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Game Shin Prince of Tennis Fan League II - Season 2

Kaoz

Mr. Elite
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


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. Randomness
8. List of Characters
9. Doubles
10. Exhibition Matches
11. Players & Teams
12. League Schedule
13. League Table
14. 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.


3. League Format (Return to top)

3.1 Character Draft (Return to top)

Every team consists of 8 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.

Chosen characters cannot be changed until the trading period, which will take place after the Nth round.

The drafting order is:

1st Pick: 1 2 3 4 5 6 7 8 9 10
2nd Pick: 10 9 8 7 6 5 4 3 2 1
3rd Pick: 5 4 3 2 1 10 9 8 7 6
4th Pick: 6 7 8 9 10 1 2 3 4 5
5th Pick: 10 9 8 7 6 5 4 3 2 1
6th Pick: 1 2 3 4 5 6 7 8 9 10
7th Pick: 5 4 3 2 1 10 9 8 7 6
8th Pick: 6 7 8 9 10 1 2 3 4 5

During the drafting process, players also have to submit a character sequence of four alphanumeric characters, which is used for random events.


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 0-3 loss for them and a 3-0 win for their opponent. In case neither player submits a line-up in time, the battle is counted as a 0-3 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 five matches, Singles 1, Singles 2, Singles 3, Doubles 1 and Doubles 2. The order in which matches are played is:

Singles 3 -> Doubles 2 -> 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, an extra match with the eighth characters, that weren't used in the regular matches, is played.

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 Permanent may be selected, which is in effect for the entire match, as well as up to one Serve or Special or Formation (Doubles only, and only one Formation may be used by each pair at a time) for each game which is in effect only for that game.

Serves may only be used during service games and tiebreaks. During those games, 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. Stamina permanently increases by 1 after each set.

When submitting their line-up, the player has to choose whether they want to serve or receive first. In case of a dispute, a coinflip will decide the first server.

Format
[Serve first or receive first.]

Position: [S1, S2, S3, D1, D2 or Reserve]
Character: [Character Name]
Permanent: [Permanent Ability]
Serving: [Activated Abilities 1st Set] (1), [Activated Abilities 2nd Set] (2), [Activated Abilities 3rd Set] (3)
Receiving: [Activated Abilities 1st Set] (1), [Activated Abilities 2nd Set] (2), [Activated Abilities 3rd Set] (3)
Tiebreak: [Activated Abilities 1st Set] (1), [Activated Abilities 2nd Set] (2), [Activated Abilities 3rd Set] (3)


Example
Receiving.

Position: S3
Character: Ishida Gin
Permanent: -
Serving: - (1), 108th Style of Hadokyuu (2), - (3)
Receiving: - (1), 108th Style of Hadokyuu (2), - (3)
Tiebreak: - (1), - (2), - (3)

Position: D2 (Character 1)
Character: Niou Masaharu
Permanent: Illusion -> Tezuka Kunimitsu
Serving: Zero Shiki Serve (1), Trickster of the Court (2), Trick Play (3)
Receiving: - (1), Trickster of the Court (2), Trick Play (3)
Tiebreak: Tezuka Phantom (1), - (2), Trick Play (3)

Position: D2 (Character 2)
Character: Atobe Keigo
Permanent: -
Serving: Tannhauser Serve (1), - (2), Atobe Kingdom (3)
Receiving: Shitsui he no Fugue (1), - (2), World of Ice (3)
Tiebreak: - (1), - (2), Atobe Kingdom (3)

Position: S2
Character: Tooyama Kintarou
Permanent: Joy
Serving: Super Megaton Deluxe Yama Funka Serve (1), - (2), - (3)
Receiving: Super Great Delicious Daishaarin Yama Arashi (1), - (2), - (3)
Tiebreak: - (1), - (2), - (3)

Position: D1 (Character 1)
Character: Akutsu Jin
Permanent: -
Serving: - (1), - (2), - (3)
Receiving: Fighting (1), - (2), - (3)
Tiebreak: - (1), - (2), - (3)

Position: D1 (Character 2)
Character: Sanada Gen'ichirou
Permanent: -
Serving: Rai (1), Kokushoku no Aura (2), - (3)
Receiving: Zan (1), Kokushoku no Aura (2), - (3)
Tiebreak: - (1), - (2), - (3)

Position: S1
Character: Tokugawa Kazuya
Permanent: Asura no Shindou
Serving: - (1), - (2), Black Hole (3)
Receiving: - (1), - (2), Black Hole (3)
Tiebreak: Glowing Shot (1), - (2), - (3)

Position: Reserve
Character: Echizen Ryoma
Permanent: Joy
Serving: - (1), Twist Serve (2), - (3)
Receiving: Glowing Shot (1), - (2), Glowing Shot (3)
Tiebreak: - (3), Glowing Shot (2), Glowing Shot (3)

A match consists of up to three sets, a player wins a match when their character wins two sets. A set consists of up to three games, winning two games wins the set. If the score is 1-1 after the first two games, a tiebreak will occur.

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 support bonus. In case of a tie in a serving/receiving game, the server wins; in case of a tie in a tiebreaking game, 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 set 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 (Speed, Power, Stamina, Mental, Technique) [Total, Server Bonus] HP
Playstyle; Dominant Hand

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:
Permanent, Feat, Formation, Serve, Special

Permanents and Feats may have a Counter prefix. In this case, that Permanent/Feat 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.

Some abilites raise a character's stats by ?. '?' is an undefined, but extremely high value. It is treated as higher than any other value, or any combination of any other values that does not involve '?'.


5.1 Activation Order (Return to top)

All abilities activate in the following order. When more than one character can activate an ability in the same step, the activation order is: Server -> Receiver -> Server's Partner -> Receiver's Partner.

1) Permanents
2) Support Levels (Doubles only)
3) Feats
4) Formations (Doubles only)
6) Server Bonus
7) Serves & Specials
7.1) Activation
7.2) Data
7.3) Extra
8) Final Total
9) Stamina Adjustment


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 (e.g. Ibu's Silent Killer).
  • 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. Randomness (Return to top)

There are two abilities that can activate at random: Ten'imuhou no Kiwami for Echizen Ryoma and Tooyama Kintarou if they face a sufficiently strong opponent, or Synchro for any Lv 3 pair if they are one game away from losing the match. All of these events activate with a 10% chance.

In order to determine whether or not these abilities activate, a string of random numbers is created using both opponents' character strings and random.org's advanced random integer generator. For example, if player 1's character string is ABC and player 2's is 123, the identifier ABC123 will be used.

Whenever a random event occurs, the next generated integer is examined, starting with the first integer for the first event. The aforementioned abilites activate if the generated integer is 1, 2, 3, 4, 5, 6, 7, 8, 9 or 10.


8. 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.


Akiba Kouyou (3, 5, 4, 3, 4) [19, SB: 2] HP: 5
Counter Puncher; Left

-Focus [Feat]:
After winning a Game, Mental permanently increases by 1. After winning a Set, Mental permanently increases by 2 instead. After losing a Game, Mental permanently decreases by 1.


Akutagawa Jirou (3, 3, 3, 3, 5) [17, SB: 1] HP: 3
Serve and Volley; Right

-Excitable [Counter Feat]:
Triggers whenever opponent activates a Special with Lv >= 2. Mental increases by 1.

-Magic Volley [Special – Lv 3]:
Activation: Cannot be copied.
Data: Technique increases by 3.


Akutsu Jin (4, 5, 4, 3, 4,) [20, SB: 2] HP: 5
Unknown; Right

-10 Ball Return [Feat]:
Cannot be copied.

-Athlete [Feat]:
Mental decreases at +2.

-Flexibility [Feat]:
Cannot be copied. Power increases by 1. Opponent's Mental decreases by 2.

-Kaibutsu [Counter Feat]:
Triggers whenever Mental or HP decrease. Power increases by 1.

-Fighting [Special – Lv 3]:
Activation: Cannot be copied. Opponent's Specials with Lv <= 3 are negated.
Data: Speed increases by 4.


Amane Hikaru (3, 4, 3, 3, 3) [16, SB: 2] HP: 4
Aggressive Baseliner; Right

-Long Racket [Feat]:
Technique increases by 1. Opponent's Power increases at -1.

-Pun Destroyer [Special – Lv 1]:
Data: Mental decreases at +2.
Extra: If Mental decrease is 0, opponent's Mental decreases by 1.


Atobe Keigo (4, 4, 5, 4.5, 6) [23.5, SB: 2] HP: 4
All Rounder; Right

-King [Counter Feat]:
Triggers when Mental is 0 for the first time. Mental increases by 3 and cannot decrease from this Game onwards.

-Tannhauser Serve [Serve – Lv 3]:
Extra: ACE if receiver's combined Speed, Mental and Technique is less than 14.

-Shitsui he no Fugue [Special – Lv 3]:
Data: Power increases by 3, Technique increases by 2.

-Koori no Sekai [Special – Lv 3]:
Activation: Cannot be copied. Negated if opponent's combined Speed and Mental are 10 or higher.
Data: Technique increases by 2, Mental increases by 1. Opponent's Speed decreases to 0.

