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Game Shin Prince of Tennis Fan League II Season 3

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 3


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. 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 and they will pick twice on their next turn.

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

The drafting order is:

01st Pick: 1 2 3 4 5 6 7 8
02nd Pick: 8 7 6 5 4 3 2 1
03rd Pick: 1 2 3 4 5 6 7 8
04th Pick: 8 7 6 5 4 3 2 1
05th Pick: 1 2 3 4 5 6 7 8
06th Pick: 8 7 6 5 4 3 2 1
07th Pick: 1 2 3 4 5 6 7 8
08th Pick: 8 7 6 5 4 3 2 1
09th Pick: 1 2 3 4 5 6 7 8
10th Pick: 8 7 6 5 4 3 2 1


3.2 Season Format (Return to top)

The season consists of two parts. The first part is a 7 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 7 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. All characters' Energy becomes 2 after the end of the league stage.


4. Battle Format[ (Return to top)

A battle consists of three matches, Doubles 1, Doubles 2 and Doubles 3. The order in which matches are played is:

Doubles 3 -> Doubles 2 -> Doubles 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 Doubles 1, the battle ends in a draw.

Players have to to select two characters for each Doubles match when submitting their line-up. Characters can only be selected when their Energy is greater than 0 (see here). A character's Energy decreases by 1 after each match they played and becomes 2 after not playing a match. Furthermore, each pair's base total (the sum of both characters' base total and the pair's doubles bonus) determines in which position the pair is put. Pairs with lower base totals play in earlier matches. In case of a tie in base total, the player may choose which of the tied pairs appears in which of the applicable matches.

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. During those points, the server's Server Bonus is automatically added to their total. 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. When submitting their line-up, the player has to assign characters of each pair to the Deuce and Ad positions. Characters in the Deuce position serve on the 1st and 5th point (when serving first) or the 2nd and 6th point (when serving second). Characters in the Ad position serve on the 3rd and 7th point (when serving first) or the 4th and 7th point (when serving second).

Format
Position: [D3, D2, or D1], [Deuce, or Ad]
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
DeuceAdDoublesTotal
Miyako (20)Matsudaira (19)3+5+3=1150
Yuuma (21)Yuuho (21)8+5+5=1860
Kimijima (25)Tohno (25)0+7+4=1161

In this example, based on each pair's base total, Miyako/Matsudaira play in D3, the Mutsu twins in D2 and Kimijima/Tohno in D1.

Position: D3, Deuce
Character: Shinobu Miyako
Formation: -
1st Point: -
2nd Point: -
3rd Point: -
4th Point: -
5th Point: -
6th Point: -
7th Point: -

Position: D3, Ad
Character: Chikahiko Matsudaira
Formation: -
1st Point: -
2nd Point: -
3rd Point: Flower
4th Point: -
5th Point: -
6th Point: -
7th Point: Flower

Position: D2, Deuce
Character: Yuuma Mutsu
Formation: -
1st Point: Synchro
2nd Point: -
3rd Point: Synchro
4th Point: -
5th Point: Synchro
6th Point: -
7th Point: Synchro

Position: D2, Ad
Character: Yuuho Mutsu
Formation: -
1st Point: Synchro
2nd Point: -
3rd Point: Synchro
4th Point: -
5th Point: Synchro
6th Point: -
7th Point: Synchro

Position: D1, Deuce
Character: Ikuto Kimijima
Formation: -
1st Point: -
2nd Point: -
3rd Point: -
4th Point: Negotiation
5th Point: Negotiation
6th Point: -
7th Point: -

Position: D1, Ad
Character: Atuskyou Tohno
Formation: -
1st Point: Execution
2nd Point: Execution
3rd Point: -
4th Point: Execution
5th Point: Execution
6th Point: -
7th Point: -

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

A point is won by the character with the greater total in the Final Total step. In Doubles, the pair's total is equivalent to the sum 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 combined 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 mental is 0, that character cannot activate any new non-feat abilities and 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:
Auto, Counter Formation, Serve, Special

Counter abilities only activate as described in their respective effects.
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.

Kouyou Akiba
Jirou Akutagawa
Jin Akutsu
Johann Amadeus
Hikaru Amane
Keigo Atobe
Rikiya Ban
Maximilian Bismarck
Houou Byoudouin
Leopold Camus
Senri Chitose
Danji Date
Ryoga Echizen
Ryoma Echizen
Arnold Frankensteiner
Shuusuke Fuji
Tetsuhito Fuwa
Izou Hakamada
Tetsuya Hara
Rin Hirakoba
Wakashi Hiyoshi
Sadaharu Inui
Kanata Irie
Gin Ishida
Munehiro Kabaji
Kaoru Kaidou
Kazena Kaji
Takashi Kawamura
Eiji Kikumaru
Ikuto Kimijima
Akaya Kirihara
Eishirou Kite
Liliadent Krauser
Harukaze Kurobane
Jackal Kuwahara
Bunta Marui
Chikahiko Matsudaira
Itarou Migihashi
Akuto Mitsuya
Shinobu Miyako
Takeshi Momoshiro
Juusaburou Mouri
Yuuho Mutsu
Yuuma Mutsu
Sotomichi Nakagauchi
Masaharu Niou
Mavuto Nobuteru
Dudu Obandu
Tsukimitsu Ochi
Ryuuji Ohmagari
Shuuichirou Oishi
Juujirou Oni
Choutarou Ootori
Kenya Oshitari
Yuushi Oshitari
Q.P.
Oliver Philips
Ralph Reinhardt
Gen'ichirou Sanada
Kiyosumi Sengoku
Ryou Shiraishi
Emil Siegfried
Shun Suzuki
Kippei Tachibana
Yoshiyuki Taira
Shuuji Tanegashima
Kei Tanishi
Kunimitsu Tezuka
Atsukyou Tohno
Kazuya Tokugawa
Kintarou Tooyama
Kiko Valentine
Jügen Valicevic Volk
Issa Washio
Duke Watanabe
Hiroshi Yagyuu
Yuudai Yamato
Renji Yanagi
Seiichi Yukimura
Hikari Zaizen

Kouyou Akiba [19, SB: 2, HP: 9, CP, L]
(SPE: 3, POW: 5, STA: 4, MEN: 3, TEC: 4)


-Reach [Auto]:
Cannot be copied. Speed increases by 1, SB increases by 1. When serving, ACE if any opponent's combined Speed and Mental is less than 7.

-Focus [Auto]:
After winning a point, Mental increases by 2 during the next point. After losing a point, Mental decreases by 1 during the next point.


Jirou Akutagawa [17, SB: 1, HP: 6, SV, R]
(SPE: 3, POW: 3, STA: 3, MEN: 3, TEC: 5)


-Excitable [Counter]:
Triggers whenever an 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.
Extra: ACE if every opponent's Mental is less than 4.


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


-Athlete [Auto]:
Mental increases by 1. Mental decreases at +2.

-Formless Tennis [Auto]:
Cannot be copied. Speed increases by 1, Technique increases by 1. In the Extra step, when not activating a Serve/Special, ACE if every individual opponent's combined Speed and Mental is less than 7.

-Monster [Auto]:
Whenever HP decreases, Power permanently increases by 1.

