
[abbr=Activation: Cannot be copied. Cannot be negated. Stamina does not decrease from using this Special. Choose one of the following:
(1) Activation: Activate another Special. Stamina does not decrease from activating that Special. Power and Technique increase at +2 through that Special and opponent's stats decrease at -2, OR
(2) Extra: At the end of the Extra step, copy Extra of opponent’s Serves/Specials with Lv <= 6 that increase Power.]-Super Sweet Spot [Special - Lv 5][/abbr]
[abbr=Activation: Can only be activated through Super Sweet Spot.
Data: Power increases by (Mental + 1).
Extra: ACE if opponent's combined Speed and Mental is 10 or less. If ACE, opponent's HP decreases by Mental.]-Glowing Shot [Special - Lv 6][/abbr]
[abbr=Activation: Cannot be copied.
Data: Speed increases by 2, Mental increases by 2, Technique increases by 3. At the end of the Data step, Power increases by opponent's Power.
Extra: ACE if opponent's Mental is less than 7. If ACE, opponent's HP decreases by the increase in Power.]-Samurai [Special - Lv 6][/abbr]


Fuji Shuusuke [18, SB: 1, HP: 6, CP, R]
(SPE: 3, POW: 3, STA: 3, MEN: 4, TEC: 5)


[abbr=During decisive points, Mental increases by 1, Technique increases by 1.]-Prodigy [Feat][/abbr]
[abbr=Activation: Opponent's Serves/Specials with Lv <= 4 that increase Technique are negated.
Data: If an opponent's Serve/Special is negated this way, their Speed decreases by 2. Technique increases by 1.
Extra: ACE if opponent's combined Speed and Mental is less than 5.]-Kagero Zutsumi [Special - Lv 3][/abbr]
[abbr=Activation: Opponent's Specials with Lv <= 3 are negated.
Data: Technique increases by 2.]-Evolved Triple Counter [Special - Lv 3][/abbr]
[abbr=Activation: Only activates in Singles. Negated if opponent's playstyle is Serve and Volley. Negated if opponent's Technique is 5 or higher.
Data: Technique increases by 4.
Extra: ACE if opponent's Technique is less than 5.]-Hecatoncheires no Monban [Special - Lv 3][/abbr]
[abbr=Activation: Triggers whenever Hecatoncheires no Monban is negated, opponent's playstyle is not Serve and Volley, and opponent's Technique is less than 5. Cannot be negated.
Data: Power increases by 3, Technique increases by 4.
Extra: ACE if opponent's combined Speed, Mental and Technique is less than 15.]-Hoshi Hanabi [Counter Special - Lv 5][/abbr]
[abbr=Activation: Cannot be negated.
Data: Speed increases by 1, Mental increases by 1, Technique increases by 2.
Extra: ACE if opponent's combined Speed and Mental is less than 8.]-Closed Eyes [Special - Lv 4][/abbr]


Irie Kanata [22, SB: 0, HP: 3, AR, L]
(SPE: 6, POW: 1, STA: 2, MEN: 7, TEC: 6)


[abbr=Cannot be copied. Whenever opponent's Mental increases by 2 or less, Mental permanently increases by 1.]-Understanding [Feat][/abbr]
[abbr=Cannot be copied. Mental cannot decrease. While Mental is equal to or exceeds opponent's Mental, Stamina and HP cannot decrease.]-Acting [Feat][/abbr]
[abbr=Cannot be copied. If Mental exceeds opponent's Mental, opponent's Speed, Power and Technique decrease by the difference and opponent's Serves/Specials with Lv <= 5 are negated.]-Performance [Feat][/abbr]


Ishida Gin [16, SB: 3, HP: 8, AB, L]
(SPE: 1, POW: 6, STA: 2, MEN: 5, TEC: 2)


[abbr=If Power exceeds opponent's Power, Mental cannot decrease.]-Tennis Buddha [Feat][/abbr]
[abbr=Opponent's Specials with Hadokyuu in their name are negated.]-Hadokyuu Negation [Feat][/abbr]
[abbr=Activation: Negated in Singles if opponent's Technique is 3 or higher. After activation, HP decreases by 2.
Data: Power increases by 5.
Extra: ACE if opponent's Speed is less than 4 or their Power is less than 6. If ACE and opponent's Speed is less than 4, their HP decreases by 8.]-108th Style of Hadokyuu [Special - Lv 2][/abbr]