-Atobe Kingdom [Special – Lv 4]:
Activation: Cannot be copied. Negated if opponent's combined Power and Mental are 12 or higher.
Data: Technique increases by 2, Mental increases by 2. Opponent's Speed decreases to 0.


Ban Rikiya (3, 6, 5, 4, 3) [21, SB: 3] HP: 6
Counter Puncher; Right


Byoudouin Houou (3.5, 5.5, 6, 7, 7) [29, SB: 3] HP: 6
All Rounder; Right

-Supreme King [Counter Feat]:
Triggers whenever opponent's HP decreases. Opponent's Mental permanently decreases by 1.

-Pirates of the World [Special – Lv 7]:
Activation: Cannot be copied.
Data: Technique increases by ?.
Extra: Opponent's HP decreases by [15 – opponent's combined Speed and Mental].

-Destruction [Special - Lv 1]:
Activation: Cannot be copied. Counts as [Special - Lv 9] for negation.
Data: Power increases by ?.
Extra: If opponent's combined Mental and Technique is less than 10, opponent's HP decreases by difference in Power.

-Pirate [Special - Lv 1]:
Activation: Cannot be copied. Counts as [Special - Lv 9] for negation.
Data: Power increases by opponent's Power, Mental increases by ?.
Extra: Opponent's HP decreases by [7 - opponent's Mental].


Chinen Hiroshi (4, 4, 3, 3, 2) [16, SB: 2] HP: 4
Serve and Volley; Right

-Shukuchihou [Special – Lv 1]:
Activation: Negated in Singles if opponent's Technique exceeds 3.
Data: Speed increases by 4.


Chitose Senri (3, 4, 3, 4, 5) [19, SB: 2] HP: 4
All Rounder; Left

-Saiki Kanpatsu no Kiwami [Permanent]:
Only activates in Singles. Mental increases by 2. If Mental is equal to or exceeds opponent's Mental, Speed increases by 1, Technique increases by 1 and opponent's Serves/Specials with Lv <= 4 are negated.

-Moujuu no you na Synchro [Permanent]:
Only activates with Tachibana as partner. Speed increases by 2, Power increases by 1. Support Bonus increases to 15. Cannot activate Specials.

-Wings of Kyuushu [Feat]:
Only activates with Tachibana as partner. Stamina increases by 1. Partner's Mental increases by 1.

-Kamikakushi [Special – Lv 3]:
Data: Technique increases by 4. Opponent's Power increases at -1.
Extra: ACE if receiver's combined Speed, Mental and Technique is less than 10.


Date Danji (4, 6, 5, 5, 3) [23, SB: 3] HP: 6
Aggressive Baseliner; Left

-Danji no Haru [Special – Lv 2]:
Data: Power increases by 1.
Extra: If opposing non-server/non-receiver's Speed is less than 2 and Power exceeds that opponent's Power, opponent's HP decreases by difference in Power.

-Danji no Natsu [Special – Lv 2]:
Activation: Cannot activate before Danji no Haru has been used.
Data: Power increases by 2.
Extra: If opponent's Speed is less than 3 and Power exceeds opponent's Power, opponent's HP decreases by difference in Power.

-Danji no Aki [Special – Lv 3]:
Activation: Cannot activate before Danji no Natsu has been used.
Data: Power increases by 3.
Extra: If opponent's Speed is less than 4 and Power exceeds opponent's Power, opponent's HP decreases by difference in Power.

-Danji no Fuyu [Special – Lv 3]:
Activation: Cannot activate before Danji no Aki has been used.
Data: Power increases by 5.
Extra: If opponent's Speed is less than 5 and Power exceeds opponent's Power, opponent's HP decreases by difference in Power.


Echizen Ryoga (6, 5, 5, 7, 7) [30, SB: 2] HP: 5
All Rounder; Right

-Hidden Strength [Feat]:
Stats decrease at +1.

-15 Ball Strike [Special – Lv 4]:
Activation: Cannot be copied. Negated if opponent's base Total is 27 or higher.
Data: Technique increases by 15.

-Glowing Shot [Special - Lv 1]:
Activation: Cannot be copied. Counts as [Special - Lv 9] for negation.
Data: Power increases by ?.
Extra: If opponent's combined Mental and Technique is less than 10, opponent's HP decreases by difference in Power.


Echizen Ryoma (4, 3, 4, 5, 5) [21, SB: 1] HP: 3
All Rounder; Left

-Joy [Permanent]:
Cannot be copied. Base Speed increases by 1, base Power increases by 1, base Mental increases by 3, base Technique increases by 1.

-Ten'imuhou no Kiwami [Counter Permanent]:
Cannot be copied. Triggers with a 10% chance if opponent's Total after Permanents is 25 or higher. Negates other Permanents. Speed increases by ?, Power increases by ?, Stamina increases by ?, Mental increases by ?, Technique increases by ?. Mental cannot decrease. Server Bonus increases by 4.

-Arrogance [Feat]:
Mental decreases at +1. In Doubles, if Support Level is 0, Support Bonus decreases by 10.

-Samurai's Image [Counter Feat]:
Triggers after losing a Set. Speed permanently increases by 1, Power permanently increases by 1, Mental permanently increases by 1.

-Twist Serve [Serve – Lv 2]:
Extra: ACE if receiver's combined Speed, Mental and Technique is less than 12.

-Glowing Shot [Special - Lv 1]:
Activation: Cannot be copied. Counts as [Special - Lv 9] for negation.
Data: Power increases by ?.
Extra: If opponent's combined Mental and Technique is less than 10, opponent's HP decreases by difference in Power.


Fuji Shuusuke (3, 3, 3, 4, 5) [18, SB: 1] HP: 3
Counter Puncher; Right

-Prodigy [Counter Feat]:
Triggers after the opponent wins their 3rd Game. Speed permanently increases by 1, Mental permanently increases by 1, Technique permanently increase by 1.

-Kagero Zutsumi [Special – Lv 3]:
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.

-Evolved Triple Counter [Special – Lv 3]:
Activation: Opponent's Specials with Lv <= 3 are negated.

-Hecatoncheires no Monban [Special – Lv 3]:
Activation: Only activates in Singles. Negated if opponent's playstyle is Serve and Volley. Negated if opponent's Technique is 4 or higher. Opponent's Specials are negated.
Data: Technique increases by 5.

-Hoshi Hanabi [Counter Special – Lv 4]:
Activation: Triggers when Hecatoncheires no Monban is negated, opponent's playstyle is not Serve and Volley, and opponent's Technique is less than 5. Cannot be negated. Opponent's Specials are negated.
Data: Power increases by 3, Technique increases by 4.

-Closed Eyes [Special – Lv 4]:
Data: Speed increases by 1, Mental increases by 1. If Mental exceeds opponent's Mental, opponent's Speed decreases by 1.


Fuji Yuuta (3, 3, 2, 2, 3) [13, SB: 1] HP: 3
Aggressive Baseliner; Left

-Lefty Killer [Counter Feat]:
Triggers if opponent's dominant hand is Left. Speed permanently increases by 1, Technique permanently increases by 1.

-W Twist Spin Shot [Special – Lv 2]:
Data: Technique increases by 2. If opponent's dominant hand is Left, Technique increases by 4 instead.

-Super Rising [Special – Lv 1]:
Data: Opponent's Server Bonus decreases to 0.


Fuwa Tetsuhito (5, 3, 4, 6, 5) [23, SB: 1] HP: 3
Aggressive Baseliner; Left

-Kyouzou [Permanent]:
Cannot be copied. Opponent's Serves/Specials with Lv <= 4 affect the opponent instead.

-Handicap [Feat]:
If base total exceeds opponent's base total, Speed decreases by 1, Power decreases by 1. After losing a set, Speed and Power revert to their base value, Stamina increases by 1, Mental increases by 1.


Hakamada Izou (4, 6, 4, 4, 4) [22, SB: 3] HP: 6
Counter Puncher; Left

-Vanish [Special – Lv 3]:
Data: Power increases by 3, Technique increases by 2.
Extra: If opponent's Speed is less than 5, their HP decreases by 1.


Hara Tetsuya (3, 4, 5, 5, 3) [20, SB: 2] HP: 4
Serve and Volley; Right

-Tsukomi Vending Machine [Feat]:
If Mental exceeds opponent's Mental, Speed increases by 1.

-Moukohan [Special – Lv 3]:
Data: Power increases by 2, Technique increases by 3.


Higashikata Masami (3, 3, 3, 2, 3) [14, SB: 1] HP: 3
Aggressive Baseliner; Right

-Targeting [Formation]:
If opposing pair's Support Level is less than 2, their Support Bonus decreases by 2.


Hirakoba Rin (4, 3, 3, 3, 4) [17, SB: 1] HP: 3
Aggressive Baseliner; Right

-Shukuchihou [Special – Lv 1]:
Activation: Negated in Singles if opponent's Technique is higher than 3.
Data: Speed increases by 4.

-Giant Habu [Special – Lv 3]:
Data: Power increases by 2, Technique increases by 1. Opponent's Power increases at -2.
Extra: ACE if receiver's combined Speed, Mental and Technique is less than 11.