-Fighting [Special - Lv 3]:
Activation: Requires Formless Tennis. All opponents' Serves/Specials with Lv <= 3 are negated.
Data: Speed increases by 4.

-10 Ball Strike [Special - Lv 4]:
Activation: Only activates in Singles.
Data: Speed increases by 3, Technique increases by 3.
Extra: ACE if every opponent's Speed is less than 4, their Mental is less than 4 or their Technique is less than 4. If ACE, all opponents' HP decreases by the difference between 10 and that opponent's combined Speed and Mental.


Johann Amadeus [32, SB: 3, HP: 11, AR, R)]
(SPE: 7, POW: 6, STA: 5, MEN: 6, TEC: 8)


-Maestro [Auto]:
Opponent's Specials with Lv <= 5 are negated. Whenever an opponent's Special is negated this way, that opponent's Mental permanently decreases by 1.

-Improvisation [Auto]:
Speed cannot decrease, Power cannot decrease, Technique cannot decrease. Whenever a stat would decrease through an opponent's ability, it increases by 1 instead.

-Pro's Experience [Auto]:
Cannot be copied. Mental increases by 1 and cannot decrease.

-SABR [Special - Lv 6]:
Activation: Opponent's Serves are negated. After activation, Stamina decreases by 0.5 instead of 1.
Data: Power increases by opposing server's SB, Technique increases by negated Serve's Lv. Opposing server's SB becomes 0.
Extra: ACE if [Boost] is higher than every opponent's Speed.


Hikaru Amane [16, SB: 2, HP: 7, AB, R]
(SPE: 3, POW: 4, STA: 3, MEN: 3, TEC: 3)


-Wake-up Call [Auto]:
Only activates with Kurobane as partner after losing two points in a row. Power increases by 1. Partner's Power increases by 1.

-Long Racket [Auto]:
Cannot be copied. Technique increases by 1. Opponent's Power increases at -1.

-Pun Destroyer [Special – Lv 1]:
Data: Mental increases by 1.
Extra: ACE if Mental exceeds every opponent's Mental.


Keigo Atobe [23.5, SB: 2, HP: 9, AR, R]
(SPE: 4, POW: 4, STA: 5, MEN: 4.5, TEC: 6)


-King [Auto]:
Partner's Mental cannot decrease. When Mental is 0 for the first time, Mental permanently increases by 5 and cannot decrease from that point onwards.

-Evolution [Auto]:
During decisive points, Mental and Technique increase by the number of losses this season (max. 2 each).

-World of Ice [Special - Lv 3]:
Activation: Cannot be copied. All opponents' Serves/Specials with Lv <= 3 are negated.
Data: Mental increases by 2, Technique increases by 2.
Extra: ACE if every individual opponent's combined Speed and Mental is less than 7.

-Atobe Kingdom [Special - Lv 4]:
Activation: Cannot be copied. All opponents' Serves/Specials with Lv <= 4 are negated.
Data: Mental increases by 3, Technique increases by 2.
Extra: ACE if every individual opponent's HP is less than 8.

-Atobe's World [Special - Lv 5]:
Activation: Cannot be copied. All opponents' Serves/Specials with Lv <= 5 are negated. After activation, Stamina decreases by 2 instead of 1.
Data: Mental increases by 4, Technique increases by 3.
Extra: ACE if every individual opponent's combined Speed and Mental is less than 8 or their HP is less than 10.

-Synchro [Special - Lv 3]:
Activation: Only activates with Atobe as partner. Cannot be negated.
Data: Mental increases by 2.
Extra: ACE if, at the end of the Extra step, Doubles Bonus exceeds opposing pair's Doubles Bonus and the opposing pair has not activated an ability with Synchro in its name.


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


-Human Shield [Auto]:
Partner's HP cannot decrease.

-Slow Starter [Auto]:
During the first and second point, Speed decreases by 1, Power decreases by 1, Technique decreases by 1.

-Power Showdown [Auto]:
If Power is greater than every opponent's Power, Mental increases by 1. If Power is lower than any opponent's Power, Mental decreases by 2.

-Immovable [Counter]:
Cannot be copied. Triggers whenever HP would decrease by 7 or less. HP decreases by 0 instead. All opponents' Mental permanently decreases by 1.

-Explosion [Special - Lv 3]:
Data: Power increases by 5.
Extra: ACE if every opponent's Power is less than 5. If ACE, all opponents' HP decreases by 2.


Maximilian Bismarck [28, SB: 2, HP: 10, CP, R]
(SPE: 6, POW: 5, STA: 5, MEN: 5, TEC: 7)


-Change-up [Counter]:
Triggers after losing two consecutive points. During the following point, Speed increases by 1, Mental increases by 2.

-Spinless Sway Ball [Special - Lv 6]:
Activation: After activation, Stamina decreases by 0.5 instead of 1.
Data: Technique increases by 4. If any opponent's combined Mental and Technique is less than 12, that opponent's Power and Technique cannot increase through Serves/Specials, and if every opponent's combined Mental and Technique is less than 12, Power increases by 3.
Extra: ACE if every opponent's combined Mental and Technique is less than 9.


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


-Supreme Ruler [Auto]:
Cannot be copied. Mental cannot decrease. Whenever an opponent's HP decreases through Pirate, their Mental permanently decreases by 1. After losing a point, Mental permanently increases by 1 (max. 2 times).

-Glowing Destruction [Special - Lv 6]:
Activation: After activation, Stamina decreases by 0.5 instead of 1.
Data: Power increases by [Mental + 2].
Extra: ACE if every individual opponent's combined Power and Technique is less than 11. If ACE and an opponent's Speed is less than 5, that opponent's HP decreases by [Mental + 2].

-Spirit Pirate [Special - Lv 6]:
Activation: Cannot be copied.
Data: Speed increases by 4. At the end of the Data step, Power increases by opponent's Power (Doubles: opponent with higher Power).
Extra: ACE if every opponent's Mental is less than 7. If ACE, all opponents' HP decreases by the increase in Power.

-Pirates of the World [Special - Lv 7]:
Activation: After activation, Stamina decreases to 0.
Data: Technique increases by INFINITE.
Extra: ACE if every opponent's Speed is less than 7, their Mental is less than 7 or their Technique is less than 7. If ACE, all opponents' HP decreases by 13.


Leopold Camus [31, SB: 2, HP: 10, SV, L]
(SPE: 8, POW: 5, STA: 5, MEN: 6, TEC: 7)


-Thinker of the Court [Auto]:
If Mental exceeds an opponent's Mental, that opponent's Technique cannot increase.

-Pro's Experience [Auto]:
Cannot be copied. Mental increases by 1 and cannot decrease.

-Two Touch Tennis [Auto]:
After successfully activating an ACE effect, Stamina decreases by 0 instead of 1 through that Serve/Special.

-Infinity Serve [Serve - Lv 6]:
Activation: If any opponent's combined Speed, Mental and Technique is less than 18, that opponent's Specials are negated.
Data: Technique increases by 5.
Extra: ACE if any opponent's combined Speed and Mental is less than 10.