Kaji Kazena [26, SB: 2, HP: 10, SV, R]
(SPE: 7, POW: 5, STA: 5, MEN: 4, TEC: 5)


[abbr=If Speed exceeds opponent's Speed, their Serves/Specials with Lv <= 4 are negated.]-Perception [Feat][/abbr]
[abbr=Activation: Cannot be copied. Cannot be negated. Stamina does not decrease from using this Special. Choose one of the following:
(1) Activation: Activate another Special. Stamina does not decrease from activating that Special. Power and Technique increase at +2 through that Special and opponent's stats decrease at -2, OR
(2) Extra: At the end of the Extra step, copy Extra of opponent’s Serves/Specials with Lv <= 6 that increase Power.]-Super Sweet Spot [Special - Lv 5][/abbr]
[abbr=Data: Speed increases by 2, Technique increases by 5.
Extra: ACE if opponent's combined Speed and Mental is 11 or less.]-Dual Strike [Special - Lv 5][/abbr]


Kimijima Ikuto [25, SB: 2, HP: 8, AR, R]
(SPE: 5, POW: 4, STA: 4, MEN: 7, TEC: 5)


[abbr=Opponent's Serves/Specials with Lv <= 4 are negated.]-Intellitennis [Feat][/abbr]
[abbr=SB decreases by 2. When serving, ACE if opponent's combined Speed and Mental is less than 5.]-Slow Server [Feat][/abbr]
[abbr=Activation: Requires Intellitennis. Cannot be negated. Opponent's Serves/Specials with Lv <= 5 are negated. After activation, Stamina decreases by 2 instead of 1.
Data: If an opponent's Serve/Special was negated, all opponents' Mental permanently decreases by 2, and in Doubles, the opposing pair's Support Bonus permanently decreases by 2.]-Negotiation [Special - Lv 5][/abbr]


Kirihara Akaya [15, SB: 1, HP: , AR, R]
(SPE: 4, POW: 3, STA: 3, MEN: 2, TEC: 3)


[abbr=Cannot be copied. Mental cannot decrease.]-Intense Concentration [Feat][/abbr]
[abbr=If Speed exceeds opponent's Speed, Power increases by 1, Technique increases by 1.]-Speed Play [Feat][/abbr]
[abbr=Triggers whenever HP decreases or after losing a point. Mental permanently increases by 1 (max. 3 times total). When Mental increases through this effect for the third time, activate Devil Mode during all consecutive points.]-Desire for Victory [Counter Feat][/abbr]
[abbr=Only activates through Desire for Victory. Speed increases by 1, Power increases by 1.5, Stamina decreases by 1, Technique decreases by 1.5. SB increases by 1, HP increases by 1. If Angel Mode is active, Stamina and Technique do not decrease. If Angel Mode is not active, after winning a point, opponent’s HP decreases by 3, and in Doubles Mental decreases to 1.]-Devil Mode [Feat][/abbr]
[abbr=Only activates with Shiraishi as partner. During partner’s service points, Technique increases by difference between partner’s highest stat out of Speed, Power and Technique, and opponent’s respective stat.]-Angel Mode [Feat][/abbr]
[abbr=Data: Power increases by 1 (2 if Devil Mode is active), Technique increases by 2.
Extra: ACE if Mental exceeds receiver’s combined Speed and Mental.]-Knuckle Serve [Serve - Lv 2][/abbr]


Kite Eishirou [20, SB: 1, HP: 7, AR, L]
(SPE: 4, POW: 3, STA: 4, MEN: 4, TEC: 5)


[abbr=If combined Speed and Mental exceeds opponent's combined Speed and Mental, Technique increases by 1.]-Hitman [Feat][/abbr]
[abbr=Data: Power increases by 3.Extra: ACE if receiver's Power is less than 3.]-Big Bang [Serve - Lv 2][/abbr]
[abbr=Activation: Cannot be copied. Cannot be negated through Specials.
Data: Speed increases by 4.]-Omni-directional Shukuchihou [Special - Lv 1][/abbr]
[abbr=Data: Technique increases by 2. If opponent's Mental is less than 3, their Power and Technique cannot increase through Specials.
Extra: ACE if opponent's Mental is less than 3.]-Viking Horn [Special - Lv 2][/abbr]
[abbr=Activation: If partner activates Wonder Castle, cannot be negated and Extra becomes "ACE if opponent's combined Mental and Technique is less than 13."
Data: Power increases by 2, Technique increases by 1. Opponent's Power increases at -2.
Extra: ACE if opponent's combined Mental and Technique is less than 7.]-Giant Habu [Special - Lv 3][/abbr]