Hitouji Yuuji (3, 2, 3, 2, 3) [13, SB: 1] HP: 2
Counter Puncher; Left

-Copycat [Permanent]:
Does not activate during the 1st Set. Copy a Serve/Special with Lv <= 3. Serves can only be copied during the Serving Game.

-Imitation Prince [Feat]:
Only activates in Doubles. Opposing pair's Support Bonus decreases by 2.

-Comedy Tennis [Special – Lv 1]:
Activation: If opponent's Mental is 2 or less, opponent's Serves are negated.


Hiyoshi Wakashi (3, 3, 4, 3, 4) [17, SB: 1] HP: 3
Aggressive Baseliner; Right

-Gekokujou [Counter Feat]:
Triggers if base Total is lower than opponent's base Total. Mental increases by 1.

-Enbu Tennis [Special – Lv 1]:
Data: Speed increases by 2. Technique increases by 1.

-Kobujutsu Stroke [Special – Lv 2]:
Data: Opponent's Server Bonus decreases to 0. Technique increases by 1.


Ibu Shinji (2, 3, 3, 2, 4) [14, SB: 1] HP: 3
Counter Puncher; Right

-Devoted [Feat]:
Only activates if Tachibana is on the same team. Mental increases by 1. In Doubles, if Tachibana is the partner, Mental increases by 2 instead.

-Kick Serve [Serve – Lv 2]:
Extra: ACE if receiver's combined Speed, Mental and Technique is less than 8.

-Spot [Special – Lv 2]:
Data: Technique increases by 1. If used consecutively and Technique exceeds opponent's Technique, opponent's Technique decreases to 0.
Extra: Does not decrease Stamina after use unless used consecutively.


Inui Sadaharu (2, 3, 3, 2, 4) [14, SB: 1] HP: 3
Serve and Volley; Right

-Doctor and Professor [Feat]:
Only activates with Yanagi as partner. Mental increases by 1. Partner's Mental increases by 1.

-Research [Feat]:
Predict opponent(s). If correct, Mental increases by 2. In Doubles, Mental increases by 1 per correct prediction instead.

-Gathering Data [Feat]:
Manually activated during a Game in which neither Waterfall nor Data Tennis are used. Total decreases to 0. Mental permanently increases by 1.

-Waterfall [Serve – Lv 2]:
Extra: ACE if receiver's combined Speed and Mental is less than 7.

-Data Tennis [Special – Lv 3]:
Activation: Cannot be copied. Cannot be negated. If Mental is equal to or exceeds opponent's Mental, opponent's Serves/Specials with Lv <= 3 are negated.
Data: If Mental is equal to or exceeds opponent's Mental, Speed increases by 1, Technique increases by 1.
Extra: Does not decrease Stamina after use.


Irie Kanata (6, 1, 2, 7, 6) [22, SB: 0] HP: 1
All Rounder; Left

-Acting [Feat]:
Speed decreases by 1, Technique decreases by 1, Mental decreases by 2. HP cannot decrease.

-Drama [Feat]:
Negated while Acting is active. Stamina increases by 5.

-Performance [Counter Feat]:
Cannot be copied. Triggers when the opponent only needs one more Game to win the Match. Negates Acting. Any Serve or Special the opponent used while Acting was active is negated from this point on. Every time a Serve or Special is negated this way, opponent's Mental permanently decreases by 1.

-Perceiving [Counter Feat]:
Cannot be copied. Triggers whenever opponent's Mental increases. If Mental is still equal to or exceeds opponent's Mental after the increase, opponent's Mental decreases instead.


Ishida Gin (1, 6, 2, 5, 2) [16, SB: 3] HP: 6
Aggressive Baseliner; Left

-Tennis Buddha [Feat]:
If Power exceeds opponent's Power, Mental cannot decrease.

-Hadokyuu Negation [Feat]:
Opponent's Specials with Hadokyuu in their name are negated.

-108th Style of Hadokyuu [Special – Lv 2]:
Activation: Negated in Singles if opponent's Technique is 3 or higher.
Data: Power increases by 7. HP decreases by 1.
Extra: If opponent's Speed is less than 4 and Power exceeds opponent's Power, opponent's HP decreases by difference in Power.


Kabaji Munehiro (1, 5, 3, 4, 3) [16, SB: 2] HP: 5
None; Right

-Simple Minded [Counter Feat]:
Cannot be copied. Triggers whenever the opponent activates a Permanent/Serve/Special. Copy that Permanent/Serve/Special. If a Serve is copied, it activates during the next serving Game. If Technique is lower than the copied Permanent/Serve/Special's Lv, Mental decreases by the difference.

-Usu [Feat]:
Only activates if Atobe is on the same team. Mental cannot decrease through Simple Minded.


Kadowaki Satoru (2, 4, 2, 0, 2) [10, SB: 2] HP: 4
Aggressive Baseliner; Right

-Super Tennis [Special – Lv 1]:
Data: Speed increases by 0, Power increases by 0, Technique increases by 0.


Kai Yuujirou (3, 2, 3, 3, 4) [15, SB: 1] HP: 2
Aggressive Baseliner; Left

-Reverse Lefty [Feat]:
Choose a Game. Until chosen Game, Power decreases by 1, Technique decreases by 1. From chosen Game onwards, opponent's Speed decreases by [Games played – 1]. After chosen Game, opponent's Speed increases by 1 after each Game, until it equals their base Speed.

-Shukuchihou [Special – Lv 1]:
Activation: Negated in Singles if opponent's Technique is higher than 3.
Data: Speed increases by 4.

-Viking Horn [Special – Lv 2]:
Activation: Negated if opponent's Mental is higher than 2. Opponent's Specials are negated.
Data: Technique increases by 2.


Kaidou Kaoru (3, 3, 4.5, 3, 3) [16.5, SB: 1] HP: 3
Counter Puncher; Right

-Mamushi [Feat]:
Only activates with Kirihara or Momoshiro as partner. Mental increases by 1.

-Consecutive Snake [Special – Lv 1]:
Data: Choose an X before the match (X={1, 2, 3, 4}). Opponent's Stamina decreases by [X / 2]. Stamina decreases by X instead of by 1.

-Boomerang Snake [Special – Lv 1]:
Activation: If opponent's playstyle is Serve and Volley and their Speed is less than 5, their Specials are negated. In Doubles, if the non-receiving opponent's Speed is less than 5, their Specials are negated.
Data: Technique increases by 1.

-Short Snake [Special – Lv 1]:
Activation: Only activates in Doubles when neither serving nor receiving. Playstyle changes to Serve and Volley. Opposing non-server/non-receiver's Specials are negated.

-Tornado Snake [Special – Lv 2]:
Activation: Cannot be negated when activated through Gyro Laser. If negated for the first time during a point, activate Gyro Laser.
Data: Technique increases by 3.

-Gyro Laser [Special – Lv 2]:
Activation: Counts as Laser Beam. Cannot be negated when activated through Tornado Snake. If negated for the first time during a point, activate Tornado Snake.
Data: Power increases by 2, Technique increases by 1.


Kaji Kazena (7, 5, 5, 4, 5) [26, SB: 2] HP: 5
Serve and Volley; Right

-Shishihou [Serve – Lv 4]:
Extra: ACE if receiver's combined Speed and Mental is less than 10. Drop required stats by 1 after each use.

-Divine Touch [Special – Lv 5]:
Data: Technique increases by 6.


Kamio Akira (5, 2, 3, 2, 3) [15, SB: 1] HP: 2
Counter Puncher; Right

-Devoted [Feat]:
Activation: Only activates if Tachibana is on the same team.
Data: Mental increases by 1. In Doubles, if Tachibana is the partner, Mental increases by 2 instead.

-Riding the Rhythm [Special – Lv 1]:
Data: Speed increases by 2.

-Sonic Bullet [Special – Lv 2]:
Data: Technique increases by [Speed – opponent's Technique].


Kawamura Takashi (2, 5, 3, 3, 2) [15, SB: 2] HP: 5
Aggressive Baseliner; Right

-Pinch Hitter [Feat]:
Can play one more point after HP becomes 0.

-Burning Serve [Serve – Lv 1]:
Extra: ACE if receiver's Power is less than 5. Can only be used once during the same Set.

-Great Burning Serve [Counter Serve – Lv 2]:
Activation: Triggers when serving if HP is 0 (negates any other Serves).
Data: Power increases by 7, Technique increases by 1 instead of Server Bonus.
Extra: If receiver's Speed is less than 4 and Power exceeds receiver's Power, receiver's HP decreases by difference in Power. ACE: Power exceeds receiver's combined Power and Technique.

-108th Style of Hadokyuu [Special – Lv 2]:
Activation: Negated in Singles if opponent's Technique is 4 or higher.
Data: Power increases by 7. HP decreases by 1.
Extra: If opponent's Speed is less than 4 and Power exceeds opponent's Power, their HP decreases by difference in Power.


Kikumaru Eiji (4, 2, 4, 2, 4) [16, SB: 1] HP: 2
Serve and Volley; Right

-Synchro [Permanent]:
Only activates with Oishi as partner. Increases Support Bonus to 15. Cannot activate Specials.