-Feint Attack [Special - Lv 7]:
Data: Mental increases by 2, Technique increases by 5.
Extra: ACE if every opponent's combined Speed and Mental is less than 14.

-Complete Inducement Formation [Formation]:
Only activates if Support Level is 2 or higher. Speed increases by 1, Mental increases by 2. Opponents' Speed cannot increase, opponents' Technique cannot increase.


Senri Chitose [19, SB: 2, HP: 7, AR, L]
(SPE: 3, POW: 4, STA: 3, MEN: 4, TEC: 5)


-Wings of Kyuushu [Auto]:
Only activates with Tachibana as partner. If opponents' Support Level is 3, Support Bonus increases by 2.

-Strategist [Auto]:
Opponents' Formations are negated.

-Wild Awakening [Counter]:
Triggers the first time Moujuu no you na Synchro activates. Stamina increases by 1.

-Kamikakushi [Special - Lv 3]:
Data: Technique increases by 4. Opponent's Power increases through Specials at -2.
Extra: ACE if every opponent's combined Mental and Technique is less than 7.

-Moujuu no you na Synchro [Special - Lv 3]:
Activation: Only activates with Tachibana as partner. Cannot be negated.
Data: Speed increases by 2, Power increases by 1, Mental increases by 2.
Extra: ACE if, at the end of the Extra step, Doubles Bonus exceeds opposing pair's Doubles Bonus and the opposing pair has not activated an ability with Synchro in its name.


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


-Brother [Auto]:
Partner's Mental increases by 1. Partner's Mental decreases at +2.

-Calm Analysis [Auto]:
Mental cannot decrease. Whenever an opponent's total increases by 5 or more through a single ability, if that opponent's Speed is less than 5, their HP decreases by 2.

-Danji no Fuyu [Special - Lv 3]:
Data: Power increases by 6.
Extra: ACE if every opponent's Speed is less than 5. If ACE, all opponents' HP decreases by 8.


Ryoga Echizen [29, SB: 2, HP: 10, AR, R]
(SPE: 6, POW: 5, STA: 5, MEN: 7, TEC: 6)


-Breakdancing [Auto]:
Speed increases by 2. Opponent's Serves/Specials with Lv <= 4 are negated. If partner activates Breakdancing, opponent's Serves/Specials with Lv <= 6 are negated instead.

-15 Ball Strike [Special - Lv 5]:
Activation: Only activates in Singles.
Data: Speed increases by 4, Technique increases by 4.
Extra: ACE if every opponent's Speed is less than 5, their Mental is less than 5 or their Technique is less than 5. If ACE, all opponents' HP decreases by the difference between 15 and that opponent's combined Speed and Mental.

-Glowing Destruction [Special - Lv 6]:
Activation: After activation, Stamina decreases by 0.5 instead of 1.
Data: Power increases by [Mental + 2].
Extra: ACE if every individual opponents' combined Power and Technique is less than 11. If ACE and an opponent's Speed is less than 5, that opponent's HP decreases by [Mental + 2].


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


-Tennis is Fun [Auto]:
When an opponent activates a Special, if that same Special was activated successfully during the previous point, Mental increases by 1.

-Ace Server [Auto]:
Cannot be copied. Total increases at 200% through SB.

-Doubles Loser [Auto]:
Cannot be copied. If Support Level is 0, Doubles Bonus becomes 0.

-Spirit Samurai [Special - Lv 6]:
Activation: Cannot be copied.
Data: Speed increases by 2, Technique increases by 2. At the end of the Data step, Power increases by opponent's Power (Doubles: opponent with higher Power).
Extra: ACE if every opponent's Mental is less than 7. If ACE, all opponents' HP decreases by the increase in Power.

-Perfect COOL Drive [Special – Lv 6]:
Activation: After activation, Stamina decreases by 0.5 instead of 1.
Data: Speed increases by 2, Power increases by 3, Technique increases by 3. SB increases by 1.
Extra: ACE if every opponent's combined Speed, Power and Technique is less than 16.


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


-Tennis Cyborg [Auto]:
Opponent's stats increase at -[Mental] through Serves/Specials. Serves/Specials with Lv <= Mental are negated.


Shuusuke Fuji [20, SB: 1, HP: 7, AR, R]
(SPE: 4, POW: 3, STA: 4, MEN: 4, TEC: 5)


-Prodigy [Auto]:
During decisive points, Mental increases by 1 and the Lv of Specials increases by 2.

-White Dragon [Special - Lv 3]:
Data: Technique increases by 4.
Extra: ACE if every opponent's combined Mental and Technique is less than [6 + Lv of partner's Special].

-Closed Eyes [Special - Lv 3]:
Activation: Cannot be negated by Data Tennis. All opponents' Data Tennis is negated.
Data: Speed increases by 1, Mental increases by 1, Technique increases by 1.
Extra: ACE if every opponent's combined Speed and Mental is less than 9.

-Hollyhock Blizzard [Special - Lv 4]:
Data: Power increases by 3, Technique increases by 2. All opponents' Power increases at -5.
Extra: ACE if every opponent's combined Speed and Technique is less 11 than and every opponent's combined Power and Technique is less than 11.


Tetsuhito Fuwa [23, SB: 1, HP: 7, AB, L]
(SPE: 5, POW: 3, STA: 4, MEN: 6, TEC: 5)


-Sensing [Auto]:
Cannot be copied. Speed cannot decrease. Opponent's Technique increases at -2.

-Kyouzou [Auto]:
Cannot be copied. Opponents' Serves/Specials' Extra with Lv <= 4 affect the opponent instead.


Izou Hakamada [22, SB: 3, HP: 10, CP, L]
(SPE: 4, POW: 6, STA: 4, MEN: 4, TEC: 4)


-Wild Instinct [Auto]:
Cannot be copied. If checked, Speed returns at +2.

-Bloodlust [Counter]:
Triggers whenever an opponent activates an ability that "cannot be copied." or a Serve/Special with Lv >= 4. Mental increases by 1.

-Vanish [Special - Lv 4]:
Data: Power increases by 4, Technique increases by 2.
Extra: ACE if every opponent's combined Speed and Technique is less than 9. If ACE, all opponents' HP decreases by 3.


Tetsuya Hara [20, SB: 2, HP: 9, SV, R]
(SPE: 3, POW: 4, STA: 5, MEN: 5, TEC: 3)


-Tsukkomi Vending Machine [Auto]:
If Mental exceeds every opponent's Mental, Speed increases by 1.

-Setup [Auto]:
If Mental exceeds every opponent's Mental, partner's Specials cannot be negated.

-Mokouhan [Special - Lv 3]:
Data: Power increases by 2, Technique increases by 3.
Extra: ACE if every opponent's combined Speed and Mental is less than 8.


Rin Hirakoba [17, SB: 1, HP: 6, AB, R]
(SPE: 4, POW: 3, STA: 3, MEN: 3, TEC: 4)


-Shukuchihou [Special - Lv 1]:
Data: Speed increases by 4.

-Giant Habu [Special - Lv 3]:
Data: Power increases by 2, Technique increases by 1. All opponents' Power increases at -2.
Extra: ACE if every individual opponent's combined Mental and Technique is less than 7.