Marui Bunta [17, SB: 1, HP: 5, SV, R]
(SPE: 4, POW: 2, STA: 3, MEN: 3, TEC: 5)


[abbr=If opponent's playstyle is Serve and Volley. Mental increases by 1.]-Volley Master [Feat][/abbr]
[abbr=Only activates in Doubles. If Mental is 3 or more, Stamina does not decrease from activating Myougi.]-Perfect Chance [Feat][/abbr]
[abbr=Activation: Negated in Singles if Speed is less than opponent’s Technique. Negated in Doubles if any individual opponent’s total exceeds partner’s total.
Data: Technique increases by 4.
Extra: ACE if opponent’s Mental is less than 5.]-Myougi [Special - Lv 3][/abbr]
[abbr=Activation: Negated if Technique is less than opponent’s Power.
Data: Speed increases by 4 and cannot decrease. Opponent's Technique cannot increase.]-Wonder Castle [Special - Lv 4][/abbr]


Mouri Juusaburou [24, SB: 2, HP: 8, AR, R]
(SPE: 5, POW: 4, STA: 4, MEN: 6, TEC: 5)


[abbr=Whenever an opponent activates a Serve/Special with Lv <= 4 for the second time or more that Serve/Special is negated.]-Jack of All Trades [Feat][/abbr]
[abbr=Only activates in Doubles. Mental increases by 1.]-Super Doubles Specialist [Feat][/abbr]
[abbr=During decisive points, Mental increases by 1, and Jack of All Trades affects opponent's Serves/Specials with Lv <= 5 instead.]-Invincible Training [Feat][/abbr]


Niou Masaharu [18, SB: 1, HP: 4, AR, L]
(SPE: 3, POW: 2, STA: 2, MEN: 5, TEC: 5)


[abbr=Triggers whenever no Serve/Special was activated during a point. Mental permanently increases by 1.]-Trickster of the Court [Counter Feat][/abbr]
[abbr=Triggers when HP is 0 for the first time and only while name is Tezuka Kunimitsu. HP becomes 1.]-Conviction [Counter Feat][/abbr]
[abbr=Activation: Name changes to Tezuka Kunimitsu. If negated, activate Tezuka Zone. After activation, HP decreases by 3.
Data: Power increases by 1, Technique increases by 5.
Extra: ACE if opponent's combined Mental and Technique is less than 12.]-Zero Shiki Serve [Serve - Lv 5][/abbr]
[abbr=Activation: Only activates with Atobe or Oishi as partner. Name changes to Atobe Keigo or Kikumaru Eiji respectively, handedness changes to R. Cannot be negated.
Data: Mental increases by 2.
Extra: ACE if Doubles Bonus exceeds opponent's Doubles Bonus.]-Synchro [Special - Lv 3][/abbr]
[abbr=Activation: Name changes to Tezuka Kunimitsu. If, at the end of the Data step, Technique exceeds opponent's combined Power and Technique, Extra of opponent's Serves/Specials is negated. If activated through Zero Shiki Serve, cannot be negated, and after activation Stamina decreases by 0 instead of 1.
Data: Technique increases by 4. Opponent's Technique decreases by 50%.]-Tezuka Zone [Special - Lv 3][/abbr][abbr=Activation: Name changes to Tezuka Kunimitsu. Cannot be negated. After activation, HP decreases by 2.
Technique: Technique increases by 7. Opponent's Technique increases by 100%.
Extra: ACE if Technique exceeds opponent's Technique.]-Tezuka Phantom [Special - Lv 4][/abbr]


Dudu Obandu [27, SB: 3, HP: 13, CP, R]
(SPE: 5, POW: 6, STA: 7, MEN: 4, TEC: 5)