-Australian Formation [Formation]:
Can only be used when serving. Opponent's Speed decreases by 1. Server's partner's stats increase at +1.

-Acrobatic Play [Special – Lv 1]:
Activation: If Speed exceeds opponent's Technique, Specials cannot be negated.
Data: Speed increases by 1.
Extra: Activate an additional Special.

-Kikumaru Bazooka [Special – Lv 1]:
Data: Power increases by 1, Technique increases by 1.

-Kikumaru Step [Special – Lv 2]:
Activation: Can activate Formations in Singles.
Data: Speed increases by 3, Stamina decreases by 1.


Kimijima Ikuto (5, 4, 4, 7, 5) [25, SB: 2] HP: 4
All Rounder; Right

-The Negotiator of the Court [Feat]:
Only activates in Doubles. Negated if opponent's Mental increases by 2 or more through one ability. Every time an opponent's Serve/Special is negated, opposing pair's Support Bonus decreases by 3.

-Intellitennis [Feat]:
Negation clauses of opponent's Serves and Specials count as fulfilled. Every time an opponent uses a Serve/Special past the first time, that Serve/Special is negated.


Kirihara Akaya (4, 3, 3, 2, 3) [15, SB: 1] HP: 3
Aggressive Baseliner

-Intense Concentration [Feat]:
Cannot be copied. Mental cannot decrease.

-Devil Mode [Permanent]:
Base stats become (5, 4.5, 2, 5, 1.5) [18, SB: 2] HP: 5. In Doubles, Support Bonus decreases by 10.

-Sane Devil Mode [Permanent]:
Only activates with Shiraishi as partner. Base stats become (7, 4, 3, 5, 3) [22, SB: 2] HP: 4.

-Knuckle Serve [Serve – Lv 2]:
Extra: ACE if receiver's combined Speed, Mental and Technique is less than 8 (less than 11 if Devil Mode is active).

-Speed Play [Special – Lv 1]:
Data: If Speed exceeds opponent's Speed, Power increases by 1, Technique increases by 1, and if Devil Mode is active, opponent's HP decreases by 1.


Kite Eishirou (4, 3, 4, 4, 5) [20, SB: 1] HP: 3
All Rounder; Left

-Hitman [Counter Feat]:
Triggers whenever opponent loses a Game. Opponent's HP decreases by 1.

-Omni-directional Shukuchihou [Special – Lv 1]:
Activation: Cannot be copied. Cannot be negated through Specials.
Data: Speed increases by 4.

-Big Bang [Serve – Lv 2]:
Extra: ACE if receiver's Power is less than 3.

-Giant Habu [Special – Lv 3]:
Data: Power increases by 2, Technique increases by 1. Opponent's Power increases at -2.

-Viking Horn [Special – Lv 2]:
Activation: Negated if opponent's Mental is higher than 3. Opponent's Specials are negated.
Data: Technique increases by 2.


Konjiki Koharu (3, 1, 3, 4, 4) [15, SB: 0] HP: 1
Counter Puncher; Right

-Comedic Duo [Counter Feat]:
Only activates when Yuuji is the partner. Triggers whenever opponent loses a game. Opponent's Mental permanently decreases by 1.

-Comedy Tennis [Special – Lv 1]:
Activation: If opponent's Mental is 2 or less, their Specials are negated.

-IQ Tennis [Special – Lv 3]:
Activation: Cannot be copied.
Data: If Mental is equal to or exceeds opponent's Mental, opponent's stats increase at -4 through Specials with Lv <= 3, and Serves with Lv <= 3 are negated.


Liliadent Krauser (3, 5, 2, 2, 3) [15, SB: 2] HP: 5
All Rounder; Right

-Iceman [Feat]:
Power cannot decrease.

-Tenacity [Counter Feat]:
Activation: Triggers when Stamina is 0 for the first time.
Data: Power permanently increases by 2, Mental permanently increases by 3.

-Southern Cross [Special – Lv 3]:
Data: Power increases by 1, Technique increases by 1.
Extra: If Power exceeds opponent's Power, opponent's HP decreases by difference in Power.


Kurobane Harukaze (2, 4, 3, 4, 3) [16, SB: 2] HP: 4
Serve and Volley; Right

-Pronation Serve [Serve – Lv 1]:
Extra: ACE if receiver's Power is less than 4.

-Kuushuu Combo [Special – Lv 1]:
Data: Opponent's Power boosts at -1. If a boost is prevented this way, Power increases by 1.

-Shallow Moonsault [Special – Lv 2]:
Data: Speed increases by 1, Technique increases by 1.


Jackal Kuwahara (4, 2, 5, 1, 3) [15, SB: 1] HP: 2
Counter Puncher; Right

-Man with Four Lungs [Counter Feat]:
Triggers if opponent's highest base stat is Stamina. Mental permanently increases by 1.

-Nezumi HanaBEAT [Special – Lv 3]:
Activation: If Speed exceeds opponent's Technique, opponent's Specials with Lv <= 3 are negated.

-Jackal Fang [Special – Lv 1]:
Activation: If opponent's playstyle is Serve and Volley and their Speed is less than 5, their Specials are negated. In Doubles, if the non-receiving opponent's Speed is less than 5, their Specials are negated.
Data: Technique increases by 1.


Marui Bunta (4, 2, 3, 3, 5) [17, SB: 1] HP: 2
Serve and Volley; Right

-Volley Master [Counter Feat]:
Triggers if opponent's playstyle is Serve and Volley. Mental permanently increases by 1.

-Set Roles Doubles [Formation]:
Choose either one of the following:
(1) Pair's total = [partner's Speed + Power + partner's Stamina + average Mental + Technique]. OR
(2) Pair's total = [Speed + partner's Power + Stamina + average Mental + partner's Technique].

-Wonder Castle [Special – Lv 4]:
Data: Speed increases by 1. Opponent's Technique increases through Specials at -[Speed].

-Myougi [Special – Lv 4]:
Data: Technique increases by 4.


Matsudaira Chikahiko (5, 4, 4, 3, 3) [19, SB: 2] HP: 4
Serve and Volley; Right

-Panic [Counter Feat]:
Triggers whenever Flower does not ACE. Mental permanently decreases by 1.

-Flower [Serve – Lv 3]:
Extra: ACE if receiver's combined Speed, Mental and Technique is less than 12.


Migihashi Itarou (5, 4, 5, 2, 4) [20, SB: 2] HP: 4
Right Rounder; Right

-Iron Will [Feat]:
Partner's Mental decreases at +1.

-Right Rounder [Feat]:
If opponent's Technique is less than 5, Power increases by 1, Technique increases by 1.


Minami Kentarou (3, 3, 3, 2, 3) [14, SB: 1] HP: 3
Counter Puncher; Right

-Jimmies [Feat]:
Only activates with Higashikata as partner. Mental decreases at +1. Partner's Mental decreases at +1.

-Sign Play [Formation]:
Only activates with Higashikata as partner. Speed increases by 1, Mental increases by 1, Technique increases by 1. Partner's Speed increases by 1, partner's Mental increases by 1, partner's Technique increases by 1.


Mitsuya Akuto (4, 3, 3, 6, 5) [21, SB: 1] HP: 3
Counter Puncher; Right

-Analyst [Counter Feat]:
Triggers whenever opponent activates Data Tennis. Opponent's Mental decreases by 1.

-Gathering Data [Feat]:
After every Set, Mental permanently increases by 1.

-Data Tennis [Special – Lv 3]:
Activation: Cannot be copied. Cannot be negated. If Mental is equal to or exceeds opponent's Mental, opponent's Serves/Specials with Lv <= 4 are negated.
Data: If Mental is equal to or exceeds opponent's Mental, Speed increases by 1, Technique increases by 1.
Extra: Does not decrease Stamina after use.


Miyako Shinobu (2, 5, 4, 5, 4) [20, SB: 2] HP: 5
All Rounder; Right

-Young Master [Feat]:
Mental decreases at +2. Partner's Mental decreases at +2. Every time an opponent uses a Serve/Special with Lv <= 2 past the first time, that Serve/Special activates at 50%.


Mizuki Hajime (2, 2, 3, 4, 4) [15, SB: 1] HP: 2
All Rounder; Right

-Coaching [Feat]:
Partner's highest base stat increases at +1.

-Research [Feat]:
Predict opponent(s). If correct, Mental increases by 1. In Doubles, Mental increases by 0.5 per correct prediction instead.

-Data Tennis [Special – Lv 3]:
Activation: Cannot be copied. Cannot be negated. If Mental is equal to or exceeds opponent's Mental, opponent's Serves/Specials with Lv <= 3 are negated.
Data: If Mental is equal to or exceeds opponent's Mental, Speed increases by 1, Technique increases by 1, lowest of opponent's base stats decreases by 2 (if multiple stats are tied for lowest, the priority is left to right).
Extra: Does not decrease Stamina after use.


Momoshiro Takeshi (3, 4, 3, 3, 3) [16, SB: 2] HP: 4
Aggressive Baseliner; Right

-Ruffian [Counter Feat]:
Triggers if HP decreases or partner's HP decreases. Power permanently increases by 1, Mental permanently increases by 1. Stamina does not recover after Sets.