Wakashi Hiyoshi (17, SB: 1, HP: 7, AB, R]
(SPE: 3, POW: 3, STA: 4, MEN: 3, TEC: 4)


-Gekokujou [Counter]:
Triggers at the beginning of the first point if total is lower than opponent's total. Mental permanently increases by 1.

-Next Generation [Counter]:
Triggers at the beginning of the final point. Stamina increases by 1, Mental increases by 1.

-Attack Rush [Formation]:
Negated if either partner's Stamina is 0. Both partners' Speed increases by 2, their Mental increases by 1, their Technique increases by 1. At the end of each point, both partners' Stamina decreases by 1. If a Serve's ACE effect was activated successfully during a point, Stamina does not decrease instead.

-Enbu Tennis [Special - Lv 2]:
Data: Speed increases by 2, Technique increases by 1.
Extra: ACE if every opponent's Speed is less than 4.

-Kobujutsu Stroke [Special - Lv 2]:
Activation: Opponents' Serves are negated.
Data: Technique increases by 1.


Sadaharu Inui (14, SB: 1, HP: 6, SV, R]
(SPE: 2, POW: 3, STA: 3, MEN: 2, TEC: 4)


-Data Warrior [Auto]:
Negated after losing a service game for the first time. Mental increases by 3. If negated, all other abilities are negated.

-Doctor and Professor [Auto]:
Only activates with Yanagi as partner. Data Warrior cannot be negated. Partner's Mental increases by 1.

-Data Tennis [Auto]:
If every opponent's Mental is less than 5, Speed increases by 3, Technique increases by 1 and all opponents' Serves/Specials with Lv <= 2 are negated.

-Waterfall [Serve - Lv 3]:
Data: Power increases by 3, Technique increases by 1.
Extra: ACE if any opponent's combined Speed and Mental is less than 7.

-Data Doubles - Probability: 100% [Formation]:
Only activates if both partners activate Data Tennis. Data Tennis is negated. Partner's Data Tennis is negated. If every opponent's Mental is less than 6, both partners' Speed increases by 3, their Technique increases by 1 and all opponents' Serves/Specials with Lv <= 3 are negated.


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


-Understanding [Auto]:
Cannot be copied. Whenever opponent's Mental increases by 2 or less, Mental permanently increases by 1 (max. 9 total).

-Acting [Auto]:
Cannot be copied. Mental cannot decrease. While Mental is equal to or exceeds all opponents' Mental, Stamina and HP cannot decrease.

-Performance [Auto]:
Cannot be copied. If Mental exceeds an opponent's Mental, that opponent's Speed, Power and Technique decrease by the difference and their Serves/Specials with Lv <= 5 are negated.


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


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

-Hadokyuu Negation [Auto]:
All opponents' Specials with Hadokyuu in their name are negated.

-108th Style of Hadokyuu [Special - Lv 2]:
Activation: Negated in Singles if opponent's Technique is higher than 3. After activation, HP decreases by 2.
Data: Power increases by 5.
Extra: ACE if every opponent's Speed is less than 4 or their Power is less than 6. If ACE and an opponent's Speed is less than 4, that opponent's HP decreases by 8.


Munehiro Kabaji [16, SB: 2, HP: 8, N/A, R]
(SPE: 1, POW: 5, STA: 3, MEN: 4, TEC: 3)


-Usu [Auto]:
Only activates with Atobe or Niou on the same team. Mental increases by 1.

-Bodyguard [Auto]:
Only activates with Atobe as partner. Partner's HP cannot decrease.

-Simple-minded Copy [Auto]:
Cannot be copied. Whenever an opponent activates a Special, this turns into that Special as long as that Special's Lv exceeds the currently copied Special's Lv. If the copied Special's Lv exceeds Mental, Total decreases to 0 [Lv - Mental] points.


Kaoru Kaidou [16.5, SB: 1, HP: 8, CP, R]
(SPE: 3, POW: 3, STA: 4.5, MEN: 3, TEC: 3)


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

-Next Generation [Counter]:
Triggers at the beginning of the final point. Mental increases by 2. During this point, Specials activate at 150%.

-Short Snake [Special – Lv 2]:
Activation: Only activates not serving. Playstyle changes to Serve and Volley. Opponents' Specials with Lv <= 3 are negated.
Data: Technique increases by 2.
Extra: ACE if every opponent's combined Speed and Mental is less than 5.

-Tornado Snake [Special – Lv 3]:
Activation: Cannot be negated when activated through Gyro Laser. If negated for the first time during a point, activate Gyro Laser.
Data: Power increases by 1, Technique increases by 3.
Extra: ACE if every opponent's combined Speed and Technique is less than 6. If activated through Gyro Laser, also ACE if every opponent's Mental is less than 4.

-Gyro Laser [Special – Lv 3]:
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 3, Technique increases by 1.
Extra: ACE if every opponent's combined Speed and Power is less than 6. If activated through Gyro Laser, also ACE if every opponent's Mental is less than 4.


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


-Perception [Auto]:
If Speed exceeds an opponent's Speed, that opponent's Serves/Specials with Lv <= 4 are negated.

-Dual Strike [Special - Lv 5]:
Activation: After activation, Stamina decreases by 0.5 instead of 1.
Data: Speed increases by 3, Technique increases by 5.
Extra: ACE if any opponent's combined Speed and Mental is less than 11.


Takashi Kawamura [15, SB: 2, HP: 8, AB, R]
(SPE: 2, POW: 5, STA: 3, MEN: 3, TEC: 2)


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

-Bouncing Back [Counter Feat]:
Triggers the first two times HP would decease to 0 through an opponent's ability. HP decreases to 1 instead.

-Burning Serve [Serve - Lv 1]:
Activation: Can only be used once during the match.
Data: Power increases by 2.
Extra: ACE if any opponent's Power is less than 5.

-Great Burning Serve [Counter Serve – Lv 2]:
Activation: Triggers when serving if HP is 0 (negates any other Serves).
Data: Power increases by 5, Technique increases by 1.
Extra: ACE if any opponent's Speed is less than 4 or their Power is less than 6. If ACE and an opponent's Speed is less than 4, that opponent's HP decreases by 8.

-108th Style of Hadokyuu [Special - Lv 2]:
Activation: After activation, HP decreases by 2.
Data: Power increases by 5.
Extra: ACE if every opponent's Speed is less than 4 or their Power is less than 6. If ACE and an opponent's Speed is less than 4, that opponent's HP decreases by 8.


Eiji Kikumaru [16, SB: 1, HP: 6, SV, R]
(SPE: 4, POW: 2, STA: 4, MEN: 2, TEC: 4)


-Acrobatic Play [Special - Lv 1]:
Activation: Cannot be negated if Speed exceeds every opponent's Technique. After activation, Stamina decreases by 2 instead of 1.
Data: Speed increases by 2, Power increases by 1, Technique increases by 1.
Extra: ACE if every opponent's combined Speed and Mental is less than 6.

-Kikumaru Step [Special - Lv 2]:
Activation: Cannot be negated through Specials. After activation, Stamina decreases by 2 instead of 1.
Data: Speed increases by 3.
Extra: If partner were affected by an opponent's Special's Extra, they are not affected instead.