[abbr=During the first two points, Speed increases by 1, Power increases by 1, SB increases by 1.]-Kick Start [Feat][/abbr]
[abbr=Only activates when Stamina is 5 or less. Speed increases by 1, Power increases by 1, Technique increases by 1. After activating a Serve/Special, Stamina decreases by 2 instead of 1.]-Shift Gears [Feat][/abbr]
[abbr=Activation: If Speed exceeds opponent's Technique, their Serves/Specials with Lv <= 5 are negated.
Data: Power increases by 2, Technique increases by 5.
Extra: ACE if opponent's combined Speed and Power is less than 12.]-Counter [Special - Lv 4][/abbr]


Ochi Tsukimitsu [25, SB: 2, HP: 8, CP, R]
(SPE: 6, POW: 4, STA: 4, MEN: 7, TEC: 4)


[abbr=Cannot be copied. SB increases by 1. When serving, ACE if opponent’s combined Speed and Mental is less than 8.]-Ultra-Technician [Feat][/abbr]
[abbr=Mental cannot decrease. On the fifth point and subsequent points, opposing server's/receiver's Mental permanently decreases by 1 and then, if Mental exceeds their Mental, their Speed, Power and Technique decrease by the difference.]-Mental Assassin [Feat][/abbr]
[abbr=Activation: Requires Ultra-Technician.
Data: Speed increases by 1, Power increases by 2, Technique increases by 3.
Extra: ACE if receiver’s combined Speed and Mental is less than 10.]-Mach [Serve - Lv 4][/abbr]


Ohmagari Ryuuji [26, SB: 2, HP: 12, AB, A]
(SPE: 5, POW: 5, STA: 7, MEN: 3, TEC: 6)


[abbr=If base total exceeds opponent's base total, Mental cannot decrease. Else, Mental increases by 1.]-Elitist [Feat][/abbr]
[abbr=Cannot be copied. Speed increases by 1. Speed cannot decrease through Serves/Specials with Lv <= 4.]-Nitouryuu [Feat][/abbr]
[abbr=Data: Technique increases by 7.
Extra: ACE if opponent's combined Speed and Mental is 11 or less.]-Kenmei [Special - Lv 5][/abbr]


Oishi Shuuichirou [15, SB: 1, HP: 6, CP, R]
(SPE: 2, POW: 2, STA: 4, MEN: 3, TEC: 4)


[abbr=Only activates with Kikumaru as partner. Mental increases by 1. Partner's Mental increases by 1. Mental decreases at +2. Partner's Mental decreases at +2.]-Seigaku's Golden Pair [Feat][/abbr]
[abbr=Only activates in Doubles. Mental increases by 1.]-Doubles Master [Feat][/abbr]
[abbr=Only activates if partner's Speed is 3 or higher. Mental increases by 1, Technique increases by 1. Opponent's Specials with Lv <= 2 are negated. Moon Volley's Extra becomes "ACE if partner's total exceeds each individual opponent's total."]-Oishi Territory [Formation][/abbr]
[abbr=Data: Technique increases by 3.
Extra: ACE if opponent's combined Speed and Mental is less than 7.]-Moon Volley [Special - Lv 2][/abbr]
[abbr=Activation: Only activates with Kikumaru as partner. Cannot be negated.
Data: Mental increases by 2.
Extra: ACE if Doubles Bonus exceeds opponent's Doubles Bonus.]-Synchro [Special - Lv 3][/abbr]


Oni Juujirou [22, SB: 2, HP: 10, AR, R]
(SPE: 3, POW: 5, STA: 5, MEN: 5, TEC: 4)


[abbr=Mental increases by 2. After losing a point, Mental permanently increases by 1 (max. 2 times).]-Memories [Feat][/abbr]
[abbr=HP decreases at +3.]-Boulder Training [Feat][/abbr]
[abbr=Activation: Cannot be copied. Cannot be negated. Stamina does not decrease from using this Special. Choose one of the following:
(1) Activation: Activate another Special. Stamina does not decrease from activating that Special. Power and Technique increase at +2 through that Special and opponent's stats decrease at -2, OR
(2) Extra: At the end of the Extra step, copy Extra of opponent’s Serves/Specials with Lv <= 6 that increase Power.]-Super Sweet Spot [Special - Lv 5][/abbr]
[abbr=Activation: Cannot be copied.
Data: Speed increases by 4. At the end of the Data step, Power increases by opponent's Power.
Extra: ACE if opponent's Mental is less than 7. If ACE, opponent's HP decreases by the increase in Power.]-Demon [Special - Lv 6][/abbr]