-Instinct [Feat]:
Manually activated. Cannot be copied. Negated when Ruffian activates. Speed increases by 1, Mental increases by 1, Technique increases by 2, Power decreases by 2. Power cannot increase. If Mental exceeds opponent's Mental, opponent's Specials with Lv <= 4 are negated.

-Bullet Serve [Serve – Lv 1]:
Extra: ACE if receiver's Power is less than 4. Can only be used once during the same Set.

-Black Jack Knife [Special – Lv 3]:
Activation: Opponent's Specials with Lv <= 3 are negated.
Data: Power increases by 5.


Mouri Juusaburou (5, 4, 4, 6, 5) [24, SB: 2] HP: 4
All Rounder; Right

-Super Doubles Specialist [Feat]:
Partner's lowest base stat increases by 1 (if there is more than one lowest stat, choose one).

-Rikkai's Invincible Training [Counter Feat]:
Triggers whenever opponent wins two Games in a row. Mental permanently increases by 2.


Mukahi Gakuto (4, 2, 2, 2, 4) [14, SB: 1] HP: 2
Serve and Volley; Right

-Quick Attack [Formation]:
Can use any number of Specials during this point. Partner can use any number of Specials during this Game. (Stamina decreases for every Special used.)

-Acrobatic Play [Special – Lv 1]:
Activation: If Speed exceeds opponent's Technique, Specials cannot be negated.
Data: Speed increases by 1.
Extra: Activate an additional Special.

-Shallow Moonsault [Special – Lv 2]:
Data: Speed increases by 1, Technique increases by 1.


Mutsu Yuuho (4, 3, 4, 5, 5) [21, SB: 1] HP: 3
All Rounder; Left

-Synchro [Permanent]:
Only activates with Yuuma as partner. Support Bonus increases to 15. Cannot activate Specials.


Mutsu Yuuma (4, 3, 4, 5, 5) [21, SB: 1] HP: 3
All Rounder; Right

-Synchro [Permanent]:
Only activates with Yuuho as partner. Support Bonus increases to 15. Cannot activate Specials.


Nakagauchi Sotomichi (2.5, 4, 5, 3, 5) [19.5, SB: 2] HP: 4
Aggressive Baseliner; Right

-Robot [Feat]:
Cannot be copied. HP drops at +2. If, at the end of a Set, opponent's Speed is 5 or less, opponent's Stamina decreases by 1.

-Payback [Counter Feat]:
Triggers the first time HP decreases (even if decrease is 0). Mental permanently increases by 1.


Niou Masaharu (3, 2, 3, 5, 5) [18, SB: 1] HP: 2
All Rounder; Left

-Illusion [Permanent]:
Copy character. If any base stat exceeds copied character's respective base stats, that base stat changes into copied character's respective stat. Serves/Specials cannot be copied if their Lv exceeds Technique.

-Trickster of the Court [Feat]:
Manually activated during a Game in which neither Illusion nor Trick Play is used (Illusion is negated during chosen Game if active). Speed decreases by 1, Power decreases by 1, Technique decreases by 1. Mental permanently increases by 1.

-Synchro Master [Counter Feat]:
Triggers with a 10% chance in Doubles when the opponent only needs one more Game to win the Match. Negates Illusion. Activates Synchro. (Synchro increases Support Bonus to 15 and negates either player of the pair to activate other Permanents, Serves, Formations or Specials.)

-Trick Play [Special – Lv 1]:
Activation: Cannot be copied. If Mental is equal to or exceeds opponent's Mental, opponent's Serves/Specials are negated.
Data: Opponent's Mental decreases by 1. If Mental exceeds opponent's Mental, opponent's Power decreases by 1, opponent's Technique decreases by 1.

-Laser Beam [Special – Lv 2]:
Data: Power increases by 1, Technique increases by 1.


Ochi Tsukimitsu (6, 4, 4, 7, 4) [25, SB: 3] HP: 4
Counter Puncher; Right

-Mental Assassin [Feat]:
Cannot be copied. Mental cannot decrease. When opponent leads for the first time, opposing server's/receiver's Mental permanently decreases by 4.

-Mach [Serve – Lv 4]:
Activation: Cannot be copied.
Extra: ACE if receiver's combined Speed and Mental is less than 10.


Ohmagari Ryuuji (5, 5, 7, 3, 6) [26, SB: 2] HP: 5
Aggressive Baseliner; Ambidextrous

-Nitouryuu [Feat]:
Cannot be copied. Speed increases by 1. Technique increases by difference between 6 and opponent's Mental.


Oishi Shuuichirou (2, 2, 4, 3, 4) [15, SB: 1] HP: 2
Counter Puncher; Right

-Seigaku's Golden Pair [Feat]:
Only activates with Kikumaru as partner. If Mental decreases for the first time, it increases by 2 instead. Partner's Mental increases by 1.

-Synchro [Permanent]:
Only activates with Kikumaru as partner. Support Bonus increases to 15. Cannot activate Specials.

-Oishi Territory [Formation]:
Only activates if partner's Speed is 3 or higher. Mental increases by 2, Technique increases by 1. Opponent's Specials with Lv <= 2 are negated.

-Moon Volley [Special – Lv 1]:
Data: Technique increases by 3.


Oni Juujirou (3, 5, 5, 5, 3.5) [21.5, SB: 2] HP: 5
All Rounder; Right

-Asura no Shindou [Permanent]:
Base Speed increases by 1.5, base Power increases by 1.5, base Mental increases by 2, base Technique increases by 1.5.

-Ten'imuhou no Kiwami [Permanent]:
Cannot be copied. Triggers when opponent activates Ten'imuhou no Kiwami. Negates other Permanents. Speed increases by ?, Power increases by ?, Stamina increases by ?, Mental increases by ?, Technique increases by ?. Mental cannot decrease. Server Bonus increases by 1.

-10 Ball Strike [Special – Lv 4]:
Activation: Cannot be copied. Negated if opponent 10 Ball Return or their base Total is 25 or higher.
Data: Technique increases by 10.

-Black Jack Knife [Special – Lv 3]:
Activation: Opponent's Specials with Lv <= 3 are negated.
Data: Power increases by 5.

-Pirate/Kijin [Special - Lv 1]:
Activation: Cannot be copied. Counts as [Special - Lv 9] for negation.
Data: Power increases by opponent's Power, Mental increases by ?.
Extra: Opponent's HP decreases by [7 - opponent's Mental].


Ootori Choutarou (3, 4, 3, 2, 3) [15, SB: 2] HP: 4
Serve and Volley

-Neo Scud Serve [Serve – Lv 2]:
Extra: ACE if receiver's combined Speed and Mental is less than 7.


Oshitari Kenya (5, 3, 3, 3, 4) [18, SB: 1] HP: 3
Counter Puncher; Right

-Speed Star of Naniwa [Feat]:
If, at the end of a Set, Speed exceeds opponent's Power and opponent's Technique, their Stamina decreases by 1.

-Speed Tennis [Special – Lv 2]:
Speed increases by 3.


Oshitari Yuushi (3, 3, 3, 4, 5) [18, SB: 1] HP: 3
All Rounder; Right

-Genius of Hyoutei [Feat]:
Opponent's Specials with Lv <= 2 are negated. Opponent's Formations are negated.

-Sealed Heart [Special – Lv 2]:
Data: Mental increases by 2.

-Combination Shot [Special – Lv 2]:
Data: Speed, Power and Technique combined increase by 3. (Choose distribution before the match.)


Richard Sakata (5, 2, 2, 0, 3) [12, SB: 1] HP: 2
Counter Puncher; Right

-Shooting Star of Michinoku [Feat]:
Speed cannot decrease.


Sanada Gen'ichirou (4, 5, 4, 5, 5) [23, SB: 2] HP: 5
All Rounder; Right

-Emperor [Feat]:
If opponent's Speed decreases through Fuu, opponent's Technique increases by 0 through Rin, Power increases by a total of 3 or more through Ka, opponent's Stamina decreases through Zan, or opponent's Power and Technique decrease through Rai, Mental increases by 1 and cannot decrease.

-Fuu [Special – Lv 3]:
Data: Speed increases by 2.
Extra: If Speed exceeds opponent's Speed, their Mental decreases by 2.

-Rin [Special – Lv 3]:
Data: Technique increases by 2. Opponent's Technique increases at -5.

-Ka [Special – Lv 3]:
Data: Power increases by 1.
Extra: If Power exceeds opponent's Power, it increases by the difference.

-In [Special – Lv 4]:
Data: Mental increases by 3.

-Zan [Special – Lv 3]:
Data: Stamina increases by 1.
Extra: If Stamina exceeds opponent's Stamina, opponent's Stamina decreases by 1. Does not drop Stamina after use.

-Rai [Special – Lv 4]:
Data: Speed increases by 4, Power increases by 1, Technique increases by 4, Stamina decreases by 1.
Extra: If opponent's combined Speed and Technique is less than 10 and their combined Technique and Mental is less than 10, their Power and Technique decrease to 0.