-Synchro [Special - Lv 3]:
Activation: Only activates with Oishi as partner. Cannot be negated.
Data: Mental increases by 2.
Extra: ACE if, at the end of the Extra step, Doubles Bonus exceeds opposing pair's Doubles Bonus and the opposing pair has not activated an ability with Synchro in its name.

-Australian Formation [Formation]:
When serving, every opponent's Speed decreases by 1 and server's partner's stats increase at +1 through Specials.


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


-Intellitennis [Auto]:
All opponents' Serves/Specials with Lv <= 4 are negated.

-Slow Server [Auto]:
SB decreases by 2. When serving, ACE if any opponent's combined Speed and Mental is less than 5.

-Negotiation [Special - Lv 5]:
Activation: Requires Intellitennis. Cannot be negated. Intellitennis affects Serves/Specials with Lv <= 5 instead. After activation, Stamina decreases by 2 instead of 1.
Data: If an opponent's Serve/Special was negated, all opponents' Mental permanently decreases by 3, and in Doubles, the opposing pair's Support Bonus permanently decreases by 2.

-Data Doubles - Negotiations Concluded [Formation]:
Only activates if partner activates Data Tennis. Intellitennis affects Serves/Specials with Lv <= 5. During points Negotiation activates, Intellitennis affects Serves/Specials with Lv <= 6 instead. After Negotiation's activation, Stamina decreases by 1 instead of 2.


Akaya Kirihara [15, SB: 1, HP: 6, AR, R]
(SPE: 4, POW: 3, STA: 3, MEN: 2, TEC: 3)


-Intense Concentration [Auto]:
Cannot be copied. Mental cannot decrease through opponent's ability.

-Devil [Auto]:
Cannot be copied. In Doubles, when Devil Mode is active and Angel Mode is not, Doubles Bonus becomes 0.

-Speed Play [Auto]:
If Speed exceeds every opponent's Speed, Power increases by 1, Technique increases by 1.

-Desire for Victory [Counter]:
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.

-Devil Mode [Auto]:
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.

-Angel Mode [Auto]:
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.

-Knuckle Serve [Serve - Lv 2]:
Data: Power increases by 1 (2 if Devil Mode is active), Technique increases by 2.
Extra: ACE if Mental exceeds any opponent’s combined Speed and Mental.


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


-Hitman [Auto]:
If combined Speed and Mental exceeds any opponent's combined Speed and Mental, Technique increases by 1.

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

-Giant Habu [Special - Lv 3]:
Activation: If partner's Speed is 8 or higher, cannot be negated.
Data: Power increases by 2, Technique increases by 1. All opponents' Power increases at -2.
Extra: ACE if every opponent's combined Mental and Technique is less than 7. If partner's Speed is 8 or higher, ACE if every opponent's combined Mental and Technique is less than 13 instead.


Liliadent Krauser [15, SB: 2, HP: 7, AR, R]
(SPE: 3, POW: 5, STA: 2, MEN: 2, TEC: 3)


-Iceman [Auto]:
Power cannot decrease. When activating a Special, Mental permanently increases by 1. Can activate Specials when Stamina is 0; loses at the end of that point.

-Tenacity [Counter]:
Activates when Stamina is 0 for the first time. Power permanently increases by 2.

-Hopping Ball [Special - Lv 2]:
Extra: ACE if every opponent's combined Speed and Mental is 5 or less. If ACE, all opponents' HP decreases by 1.

-Southern Cross [Special - Lv 3]:
Activation: Only activates if Hopping Ball has been activated twice before.
Data: Power increases by 1, Technique increases by 1.
Extra: ACE if every opponent's Speed is less than 4, their Mental is less than 4 or their Technique is less than 4. If ACE, all opponents' HP decreases by [Power].


Harukaze Kurobane [16, SB: 2, HP: 7, SV, R]
(SPE: 2, POW: 4, STA: 3, MEN: 4, TEC: 3)


-Long Racket [Auto]:
Cannot be copied. Technique increases by 1. Opponent's Power increases at -1.

-Pronation Serve [Serve – Lv 2]:
Data: Power increases by 3.
Extra: ACE if any opponent's Power is less than 4.

-Kuushuu Combo [Special – Lv 2]:
Data: Opponent's Power increases at [Power / 2] (rounded up). If an opponent's Power increases by 0 through a Special, Technique increases by 2.
Extra: ACE if an opponent's an opponent's Power increased by 0 through a Special and every opponent's Speed is less than 4.


Jackal Kuwahara [15, SB: 1, HP: 7, CP, R]
(SPE: 4, POW: 2, STA: 5, MEN: 1, TEC: 3)


-Man with Four Lungs [Auto]:
After activating a Special, Stamina decreases by 0.5 instead of 1.

-Nezumi HanaBEAT [Special – Lv 3]:
Activation: If an opponent's Technique is 4 or less, that opponent's Specials with Lv <= 3 are negated.
Data: Speed increases by 2, Technique increases by 1.


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


-Volley Master [Auto]:
If any opponent's playstyle is SV, Mental increases by 1.

-Perfect Chance [Auto]:
Only activates in Doubles. If Mental is 3 or more, Stamina does not decrease from activating Myougi.

-Myougi [Special - Lv 3]:
Activation: Negated in Singles if Speed is less than opponent's Technique. Negated in Doubles if any opponent's total exceeds partner's total.
Data: Technique increases by 4.
Extra: ACE if every opponent's Mental is less than 5.

-Wonder Castle [Special - Lv 4]:
Activation: Negated if Technique is less than any opponent's Power.
Data: Speed increases by 4 and cannot decrease. Opponent's Technique cannot increase.


Chikahiko Matsudaira [19, SB: 2, HP: 8, SV, R]
(SPE: 5, POW: 4, STA: 4, MEN: 3, TEC: 3)


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

-Flower [Serve – Lv 3]:
Data: Power increases by 1, Technique increases by 3.
Extra: ACE if any opponent's combined Speed and Technique is less than 8.


Itarou Migihashi [22, SB: 2, HP: 10, AR, R]
(SPE: 4, POW: 5, STA: 5, MEN: 2, TEC: 6)


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

-Right Rounder [Auto]:
If the partner is left-handed, Mental increases by 2. In Singles, if any opponent's Technique is 5 or higher, Speed decreases by 2.


Akuto Mitsuya [21, SB: 1, HP: 6, CP, R]
(SPE: 4, POW: 3, STA: 3, MEN: 6, TEC: 5)


-Data Tennis [Auto]:
Opponents' Serves/Specials with Lv <= 3 are negated. If any opponent's Mental is less than 6, their Speed decreases by the difference between 6 and their Mental.

-Data Distraction [Counter]:
Triggers whenever an opponent activates Data Tennis. That opponent's Mental decreases by 1.

-Data Doubles - Information Overload [Formation]:
Only activates if both partners activate Data Tennis. Data Tennis is negated. Partner's Data Tennis is negated. Opponents' Serves/Specials with Lv <= 4 are negated. If any opponent's Mental is less than 7, their Speed decreases by the difference between 7 and their Mental.


Shinobu Miyako [20, SB: 2, HP: 9, AR, R]
(SPE: 2, POW: 5, STA: 4, MEN: 5, TEC: 4)


-Young Master [Auto]:
Partner's Mental cannot decrease. Opponents' Formations are negated.