Ralph Reinhardt [30, SB: 3, HP: 11, AR, R]
(SPE: 5, POW: 6, STA: 5, MEN: 7, TEC: 7)


[abbr=If Mental is 8 or higher, Speed, Power and Technique cannot decrease. After losing a point, Mental permanently increases by 1 (max. 2 times).]-Conqueror [Feat][/abbr]
[abbr=Only activates if HP is 4 or less. Speed increases by 2, Power increases by 2.]-Wrath [Feat][/abbr]
[abbr=Activation: Cannot be copied. Cannot be negated. Stamina does not decrease from using this Special. Choose one of the following:
(1) Activation: Activate another Special. Stamina does not decrease from activating that Special. Power and Technique increase at +2 through that Special and opponent's stats decrease at -2, OR
(2) Extra: At the end of the Extra step, copy Extra of opponent’s Serves/Specials with Lv <= 6 that increase Power.]-Super Sweet Spot [Special - Lv 5][/abbr]
[abbr=Data: Technique increases by 5. Opponent's Power decreases by 50%.
Extra: ACE if Power exceeds opponent's Power. If ACE, opponent's HP decreases by 8.]-Luna [Special - Lv 6][/abbr]
[abbr=Activation: Opponent's Specials with Lv <= 5 are negated.
Data: Speed increases by 3, Technique increases by 3.]-Sol [Special - Lv 6][/abbr]


Sanada Gen'ichirou [23, SB: 2, HP: 9, AR, R]
(SPE: 4, POW: 5, STA: 4, MEN: 5, TEC: 5)


[abbr=When activating a Special, if that same Special was activated successfully during the previous point, Mental increases by 1. In Doubles, partner's Mental cannot decrease through their Feats.]-Emperor [Feat][/abbr]
[abbr=Triggers in Doubles when Mental is 0 for the first time. Mental permanently increases by partner’s Mental and cannot decrease from this point onwards.]-Slap Me! [Counter Feat][/abbr]
[abbr=Data: Mental increases by 5.]-In [Special - Lv 4][/abbr]
[abbr=Activation: After activation, Stamina decreases by 2 instead of 1.
Data: Speed increases by 3, Power increases by 1, Technique increases by 2.
Extra: ACE if opponent’s combined Speed, Mental and Technique is less than 15.]-Rai [Special - Lv 4][/abbr]
[abbr=Data: Technique increases by 5. Opponent’s Speed decreases by 2. If opponent’s combined Speed and Mental is less than 12, opponent’s stats cannot increase through Specials.
Extra: ACE if opponent’s combined Speed and Mental is less than 9.]-Kokushoku no Aura [Special - Lv 5][/abbr]


Shiraishi Kuranosuke [20, SB: 2, HP: 8, AR, L]
(SPE: 4, POW: 4, STA: 4, MEN: 4, TEC: 4)


[abbr=Opponent's Serves/Specials with Lv <= 4 are negated.]-Bible of Naniwa [Feat][/abbr]
[abbr=Speed increases by 1, Stamina increases by 2.]-Golden Gauntlet [Feat][/abbr]
[abbr=Only activates in Doubles. Partner's Mental increases to 7 and cannot decrease.]-Praising [Feat][/abbr]
[abbr=Data: Power increases by 3, Technique increases by 1.
Extra: ACE if opponent's combined Mental and Technique is less than 10.]-Entaku Shot [Special - Lv 3][/abbr]


Tanegashima Shuuji [28, SB: 2, HP: 10, AR, R]
(SPE: 5, POW: 5, STA: 5, MEN: 7, TEC: 6)