-Kokushoku no Aura [Special – Lv 5]:
Data: Technique increases by 5. If opponent's combined Speed and Mental is less than 10, their Power and Technique cannot increase.


Sengoku Kiyosumi (2, 3, 3, 5, 4) [17, SB: 1] HP: 3
All Rounder; Right

-Lucky Sengoku [Feat]:
Wins Games in case of a tie. In Tiebreaks, Mental increases by 1.

-Motion Vision [Feat]:
Cannot be copied. Opponent's Speed decreases by 2. Opponent's Speed increases at -1, opponent's Power increases at -1.

-Kohou [Serve – Lv 1]:
Exra: ACE if receiver's combined Speed and Mental is less than 7. Drop required stats by 1 after each use.


Shiraishi Kuranosuke (4, 4, 4, 4, 4) [20, SB: 2] HP: 4
All Rounder; Left

-Bible of Naniwa [Feat]:
If Mental exceeds opponent's Serve's/Special's Lv, opponent's Serve/Special is negated.

-Golden Gauntlet [Feat]:
Choose a Game. From chosen Game onwards, Stamina permanently increases by 2, and Speed increases by 1 when serving. During chosen Game, Partner's Mental increases by 2.

-Entaku Shot [Special – Lv 3]:
Data: Power increases by 3, Technique increases by 1.


Shishido Ryou (4, 3, 3, 4, 3) [17, SB: 1] HP: 3
Counter Puncher; Right

-Hyoutei's Golden Pair [Feat]:
Only activates with Ootori as partner. Partner's Mental decreases at +2. If Stamina is 0 for the first time, partner's Mental increases by 2.

-Inducement Formation [Formation]:
Only activates with Ootori as partner. Speed increases by 1, Mental increases by 1. Partner's Speed increases by 1, partner's Mental increases by 1.

-Super High Speed Rising Counter [Special – Lv 1]:
Data: Opponent's Server Bonus decreases to 0. Speed increases by 2.


Suzuki Shun (4, 4, 3, 4, 4) [19, SB: 2] HP: 4
Serve and Volley; Right

-Synchro [Permanent]:
Only activates with Washio as partner. Support Bonus increases to 15. Cannot activate Specials.


Tachibana Kippei (3, 5, 4, 5, 3) [20, SB: 2] HP: 5
All Rounder; Right

-Wings of Kyuushu [Feat]:
Only activates with Chitose as partner. Mental increases by 1.

-Moujuu no you na Aura [Permanent]:
Speed increases by 2, Power increases by 1.

-Moujuu no you na Synchro [Permanent]:
Only activates with Chitose as partner. Speed increases by 2, Power increases by 1. Support Bonus increases to 15. Cannot activate Specials.

-Abare Jishi [Special – Lv 1]:
Data: If Speed exceeds opponent's Speed, Power increases by 1, Technique increases by 1.

-Abare Dama [Special – Lv 3]:
Data: Power increases by 3, Technique increases by 2.

-Super Rising [Special – Lv 1]:
Data: Opponent's Server Bonus decreases to 0.


Taira Yoshiyuki (4, 4, 3, 5, 4) [20, SB: 2] HP: 4
Aggressive Baseliner; Left

-Legendary Captains of Shitenhouji [Counter Feat]:
Only activates with Hara as partner. Triggers after winning a game. Support Bonus permanently increases by 1.

-Laughing Hitman [Counter Feat]:
Triggers whenever Bakyuun activates. Opponent's Mental decreases by X where X is the amount of times opponent's Power and Technique were dropped through Bakyuun before this Game.

-Bakyuun [Special – Lv 3]:
Data: Increases Technique by 4.
Extra: If opponent's Technique is less than 5, their Power and Technique decrease to 0.


Takei Toshio (4, 5, 3, 3, 3) [17, SB: 2] HP: 5
Aggressive Baseliner; Right


Tanegashima Shuuji (5, 5, 5, 7, 6) [28, SB: 2] HP: 5
All Rounder; Right

-Star Performer [Counter Feat]:
Triggers whenever opponent loses a game. If opponent's Mental is 5 or less, opponent's Mental permanently decreases by 2.

-Acumen [Counter Feat]:
Triggers when Mu activates and does not negate an opponent's activated Serve/Special. During the next Game, Mental increases by 1.

-Mu [Special – Lv 6]:
Activation: Cannot be copied. If Mental exceeds opponent's Serve's/Special's Lv, opponent's Serve/Special is negated.
Data: If a Serve/Special is negated this way, Technique increases by 6.


Tanishi Kei (3, 5, 1, 2, 3) [14, SB: 2] HP: 5
Serve and Volley

-Big Bang [Serve – Lv 2]:
Extra: ACE if receiver's Power is less than 5.

-Shukuchihou [Special – Lv 1]:
Activation: Negated in Singles if opponent's Technique is higher than 3.
Data: Speed increases by 4.

-Caricoa Step [Special – Lv 1]:
Data: Opponent's Server Bonus decreases by 1. Speed increases by 1.


Tezuka Kunimitsu (4.5, 4, 4, 5, 6) [23.5, SB: 2] HP: 4
All Rounder; Left

-Ten'imuhou no Kiwami [Permanent]:
Cannot be copied. Negates other Permanents. Speed increases by ?, Power increases by ?, Stamina increases by ?, Mental increases by ?, Technique increases by ?. Server Bonus increases by 2. Mental cannot decrease.

-Conviction [Counter Feat]:
Triggers when HP is 0 for the first time. HP becomes 1.

-Zero Shiki Serve [Serve – Lv 4]:
Data: HP decreases by 1.
Extra: ACE if Receiver's combined Speed, Mental and Technique is less than 18. Activate Tezuka Zone.

-Tezuka Phantom [Special – Lv 4]:
Data: Technique increases by 12, HP decreases by 1.
Extra: Opponent's Technique is doubled. If Technique exceeds opponent's Technique, opponent loses the Game.

-Tezuka Zone [Special – Lv 3]:
Data: Technique increases by 2. Opponent's Technique is halved.
Extra: If Technique exceeds opponent's combined Power and Technique, opponent's Technique decreases to 0.

-Zero Shiki Drop Shot [Special – Lv 3]:
Activation: If negated, Tezuka Zone activates.
Data: Technique increases by 4.


Tohno Atsukyo (5, 5, 4, 4, 7) [25, SB: 2] HP: 5
Aggressive Baseliner; Right

-Tennis High [Counter Feat]:
Triggers whenever Execution activates. Mental increases by 1.

-Injury [Counter Feat]:
Triggers when Mental is 17 for the first time. If opponent's Technique is 5 or higher, HP decreases by 5.

-Pride [Counter Feat]:
Triggers after the opponent has won their 3rd point. Opponent [2]'s HP decreases by 1.

-Execution [Special – Lv 5]:
Activation: Negated if combined Power, Technique and X exceeds opponent's combined Speed and Technique by 5 or less, whereas X is Xth time this is activated during this point. If negated this way, reactivate.
Data: Technique increases by X. If opponent's Speed is 5 or less, opponent's HP decreases by 1.


Tokugawa Kazuya (4.5, 4.5, 4.5, 4.5, 4.5) [22.5, SB: 2] HP: 5
All Rounder; Left

-Asura no Shindou [Permanent]:
Base Speed increases by 1.5, base Power increases by 1.5, base Mental increases by 2, base Technique increases by 1.5.

-Kinetic Vision [Feat]:
Cannot be copied. Opponent's Speed decreases by 2. Opponent's Speed increases at -1, opponent's Power increases at -1.

-10 Ball Strike [Special – Lv 4]:
Activation: Cannot be copied. Negated if opponent has 10 Ball Return or their base Total is 25 or higher.
Data: Technique increases by 10.

-Glowing Shot [Special - Lv 1]:
Activation: Cannot be copied. Counts as [Special - Lv 9] for negation.
Data: Power increases by ?.
Extra: If opponent's combined Mental and Technique is less than 10, opponent's HP decreases by difference in Power.

-Black Hole [Special - Lv 1]:
Activation: Cannot be copied. Counts as [Special - Lv 9] for negation. Opponent's Serve's/Special's Extra is negated.
Data: Opponent's stats decrease to base stats and cannot increase.
Extra: HP decreases by 1 after use. Stamina does not recover after Sets.


Tooyama Kintarou (4, 5, 5, 4, 4) [22, SB: 2] HP: 5
All Rounder; Right

-Joy [Permanent]:
Cannot be copied. Base Speed increases by 1, base Power increases by 1, base Mental increases by 3, base Technique increases by 1.

-Ten'imuhou no Kiwami [Counter Permanent]:
Cannot be copied. Triggers with a 10% chance when opponent's Total after Permanents is 25 or higher. Negates other Permanents. Speed increases by ?, Power increases by ?, Stamina increases by ?, Mental increases by ?, Technique increases by ?. Mental cannot decrease. Server Bonus increases by 2.

-10 Ball Return [Feat]:
Cannot be copied.

-Wild Tennis [Feat]:
Cannot be copied. Opponent's Technique increases at -2. In Doubles, if Support Level is 0, Support Bonus decreases by 10.

-Super Megaton Wonder Deluxe Yama Funka Serve [Serve – Lv 2]:
Extra: ACE if receiver's Power is less than 5.