-Covering [Auto]:
If checked, Speed returns as average of Power, Stamina, Mental and Technique.


Takeshi Momoshiro [16, SB: 2, HP: 7, AB, R]
(SPE: 3, POW: 4, STA: 3, MEN: 3, TEC: 3)


-Ruffian [Counter]:
Triggers if HP decreases or partner's HP decreases. Power permanently increases by 1, Mental permanently increases by 1.

-Bullet Serve [Serve - Lv 1]:
Activation: Can only be used once during the match.
Data: Power increases by 2.
Extra: ACE if any opponent's Power is less than 4.

-Black Jack Knife [Special - Lv 3]:
Activation: Opponent's Specials with Lv <= 3 are negated.
Data: Power increases by 5.
Extra: ACE if every opponent's Power is less than 5. If ACE and an opponent's Power is less than 4, that opponent's HP decreases by 3.

-Beware of THAT [Formation]:
If every opponent's Mental is less than 5, all opponents' Speed decreases by 1. After winning a point, if an ACE effect was successfully activated and every opponent's Mental is less than 5, all opponents' Speed permanently decreases by 1.


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


-Jack of All Trades [Auto]:
Whenever an opponent activates a Serve/Special with Lv <= 4 for the second time or more, that Serve/Special is negated.

-Super Doubles Specialist [Auto]:
Only activates in Doubles. Mental increases by 1.

-Invincible Training [Auto]:
During decisive points, Mental increases by 1, and Jack of All Trades affects Serves/Specials with Lv <= 5 instead. If a Serve/Special with Lv = 5 is negated through Jack of All Trades, Stamina decreases by 2.


Yuuho Mutsu [21, SB: 1, HP: 7, AR, L]
(SPE: 4, POW: 3, STA: 4, MEN: 5, TEC: 5)


-Twins [Auto]:
Only activates with Mutsu as partner or opponent. If Mutsu is the partner, Stamina decreases at 50% and Mental cannot decrease. If Mutsu is the opponent, Total becomes 0.

-Pattern Movement [Auto]:
In Singles, Speed decreases by 1. With Mutsu as partner, Speed cannot decrease.

-Bond [Counter]:
Triggers with Mutsu as partner whenever their Mental decreases. Mental decreases by that same amount.

-Synchro [Special - Lv 3]:
Activation: Only activates with Mutsu as partner. Cannot be negated.
Data: Mental increases by 2.
Extra: ACE if, at the end of the Extra step, Doubles Bonus exceeds opposing pair's Doubles Bonus and the opposing pair has not activated an ability with Synchro in its name.


Yuuma Mutsu [21, SB: 1, HP: 7, AR, R]
(SPE: 4, POW: 3, STA: 4, MEN: 5, TEC: 5)


-Twins [Auto]:
Only activates with Mutsu as partner or opponent. If Mutsu is the partner, Stamina decreases at 50% and Mental cannot decrease. If Mutsu is the opponent, Total becomes 0.

-Bond [Counter]:
Triggers with Mutsu as partner whenever their Mental decreases. Mental decreases by that same amount.

-Synchro [Special - Lv 3]:
Activation: Only activates with Mutsu as partner. Cannot be negated.
Data: Mental increases by 2.
Extra: ACE if, at the end of the Extra step, Doubles Bonus exceeds opposing pair's Doubles Bonus and the opposing pair has not activated an ability with Synchro in its name.


Sotomichi Nakagauchi [21, SB: 2, HP: 10, AB, R]
(SPE: 3, POW: 4, STA: 6, MEN: 3, TEC: 5)


-Robot [Counter]:
Cannot be copied. Triggers whenever HP would decrease by 7 or less. HP decreases by 0 instead. All opponents' Mental permanently decreases by 1.

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

-Continuous Corner Shot [Special - Lv 3]:
Data: Technique increases by X where X is the number of times this has been activated during this match. If opponent’s Speed is less than 4, opponent’s Stamina decreases by 1.
Extra: ACE if opponent’s Speed is less than 5.

-Cord Ball [Special - Lv 3]:
Data: Technique increases by 2. Opponent’s Speed decreases by X where X is the number of times Continuous Corner Shot has been consecutively activated before this.
Extra: ACE if opponent’s combined Speed and Mental is less than 7.


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


-Trickster of the Court [Counter]:
Triggers whenever no Serve/Special was activated and no character was copied through Illusion during a point. Mental permanently increases by 1 (max. 2 times). When activating Synchro, partner's Mental increases by [total increase].

-Illusion [Auto]:
Copy up to one character each point, including their name, playstyle, dominant hand, supports, Autos and Counters (if trigger conditions are fulfilled). Copy up to one of that character's Serves/Specials with Lv <= 3. At the end of each point a character was copied this way, Stamina decreases by 0.5.

-Trick Play [Special - Lv 1]:
Activation: Negated if any opponent's Mental exceeds Mental. Cannot be negated otherwise. After activation, Stamina decreases by 0 instead of 1.
Data: All opponents' Mental decreases by 1. If Mental exceeds an opponent's Mental, that opponent's Speed decreases by 1, that opponent's Technique decreases by 1.
Extra: ACE if Mental exceeds every opponent's combined Speed and Mental.

-Laser Beam [Special – Lv 2]:
Data: Technique increases by 3.
Extra: ACE if opponent's combined Speed and Mental is less than 6.

-Tezuka Zone [Special – Lv 3]:
Activation: Name becomes Kunimitsu Tezuka, dominant hand becomes L, supports become Kunimitsu Tezuka's.
Data: Technique increases by 3.
Extra: Every opponent's Technique is halved. ACE if Technique exceeds every opponent's combined Power and Technique.


Mavuto Nobuteru [20, SB: 3, HP: 10, AB, R]
(SPE: 3, POW: 6, STA: 4, MEN: 4, TEC: 3)


-Rockstar [Auto]:
After winning a point, if any opponent's Mental is less than 4, their Mental permanently decreases by 1.

-Intimidation Tactics [Auto]:
If an opponent's Mental is less than 3, their Specials with Lv <= 3 are negated.

-Burning Scattered Fireworks [Serve - Lv 3]:
Data: Power increases by 1, Technique increases by 3.
Extra: ACE if any opponent's combined Power and Technique is less than 8.


Dudu Obandu [28, SB: 3, HP: 12, CP, R]
(SPE: 6, POW: 7, STA: 4, MEN: 6, TEC: 5)


-Birdman [Auto]:
Cannot be copied. SB increases by 1. When serving, ACE if any opponent's combined Speed and Mental is less than 9.

-INTENSITY [Auto]:
If an opponent's total increases by 5 or more through a single ability, Mental increases by 1 (max. 1 time per point).

-Meteor Dunk [Special - Lv 6]:
Activation: Requires Birdman. After activation, Stamina decreases by 0.5 instead of 1.
Data: Power increases by 7, Technique increases by 2.
Extra: ACE if every opponent's combined Power and Technique is less than 12.


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


-Ultra-Technician [Auto]:
Cannot be copied. SB increases by 1. When serving, ACE if any opponent's combined Speed and Mental is less than 8.