[abbr=After winning a point, if opponent's Mental is 5 or less, their Mental permanently decreases by 2.]-Star Performer [Feat][/abbr]
[abbr=Mental cannot decrease. After losing a point, Mental permanently increases by 1 (max. 2 times).]-Acumen [Feat][/abbr]
[abbr=Cannot be copied. Speed decreases at +7.]-Vision Transmission [Feat][/abbr]
[abbr=Activation: Cannot be copied. Cannot be negated. Stamina does not decrease from using this Special. Choose one of the following:
(1) Activation: Activate another Special. Stamina does not decrease from activating that Special. Power and Technique increase at +2 through that Special and opponent's stats decrease at -2, OR
(2) Extra: At the end of the Extra step, copy Extra of opponent’s Serves/Specials with Lv <= 6 that increase Power.]-Super Sweet Spot [Special - Lv 5][/abbr]
[abbr=Activation: Cannot be copied. Extra of opponent's Serves/Specials with Lv <= 6 is negated.
Data: Technique increases by 3. If Mental exceeds opponent's Mental, opponent's Speed decreases by the difference. Opponent's Power and Technique do not increase through Serves/Specials with Lv <= 6.
Extra: ACE if opponent's combined Speed and Mental is 11 or less.]-Imetsu Mu [Special - Lv 6][/abbr]


Tohno Atsukyou [25, SB: 2, HP: 9, AB, R]
(SPE: 5, POW: 5, STA: 4, MEN: 4, TEC: 7)


[abbr=Triggers after losing two consecutive points. Mental permanently increases by 1.]-Pride [Counter Feat][/abbr]
[abbr=Activation: When activated for the second time or more, if opponent's Technique exceeds 5, HP decreases by opponent's combined Power and Technique.
Data: Power increases by 3, Technique increases by 4.
Extra: ACE if opponent's combined Speed and Mental is less than 6. If ACE and opponent's Speed is less than 5, their HP decreases by 6 and their Speed decreases by the difference between 7 and their base Power.]-Execution [Special - Lv 5][/abbr]


Tokugawa Kazuya [30, SB: 3, HP: 12, AR, L]
(SPE: 6, POW: 6, STA: 6, MEN: 6, TEC: 6)


[abbr=Only activates with Oni, Irie or Ryoma on the same team. Mental increases by 2 and cannot decrease.]-Loyalty [Feat][/abbr]
[abbr=Activation: Cannot be copied. Cannot be negated. Stamina does not decrease from using this Special. Choose one of the following:
(1) Activation: Activate another Special. Stamina does not decrease from activating that Special. Power and Technique increase at +2 through that Special and opponent's stats decrease at -2, OR
(2) Extra: At the end of the Extra step, copy Extra of opponent’s Serves/Specials with Lv <= 6 that increase Power.]-Super Sweet Spot [Special - Lv 5][/abbr]
[abbr=Data: Speed increases by 2, Power increases by 2, Technique increases by 2.
Extra: ACE if opponent's highest stat out of Speed, Power, Mental and Technique is less than 8.]-Divine Path of the Asura [Special - Lv 5][/abbr]
[abbr=Activation: Can only be activated through Super Sweet Spot.
Data: Power increases by (Mental + 1).
Extra: ACE if opponent's combined Speed and Mental is 10 or less. If ACE, opponent's HP decreases by Mental.]-Glowing Shot [Special - Lv 6][/abbr]
[abbr=Activation: Opponent's Serve's/Special's Extra is negated. After activation, HP decreases by 3.
Data: Opponent's total decreases to base total and cannot increase.]-Black Hole [Special - Lv 7][/abbr]


Tooyama Kintarou [22, SB: 2, HP: 10, AR, R]
(SPE: 4, POW: 5, STA: 5, MEN: 4, TEC: 4)


[abbr=In Doubles, Mental decreases to 1. After losing a point, Mental permanently increases by 1 (max. 2 times).]-Super Rookie of the West [Feat][/abbr]
[abbr=Cannot be copied. Mental increases to 7 and cannot decrease. If Speed, Power and/or Technique is less than 5, the respective stat increases by 1. SB increases by 1.]-Ten'imuhou no Kiwami [Feat][/abbr]
[abbr=Cannot be copied. Opponent's Technique increases at -2. In Doubles, if Support Level is 0, Support Bonus decreases by 10.]-Wild Tennis [Feat][/abbr]
[abbr=Data: Power increases by 3.
Extra: ACE if receiver's Power is less than 5.]-Super Megaton Wonder Deluxe Yama Funka Serve [Serve - Lv 2][/abbr]
[abbr=Data: Power increases by 5.
Extra: ACE if opponent's Speed is less than 5 or their Power is less than 6. If ACE, base Total is lower than opponent's base Total and opponent's Speed is less than 5, their HP decreases by 9.]-Super Ultra Great Delicious Daishaarin Yama Arashi [Special - Lv 3][/abbr]