-Super Ultra Great Delicious Daishaarin Yama Arashi [Special – Lv 4]:
Data: Power increases by 8.
Extra: If base Total is equal to or lower than opponent's base Total and opponent's Speed is less than 5, their HP decreases by difference in Power.


Washio Issa (3, 4, 4, 4, 4) [19, SB: 2] HP: 4
Counter Puncher; Right

-Synchro [Permanent]:
Only activates with Suzuki as partner. Support Bonus increases to 15. Cannot activate Specials.


Duke Watanabe (5, 7, 5, 5, 5) [27, SB: 3] HP: 7
Aggressive Baseliner; Right

-Never-ending Smile [Feat]:
Mental cannot decrease.

-Duke Homerun [Special – Lv 5]:
Activation: Cannot be copied.
Data: Power increases by 9.
Extra: Opponent's HP decreases by difference in Power.


Yagyuu Hiroshi (2, 3, 3, 4, 5) [17, SB: 1] HP: 3
Serve and Volley; Right

-Gentleman [Feat]:
Mental decreases at +1. If a Mental decrease is 0, opponent's Mental decreases by 2.

-Masquerade [Formation]:
Cannot be negated. Partners can activate each others Serves/Specials. If each partner activates the others Serve/Special this way, opponent's Mental decreases by 2.

-Two Lasers [Formation]:
Only activates if both partners activate Laser Beam. Laser Beam cannot be negated. Laser Beam activates at 200%.

-Laser Beam [Special – Lv 2]:
Data: Power increases by 1, Technique increases by 1.
Extra: Opponent's Speed drops by difference in Mental.


Yamato Yuudai (2, 2, 2, 2, 2) [10, SB: 1] HP: 2
Counter Puncher; Right

-The Man who flows like the River [Feat]:
Speed increases by 2. Mental increases by 2. Opponent's stats decrease by difference between Mental and opponent's lowest stat. Opponent does not recover Stamina after each Set.

-Leadership [Feat]:
Partner's Mental increases by 1.

-Gen'U Yume Utsutsu [Special – Lv 2]:
Data: Mental increases by 1.
Extra: If Mental exceeds opponent's Mental, opponent's Power and Technique decrease to 0.


Yanagi Renji (3, 3, 3, 4, 5) [18, SB: 1] HP: 3
Counter Puncher; Right

-Master [Counter Feat]:
Triggers whenever opponent activates Data Tennis. Opponent's Mental decreases by 1.

-Beast Tamer [Feat]:
Support Bonus cannot decrease.

-Data Tennis [Special – Lv 3]:
Activation: Cannot be copied. Cannot be negated. If Mental is equal to or exceeds opponent's Mental, opponent's Serves/Specials with Lv <= 4 are negated.
Data: If Mental is equal to or exceeds opponent's Mental, Speed increases by 1, Technique increases by 1.
Extra: Does not decrease Stamina after use.

-Utsusemi [Special – Lv 3]:
Data: Technique increases by 4.


Yukimura Seiichi (4, 3.5, 3.5, 6, 6) [23, SB: 2] HP: 4
All Rounder; Right

-Child of God [Feat]:
Cannot be copied. If Mental exceeds opponent's Serve's/Special's Lv, opponent's Serve/Special is negated.

-Yips [Feat]:
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 1. If opponent's Mental is 0, opponent loses the match.


Zaizen Hikaru (3, 2, 3, 4, 3) [15, SB: 1] HP: 2
All Rounder; Left

-Genius of Shitenhouji [Feat]:
If Mental exceeds opponent's Serve's/Special's Lv by 2 or more, opponent's Serve/Special is negated.



9. Doubles (Return to top)

Support Levels

When searching for a specific character's supports, use View -> List. When searching for all pairs with a specific support level, use Ctrl+F.

Support Bonus
Support Lv 1: +5
Support Lv 2: +7
Support Lv 3: +9
Synchro: +15


10. Exhibition Matches (Return to top)

Oni Juujirou (3, 5, 5, 5, 3.5) [21.5, SB: 2] HP: 5
All Rounder; Right
Permanent: Asura no Shindou
Feats: -
Serving: Black Jack Knife (1), - (2), Kijin (3)
Receiving: - (1), - (2), Black Jack Knife (3)
Tiebreak: - (1), - (2), - (3)

vs​

Tanegashima Shuuji (5, 5, 5, 7, 6) [28, SB: 2] HP: 5
All Rounder; Right
Permanent: -
Feats: Star Performer, Acumen
Serving: - (1), Mu (2), Mu (3)
Receiving: - (1), - (2), Mu (3)
Tiebreak: - (1), Mu (2), - (3)​


Permanents
28 – 28 (Asura no Shindou)

1st Set
Tanegashima to serve.
28 – 28
28 – 30 (SB)
Game won by Tanegashima, 1-0.
Star Performer activates. Mental (Oni) = 7 > 5. No effect.

Oni to serve.
28 – 28
30 – 28 (SB)
35 – 28 (Black Jack Knife)
Game won by Oni, 1-1.
Stamina (Oni) -1.

Tiebreak.
27 – 28
29 – 30 (SB)
Game and set won by Tanegashima, 2-1. 1 set to 0.
Star Performer activates. Mental (Oni) = 7 > 5. No effect.
Stamina (Oni) +1.

2nd Set
Oni to serve.
28 – 28
30 – 28 (SB)
Game won by Oni, 1-0.

Tanegashima to serve.
28 – 28
28 – 30 (SB)
28 – 30 (Mu)
Game won by Tanegashima, 1-1.
Star Performer activates. Mental (Oni) = 7 > 5. No effect.
Stamina (Tanegashima) -1.

Tiebreak.
28 – 27
30 – 29 (SB)
30 – 29 (Mu)
Game and set won by Oni, 2-1. 1 set all.
Stamina (Tanegashima) -1.
Stamina (Tanegashima) +1.

3rd Set
Tanegashima to serve.
28 – 27
28 – 29 (SB)
Mu activates. Black Jack Knife activates. 7 > 3. Black Jack Knife negated.
28 – 35 (Mu)
Game won by Tanegashima, 1-0.
Star Performer activates. Mental (Oni) = 7 > 5. No effect.
Stamina (Oni) -1. Stamina (Tanegashima) -1.

Oni to serve.
27 – 26
29 – 26 (SB)
Kijin activates. Mu activates. 7 < 9. Kijin activates.
Acumen activates: Mental (Tanegashima) +1 during the next game.
34+? - 26 (Kijin)
HP (Tanegashima): 5 – (7 – 7) = 5
Game won by Oni, 1-1.
Stamina (Oni) -1. Stamina (Tanegashima) -1.

Tiebreak.
Acumen activates.
26 – 26
28 – 28 (SB)
SB + Mental: [2 + 7] – [2 + 8]
Game and set won by Tanegashima, 2-1. 2 sets to 1.

Game, set and match won by Tanegashima.

Oshitari Kenya (5, 3, 3, 3, 4) [18, SB: 1] HP: 3
Counter Puncher; Right
Permanent: -
Feats: Speed Star of Naniwa
Serving: - (1), - (2), - (3)
Receiving: - (1), - (2), Speed Tennis (3)
Tiebreak: - (1), Speed Tennis (2), Speed Tennis (3)
Ishida Gin (1, 6, 2, 5, 2) [16, SB: 3] HP: 6
Aggressive Baseliner; Left
Permanent: -
Feats: Master, Hadokyuu Negation
Serving: - (1), - (2), 108th Style of Hadokyuu (3)
Receiving: 108th Style of Hadokyuu (1), 108th Style of Hadokyuu (2), - (3)
Tiebreak: - (1), - (2), 108th Style of Hadokyuu (3)​

Pair Total: 17, Support Lv: 2 (Bonus: 7)
vs
Pair Total: 16, Support Lv: 3 (Bonus: 9)​

Ootori Choutarou (3, 4, 3, 2, 3) [15, SB: 2] HP: 4
Serve and Volley; Right
Permanent: -
Feats: -
Serving: Neo Scud Serve (1), - (2), - (3)
Receiving: - (1), - (2), - (3)
Tiebreak: Neo Scud Serve (1), - (2), - (3)
Shishido Ryou (4, 3, 3, 4, 3) [17, SB: 1] HP: 3
Counter Puncher; Right
Permanent: -
Feats: Hyoutei's Golden Pair
Serving: - (1), Inducement Formation (2), - (3)
Receiving: - (1), - (2), Super High Speed Rising Counter (3)
Tiebreak: Super High Speed Rising Counter (1), - (2), - (3)​

1st Set
Ootori to serve. Ishida to receive.
24 – 25
24 – 27 (SB)
ACE (Neo Scud Serve)
Game won by Ootori/Shishido, 1-0.
Stamina (Ootori) -1.

Oshitari to serve. Shishido to receive.
24 – 24.5
25 – 24.5 (SB)
Game won by Oshitari/Ishida, 1-1.