-Mental Assassin [Auto]:
Cannot be copied. Mental cannot decrease. If an opponent's Mental is less than 6, that opponent's Technique decreases by the difference and their Serves/Specials with Lv > [that opponent's Technique] are negated. Every time a Serve/Special is negated this way, that opponent's Mental permanently decreases by 1.

-Mach [Serve - Lv 4]:
Activation: Requires Ultra-Technician.
Data: Speed increases by 1, Power increases by 2, Technique increases by 3.
Extra: ACE if any opponent’s combined Speed and Mental is less than 10.


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


-Elitist [Auto]:
If base total exceeds every opponent's base total, Mental cannot decrease. Else, Mental increases by 1.

-Nitouryuu [Auto]:
Cannot be copied. Speed increases by 1. Speed cannot decrease through Serves/Specials with Lv <= 4.

-Triathlete [Auto]:
Cannot be copied. Energy doesn't decrease after a match.

-Kenmei [Special - Lv 5]:
Data: Technique increases by 7.
Extra: ACE if every individual opponent's combined Speed and Mental is less than 11.


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


-Seigaku's Golden Pair [Auto]:
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.

-Doubles Master [Auto]:
Only activates in Doubles. Mental increases by 1.

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

-Moon Volley [Special - Lv 2]:
Data: Technique increases by 3.
Extra: ACE if every individual opponent's combined Speed and Mental is less than 7. If Oishi Territory is active, ACE if partner's total exceeds every individual opponent's total instead.

-Synchro [Special - Lv 3]:
Activation: Only activates with Kikumaru as partner. Cannot be negated.
Data: Mental increases by 2.
Extra: ACE if, at the end of the Extra step, Doubles Bonus exceeds opposing pair's Doubles Bonus and the opposing pair has not activated an ability with Synchro in its name.


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


-Memories [Auto]:
If Mental is less than 5, Mental becomes 5. Mental increases by 2.

-Boulder Training [Auto]:
HP decreases at +3. After activating a Serve/Special, Stamina decreases at +0.5.

-Spirit Demon [Special - Lv 6]:
Activation: Cannot be copied.
Data: Speed increases by 4. At the end of the Data step, Power increases by opponent's Power (Doubles: opponent with higher Power).
Extra: ACE if every opponent's Mental is less than 7. If ACE, all opponents' HP decreases by the increase in Power.

-Perfect Black Jack Knife [Special – Lv 6]:
Activation: Opponent's Specials with Lv <= 5 are negated. After activation, Stamina decreases by 0.5 instead of 1.
Data: Speed increases by 2, Power increases by 7. SB increases by 1.
Extra: ACE if every opponent's Power is less than 6. If ACE and an opponent's Power is less than 5, that opponent's HP decreases by 4.


Choutarou Ootori [15, SB: 2, HP: 7, SV, R]
(SPE: 3, POW: 4, STA: 3, MEN: 2, TEC: 3)


-Neo-Scud Serve [Serve - Lv 3]:
Data: Power increases by 4.
Extra: ACE if any opponent's combined Speed and Mental is less than 7.


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


-Naniwa's Speed Star [Auto]:
At the end of a point, if Speed exceeds an opponent's Power or Technique, that opponent's Stamina decreases by 0.5.

-East-West-Manzai [Auto]:
Only activates with Yuushi as partner. Mental increases by 1. Opponent's Stamina decreases by 1 through Naniwa's Speed Star instead.

-Speed Tennis [Special - Lv 2]:
Data: Speed increases by 3.
Extra: ACE if Speed exceeds every opponent's Speed, Power and Technique.


Yuushi Oshitari [18, SB: 1, HP: 6, AR, R]
(SPE: 3, POW: 3, STA: 3, MEN: 4, TEC: 5)


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

-Sealed Heart [Auto]:
When checked, Mental returns at +2. While Mental is 3 or higher, Combination Shot cannot be negated.

-East-West-Manzai [Auto]:
Only activates with Kenya as partner. Speed increases by 1. Hyoutei's Genius affects Specials with Lv <= 3 instead.

-Combination Shot [Special – Lv 2]:
Data: Speed, Power and Technique combined increase by 3. (Choose distribution before the match.)
Extra: ACE if two of Speed/Power/Technique are greater than every opponent's respective stats.


Q.P. [30, SB: 3, HP: 12, AR, L]
(SPE: 6, POW: 6, STA: 6, MEN: 6, TEC: 6)


-Perfect Play [Auto]:
Opponents' Serves/Specials with Lv <= 6 are negated.

-Data Tennis [Auto]:
If any opponent's Mental is less than 6, their lowest base stat (if multiple stats are tied for lowest, priority is left to right) decreases by 3. If every opponent's Mental is less than 6, Speed increases by 1 and Technique increases by 1.

-Data Doubles - Perfect Data [Formation]:
Only activates of both partners activate Data Tennis. Data Tennis is negated. Partner's Data Tennis is negated. If any opponent's Mental is less than 8, their lowest base stat (if multiple stats are tied for lowest, priority is left to right) decreases by 5. If every opponent's Mental is less than 6, both partners' Speed increases by 1 and their Technique increases by 1.


Oliver Philips [13, SB: 1, HP: 5, CP, R]
(SPE: 2, POW: 2, STA: 3, MEN: 2, TEC: 4)


-Ambition [Auto]:
During decisive points, Mental increases by 2 and cannot decrease.

-The "real" Ryoga Echizen [Auto]:
Only activates with Ryoga on the same team. Name changes to Ryoga Echizen.


Ralph Reinhardt [30, SB: 3, HP: 10, AR, R]
(SPE: 5, POW: 6, STA: 4, MEN: 8, TEC: 7)


-Leader [Auto]:
Mental cannot decrease. After winning a point with an ACE effect, partner's Mental permanently increases by 1.

-Total Supersweetspot Construction [Auto]:
Cannot be copied. At the end of the Extra step, copy opponent's Special's Extra.

-Sensor Technology [Auto]:
Cannot be copied. After an opponent successfully activates an ACE effect, stats checked by that ACE effect permanently increase by 1 (max. 2 per stat).

-Hybrasion Shoes [Auto]:
Cannot be copied. Speed increases by 1. Energy does not decrease between matches.


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


-Emperor [Auto]:
When activating a Special, if that same Special was activated successfully during the previous point, Mental increases by 1.

-Slap Me! [Counter]:
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.

-In [Special - Lv 4]:
Activation: Cannot be negated. After activation, Stamina decreases by 0 instead of 1.
Data: Mental increases by 2.

-Rai [Special - Lv 4]:
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 every opponent's combined Speed, Mental and Technique is less than 16.

-Black Aura [Special - Lv 5]:
Data: Technique increases by 5. All opponents' Speed decreases by 2. If an opponent's combined Speed and Mental is less than 10, that opponent's stats cannot increase through Specials.
Extra: ACE if every opponent's combined Speed and Mental is less than 7.


Kiyosumi Sengoku [17, SB: 1, HP: 6, AR, R]
(SPE: 2, POW: 3, STA: 3, MEN: 5, TEC: 4)


-Lucky Sengoku [Auto]:
Cannot be copied. Wins points in case of a tie. During decisive points, Mental increases by 1.