Kiko Valentine [25, SB: 2, HP: 8, SV, L]
(SPE: 7, POW: 4, STA: 4, MEN: 5, TEC: 5)


[abbr=After the first point, Power permanently increases by 1. After the second point, Technique permanently increases by 1. After the third point, Speed permanently increases by 1.]-Slow Burn [Feat][/abbr]
[abbr=During the fourth point, Mental increases by 2.]-Climax [Feat][/abbr]
[abbr=After the fourth point, Power permanently decreases by 1. After the fifth point, Technique permanently decreases by 1. After the sixth point, Speed permanently decreases by 1.]-Burnout [Feat][/abbr]


Duke Watanabe [27, SB: 2, HP: 12, AB, R]
(SPE: 5, POW: 7, STA: 5, MEN: 5, TEC: 5)


[abbr=Mental cannot decrease. Partner's Mental cannot decrease.]-Never-ending Smile [Feat][/abbr]
[abbr=Only activates with Byoudouin on the same team. During decisive points, Mental increases by 1.]-Follower [Feat][/abbr]
[abbr=Activation: Cannot be copied. Cannot be negated. Stamina does not decrease from using this Special. Choose one of the following:
(1) Activation: Activate another Special. Stamina does not decrease from activating that Special. Power and Technique increase at +2 through that Special and opponent's stats decrease at -2, OR
(2) Extra: At the end of the Extra step, copy Extra of opponent’s Serves/Specials with Lv <= 6 that increase Power.]-Super Sweet Spot [Special - Lv 5][/abbr]
[abbr=Data: Power increases by 7.
Extra: ACE if opponent's Speed is less than 5 or their Power is less than 6. If ACE and opponent's Speed is less than 5, their HP decreases by 12.]-Duke Homerun [Special - Lv 5][/abbr]


Yukimura Seiichi [23, SB: 2, HP: 7, AR, R]
(SPE: 4, POW: 3.5, STA: 3.5, MEN: 6, TEC: 6)


[abbr=Cannot be copied. Opponent's Specials with Lv <= 5 are negated.]-Child of God [Feat][/abbr]
[abbr=Cannot be copied. If total exceeds opponent's total at the end of a Game, or opponent's Serve/Special is negated through Child of God, opponent's Mental permanently decreases by 3. This decrease cannot be prevented. If opponent's Mental is 0, opponent loses the match.]-Yips [Feat][/abbr]


8. Doubles (Return to top)

Support Levels

Support Bonus
Support Lv 1: +2
Support Lv 2: +4
Support Lv 3: +6

Doubles Bonus
The Doubles Bonus is calculated by adding up the Mental stat of both characters of a pair and the Support Bonus.
 

Kaoz

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9. Players & Teams (Return to top)

Atobe Keigo
Kimijima Ikuto
Ochi Tsukimitsu
Sanada Gen'ichirou

Byoudouin Houou
Date Danji
Ohmagari Ryuuji
Tohno Atsukyou

Echizen Ryoga
Fuji Shuusuke
Irie Kanata
Ishida Gin

Mouri Juusaburou
Dudu Obandu
Tokugawa Kazuya
Kiko Valentine

Marui Bunta
Oishi Shuuichirou
Tanegashima Shuuji
Yukimura Seiichi

Echizen Ryoma
Kite Eishirou
Niou Masaharu
Duke Watanabe

Kirihara Akaya
Oni Juujirou
Shiraishi Kuranosuke
Tooyama Kintarou

Akutsu Jin
Ban Rikiya
Kaji Kazena
Ralph Reinhardt


10. League Schedule (Return to top)





Trading Period (November 24 - November 26)




Semifinals (December 15 - December 18)
Hardy vs FrostyMouse 1-2
Seakay vs Kaoz 2-1

Finals (December 20 - December 23)
Championship: FrostyMouse vs Seakay
Third Place: Hardy vs Kaoz


11. League Table (Return to top)

#​
Players​
Games​
Wins​
Draws​
Losses​
Points​
Set Count​
1​
Kaoz
7​
5​
0​
2​
10​
6​
2​
Hardy
7​
5​
0​
2​
10​
4​
2​
Seakay
7​
5​
0​
2​
10​
4​
4​
FrostyMouse
7​
4​
0​
3​
8​
0​
5​
LetalHawk
7​
3​
0​
4​
6​
-2​
6​
Ganonslayer101
7​
2​
0​
5​
4​
-2​
7​
Friss
7​
2​
0​
5​
2​
-5​
7​
Philia
7​
2​
0​
5​
4​
-5​