Tiebreak. Ishida and Shishido to serve. Oshitari and Ootori to receive.
24 – 24.5
Super High Speed Rising Counter activates.
24 – 25.5 (SB)
Neo Scud Serve activates. [Speed + Mental] (Oshitari) = 8 >= 7. No ACE.
24 – 26.5 (Super High Speed Rising Counter)
Game and set won by Ootori/Shishido, 2-1. 1 set to 0.
Speed Star of Naniwa activates. Stamina (Ootori) -1, Stamina (Shishido) -1.
Stamina (Ootori) -1. Stamina (Shishido) -1.
Stamina (Ootori) +1. Stamina (Shishido) +1.

2nd Set
Shishido to serve. Ishida to receive.
24 – 23.5
24 – 24.5 (SB)
24 – 26.5 (Inducement Formation)
27.5 – 26.5 (108th Style of Hadokyuu)
HP (Ootori) = 4 [Speed = 4 >= 4], HP (Shishido) = 3 [Speed = 5 >= 4].
Game won by Oshitari/Ishida, 1-0.
Stamina (Ishida) -1. Stamina (Shishido) -1.

Oshitari to serve. Ootori to receive.
23.5 – 23
24.5 – 23 (SB)
Game and set won by Oshitari/Ishida, 2-0. 1 set all.
Speed Star of Naniwa activates. Stamina (Ootori) -1, Stamina (Shishido) -1.
Stamina (Ishida) +1. Stamina (Ootori) +1. Stamina (Shishido) +1.

3rd Set
Shishido to serve. Oshitari to receive.
24 – 23
24 – 24 (SB)
25.5 – 24 (Speed Tennis)
Game won by Oshitari/Ishida, 1-0.
Stamina (Oshitari) -1.

Pinch Synchro Chance! RN = 7. Synchro activates!

Ishida to serve. Ootori to receive.
23.5 – 29
26.5 – 29
30 – 29 (108th Style of Hadokyuu)
HP (Ootori): 4 – (13 – 4) = 0. HP = 3 [Speed = 4 >= 4].
Ootori cannot continue the match.

Game, set and match won by Oshitari/Ishida.
 

Kaoz

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Filler.
 

Kaoz

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11. Players & Teams (Return to top)

AN Characters: 0000

Tezuka Kunimitsu
Yukimura Seiichi
Ohmagari Ryuuji
Shiraishi Kuranosuke
Kirihara Akaya
Nakagauchi Sotomichi
Hiyoshi Wakashi
Matsudaira Chikahiko

AN Characters: K76P

Oni Juujirou
Duke Watanabe
Chitose Senri
Tachibana Kippei
Mitsuya Akuto
Washio Issa
Suzuki Shun
Kabaji Munehiro

AN Characters: R053

Atobe Keigo
Ochi Tsukimitsu
Fuji Shuusuke
Oshitari Kenya
Oshitari Yuushi
Kaidou Kaoru
Momoshiro Takeshi
Zaizen Hikaru

AN Characters: MGS3

Tanegashima Shuuji
Tohno Atsukyou
Mouri Juusaburou
Fuwa Tetsuhito
Niou Masaharu
Yanagi Renji
Yagyuu Hiroshi
Sengoku Kiyosumi

AN Characters: 5J4G

Byoudouin Houou
Tooyama Kintarou
Akutsu Jin
Yamato Yuudai
Liliadent Krauser
Kawamura Takashi
Kikumaru Eiji
Oishi Shuuichirou

AN Characters: MA91

Echizen Ryoma
Sanada Gen'ichirou
Date Danji
Ban Rikiya
Ishida Gin
Miyako Shinobu
Hirakoba Rin
Akiba Kouyou

AN Characters: n019

Irie Kanata
Kaji Kazena
Kimijima Ikuto
Hakamada Izou
Mutsu Yuuho
Mutsu Yuuma
Kite Eishirou
Marui Bunta

AN Characters: SAI0

Echizen Ryoga
Tokugawa Kazuya
Taira Yoshiyuki
Hara Tetsuya
Migihashi Itarou
Mizuki Hajime
Mukahi Gakuto
Inui Sadaharu


12. League Schedule (Return to top)



Kaoz vs LetalHawk 3 - 0 (Forfeit)
Philia vs Sai 2 - 3
Hardy vs FrostyMouse 2 - 3
Ganonslayer101 vs Friss 1 - 3


Trading Period (May 20 - May 23)

Kaoz vs FrostyMouse 3 - 2
Sai vs Friss 3 - 0 (Forfeit)
LetalHawk vs Ganonslayer101 3 - 0
Philia vs Hardy 1 - 3

Friss vs Kaoz 1 - 3
Ganonslayer101 vs FrostyMouse 0 - 0 (Forfeit)
Hardy vs Sai 3 - 2
Philia vs LetalHawk 3 - 0 (Forfeit)

Kaoz vs Ganonslayer101 3 - 1
Friss vs Hardy 3 - 1
FrostyMouse vs Philia 3 - 0 (Forfeit)
Sai vs LetalHawk 1 - 3

Semi Finals (June 18 - June 22)
Kaoz vs Hardy 3 - 1
Sai vs FrostyMouse 1 - 3

Finals (June 23 - June 27)
Kaoz vs FrostyMouse (Championship) 3 - 2
Hardy vs Sai (3rd Place) 3 - 2


13. League Table (Return to top)

#​
Players​
Games​
Wins​
Draws​
Losses​
Points​
Set Count​
1​
Kaoz
7​
7​
0​
0​
15​
16​
2​
FrostyMouse
7​
5​
0​
2​
10​
6​
3​
Hardy
7​
4​
0​
3​
8​
4​
4​
Sai
7​
3​
0​
4​
6​
-1​
5​
Philia
7​
3​
0​
4​
6​
-2​
6​
Friss
7​
3​
0​
4​
6​
-3​
7​
LetalHawk
7​
2​
0​
5​
4​
-7​
8​
Ganonslayer101
7​
0​
0​
7​
0​
-17​

Kaoz​
VS​
Kaoz​
Hardy​
-------------------​
VS​
Kaoz (Winner)​
Sai​
VS​
FrostyMouse​
FrostyMouse​


14. 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 the thread. When signing up, please provide a 4 alphanumeric characters, they will be used to determine the random numbers for your matches (for further information, see 7. Randomness).

Also, make sure you read the rules, as well as the example matches 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 10 players is reached.
 

Hardy

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Dude you're awesome :zomg

You know I'm in. Btw, the game is almost like last year's, right? In any case, gonna check the rules later.
 

Kaoz

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It's split up into individual games and sets. As a result, the calculations look longer, but should be much simpler overall.
 

Philia

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One new player joins in.
4 alphanumeric characters- n019
 

Hardy

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Oh, that, right. I didn't really understand it, but I guess it's random and doesn't matter what I say so...

My 4 alphanumeric characters are: MGS3 :derp

---------- Post added at 12:28 PM ---------- Previous post was at 12:19 PM ----------

Rofl, Kadowaki is op :lmao
 

Ganonslayer101

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I have been excited to give this a shot
Alphanumeric Characters are R053
 

LetalHawk

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I'm in.

Alphanumeric characters are MA91
 

Friss

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上級員 / Jyoukuuin / Sr. Member
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0000
 

Kaoz

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Letal, if you're in, I want you to actually play this time. I'm not fond of DQing people.

Current sign ups (5/10):
-Hardy
-Philia
-Ganonslayer101
-LetalHawk
-Friss
 

Philia

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Kaoz

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I will unless there are somehow 10 others that also want to.
 

LetalHawk

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Yeah Kaoz i will play this time
 

FrostyMouse

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K76P
 

Sai

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I was told to post >.>

SAI0
 

Philia

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Whoever told you deserves a pat on the back.
 

Kaoz

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Looks like nobody else is interested, so let's get started.

I'll be playing too of course, my alphanumeric string will be 5J4G.

The list randomizer gave us this order:



So the draft order is as follows:

Round 1
Philia
Ganonslayer101
Friss
Sai
Kaoz
FrostyMouse
LetalHawk
Hardy

Hardy
LetalHawk
FrostyMouse
Kaoz
Sai
Friss
Ganonslayer101
Philia

Sai
Friss
Ganonslayer101
Philia
Hardy
LetalHawk
FrostyMouse
Kaoz

Kaoz
FrostyMouse
LetalHawk
Hardy
Philia
Ganonslayer101
Friss
Sai

Hardy
LetalHawk
FrostyMouse
Kaoz
Sai
Friss
Ganonslayer101
Philia

Philia
Ganonslayer101
Friss
Sai
Kaoz
FrostyMouse
LetalHawk
Hardy

Sai
Friss
Ganonslayer101
Philia
Hardy
LetalHawk
FrostyMouse
Kaoz

Kaoz
FrostyMouse
LetalHawk
Hardy
Philia
Ganonslayer101
Friss
Sai

When it's your turn, please pick any character that has not yet been claimed by another player. I will provide updated lists of which characters are still available over the course of the draft.

If you want, feel free to leave a list with picks with someone else to speed up the drafting process, and if you don't, make sure you pick your characters in a timely manner.


Philia picks first, all characters are still available.
 

Philia

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Echizen Ryoga.
 

Hardy

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Aw, Miyagi didn't want to join? And crap, I'm last :emocat
 
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