12. Credits (Return to top)

[user]Atobe the King[/user] - Former Development
[user]bugzee[/user] - Banner
[user]Fayte[/user] - Former Development
[user]FrostyMouse[/user] – Former Development
[user]Kaoz[/user] - System
[user]Jyten[/user] - Former Development
[user]Miyagi[/user] - Technical Support
[user]Sai_the_Shaman[/user] - Former Development
[user]Sherlock Holmes[/user] - Original Concept

Special thanks to Konomi Takeshi for creating (Shin) Prince of Tennis, and all participants for playing.
 
Last edited:

Kaoz

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Sign-ups are now open. In order to sign up, please post in this thread.

Make sure you've read the rules before signing up, and feel free to ask any questions you might have.

Sign-ups will be open for about a week or until the player limit of 8 players is reached.
 

Ganonslayer101

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Sign me Up, Last time was a lot of fun
 

Friss

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Lets do this
 

FrostyMouse

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Sure, I'll participate. I still need one of those Japan tennis balls.
 

LetalHawk

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I'm in
 

Hardy

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I'm in!

Sure, I'll participate. I still need one of those Japan tennis balls.
It's a mini season, if you win you'll only get a golf ball.
 

Philia

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Signing Up.
 

Seakay

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I'd like to sign up for this too.
 

Kaoz

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That's number seven - I'll wait one more day or maybe two and if nobody else signs up during that time, I'll take the final spot myself. If someone else would llike to play though I'll stick to calcing this time.
 

Kaoz

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Since I'm tired of waiting and nobody else seems to want to join, I'll take the final spot.




Randomized Draft Order for the 1st Round
Hardy (10 CP)
FrostyMouse (10 CP)
Ganonslayer101 (10 CP)
Seakay (10 CP)
LetalHawk (10 CP)
Philia (10 CP)
Friss (10 CP)
Kaoz (10 CP)

To explain the process again, we will pick characters in the above order. When it's your turn you can pick as many characters as you want, as long as their total cost does not exceed your Credit Points. Credit Points carry over to future rounds, so if you don't want to spend all of them right away, that's fine.

The draft order of the second and subsequent rounds will be determined by our teams' total value after each round, and the order of the previous round in case of a tie in values. Also, once someone has picked their fourth character, they are no longer allowed to pick any more characters from that point onwards.

Akutsu Jin (4)
Atobe Keigo (5)
Ban Rikiya (2)
Byoudouin Houou (10)
Date Danji (4)
Echizen Ryoga (9)
Echizen Ryoma (8)
Fuji Shuusuke (2)
Irie Kanata (8)
Ishida Gin (1)
Kaji Kazena (6)
Kimijima Ikuto (4)
Kirihara Akaya (1)
Kite Eishirou (2)
Marui Bunta (2)
Mouri Juusaburou (4)
Niou Masaharu (2)
Dudu Obandu (7)
Ochi Tsukimitsu (4)
Ohmagari Ryuuji (5)
Oishi Shuuichirou (1)
Oni Juujirou (8)
Ralph Reinhardt (10)
Sanada Gen'ichirou (5)
Shiraishi Kuranosuke (4)
Tanegashima Shuuji (8)
Tohno Atsukyou (4)
Tokugawa Kazuya (10)
Tooyama Kintarou (5)
Kiko Valentine (4)
Duke Watanabe (7)
Yukimura Seiichi (7)

Hardy, go.
 

Friss

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2nd to last draft spot? Rigged order is obv rigged :P
 

FrostyMouse

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2nd to last draft spot? Rigged order is obv rigged :P
I made it to the Finals with that draft spot last time, Friss.
 

Hardy

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Well... I guess I'll take Tokugawa.
 

FrostyMouse

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I'll take Byoudouin.
 

Seakay

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Ralph Reinhardt
 

Philia

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Too impatient to wait for my turn. Picking Ryoma(1st priority). If Letal picks him then give me Oni. I guess I'm not breaking any rule :P
 
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