-Motion Vision [Auto]:
Cannot be copied. All opponents' Speed decreases by 1. Opponent's Speed increases at -1, opponent's Power increases at -1. When checked, Speed returns at +1.

-Comeback [Auto]:
When winning a point after not activating a Serve/Special and partner not activating a Serve/Special, every opponent's Mental permanently decreases by 1.

-Kohou [Serve - Lv 1]:
Data: Power increases by 1, Technique increases by 1.
Extra: ACE if any opponent's combined Speed and Mental is [7 - number of times Kohou was used before].


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


-Bible of Naniwa [Auto]:
Opponents' Serves/Specials with Lv <= 4 are negated.

-Golden Gauntlet [Auto]:
Speed increases by 1, Stamina increases by 2.

-Praising [Auto]:
Only activates in Doubles. Partner's Mental permanently increases by 1 (max. 7).

-Entaku Shot [Special - Lv 3]:
Activation: Can only be activated when serving or partner is serving.
Data: Power increases by 3, Technique increases by 1.
Extra: ACE if every opponent's combined Mental and Technique is less than 10.


Ryou Shishido [17, SB: 1, HP: 6, CP, R]
(SPE: 4, POW: 3, STA: 3, MEN: 4, TEC: 3)


-Hyoutei's Golden Pair [Auto]:
Only activates with Ootori as partner. Mental increases by 1. Partner's Mental increases by 1. Partner's Mental decreases at +2. If Stamina is 0, Partner's Mental increases by 2.

-High Speed Super Rising [Special - Lv 2]:
Data: Speed increases by 2. Opponent's SB decreases to 0. Opponent's Technique cannot increase through Serves.
Extra: ACE if every opponent's Speed is less than 3.

-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.


Emil Siegfried [22, SB: 2, HP: 10, AB, R]
(SPE: 3, POW: 5, STA: 5, MEN: 4, TEC: 5)


-Super Regeneration [Auto]:
HP increases by 1 (max. 10).

-Slayer [Auto]:
Only activates if Stamina is greater than 0. Whenever an opponent activates a Serve/Special with Lv <= 5 for the second time or more, that Serve/Special is negated. If a Serve/Special is negated this way, Stamina decreases by 1.

-Revenge [Counter]:
Triggers when having lost a match against the opposing team before. Speed increases by 1, Mental increases by 1, Technique increases by 1.


Shun Suzuki [19, SB: 2, HP: 7, SV, R]
(SPE: 4, POW: 4, STA: 3, MEN: 4, TEC: 4)


-Sign Play [Formation]:
Only activates if Support Level is 2 or higher. Doubles Bonus increases by 3.

-Synchro [Special - Lv 3]:
Activation: Only activates with Washio as partner. Cannot be negated.
Data: Mental increases by 2. Dominant hand becomes Left.
Extra: ACE if, at the end of the Extra step, Doubles Bonus exceeds opposing pair's Doubles Bonus and the opposing pair has not activated an ability with Synchro in its name.


Kippei Tachibana [20, SB: 2, HP: 9, AR, R]
(SPE: 3, POW: 5, STA: 4, MEN: 5, TEC: 3)


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

-Super Rising [Special - Lv 1]:
Activation: Opponents' Serves are negated.

-Abare Jishi [Special - Lv 2]:
Data: Speed increases by 1, Power increases by 1.
Extra: ACE if every opponent's combined Speed and Power is less than 6.

-Abare Dama [Special - Lv 3]:
Activation: After activation, Stamina decreases by 2 instead of 1.
Data: Power increases by 3, Technique increases by 2.
Extra: ACE if every opponent's Speed is less than 4, their Mental is less than 4 or their Technique is less than 4.

-Moujuu no you na Synchro [Special - Lv 3]:
Only activates with Chitose as partner. Cannot be negated.
Data: Mental increases by 2.
Extra: ACE if, at the end of the Extra step, Doubles Bonus exceeds opposing pair's Doubles Bonus and the opposing pair has not activated an ability with Synchro in its name.


Yoshiyuki Taira [20, SB: 2, HP: 7, AB, L]
(SPE: 4, POW: 4, STA: 3, MEN: 5, TEC: 4)


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

-Laughing Hitman [Counter]:
Triggers whenever Bakyuun activates. All opponents' Mental decreases by X where X is the amount of times Bakyuun's ACE effect activated successfully during this match.

-Bakyuun [Special – Lv 3]:
Data: Increases Technique by 4.
Extra: ACE if every opponent's Technique is less than 5.


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


-Star Performer [Auto]:
Mental cannot decrease. After winning a point, if an opponent's Mental is 5 or less, that opponent's Mental permanently decreases by 2.

-Vision Transmission [Auto]:
Cannot be copied. Speed decreases at +7.

-Imetsu Mu [Special - Lv 6]:
Activation: Cannot be copied. Extra of opponent's Serves/Specials with Lv <= 6 is negated. After activation, Stamina decreases by 0.5 instead of 1.
Data: Opponent's Power and Technique do not increase through Serves/Specials with Lv <= 6. At the end of the Data step, if Mental exceeds an opponent's Mental, that opponent's Speed decreases by the difference.
Extra: ACE if every opponent's combined Speed and Mental is less than 12.


Kei Tanishi [14, SB: 2, HP: 6, SV, R]
(SPE: 3, POW: 5, STA: 1, MEN: 2, TEC: 3)


-Weight Cycling [Auto]:
Cannot be copied. If Energy is 2, base Stamina increases by 2 and base HP increases by 2.

-Big Bang [Serve – Lv 2]:
Data: Power increases by 3.
Extra: ACE if any opponent's Power is less than 5.

-Shukuchihou [Special - Lv 1]:
Data: Speed increases by 4.


Kunimitsu Tezuka [26, SB: 2, HP: 9, AR, L]
(SPE: 5, POW: 4, STA: 5, MEN: 6, TEC: 6)


-Pro's Guidance [Auto]:
Cannot be copied. If Mental is less than 6, Mental permanently increases by 1.

-Brilliant Tezuka Zone [Special - Lv 6]:
Activation: Only activates if Support Lv is 3.
Data: Mental increases by 2, Technique increases by 3.
Extra: Every opponent's Technique is halved. ACE if Mental exceeds every opponent's combined Mental and Technique or Technique exceeds every opponent's combined Power and Technique.

-Mastered Tezuka Phantom [Special - Lv 6]:
Data: Power increases by 2, Technique increases by 6. If Power exceeds an opponent's Power and that opponent's Power or Technique increases through a Serve/Special with Lv <= 5, Power/Technique increases by double that increase.
Extra: Every opponent's Technique is doubled. ACE if Technique exceeds every opponent's Technique.

-Perfect Zero Shiki Drop Shot [Special - Lv 6]:
Activation: After activation, Stamina decreases by 0.5 instead of 1.
Data: Speed increases by 2, Power increases by 2, Technique increases by 4. SB increases by 1.
Extra: ACE if every opponent's combined Speed, Power and Technique is less than 18.


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


-Pride [Counter]:
Triggers after losing two consecutive points. Mental permanently increases by 1.

-Execution [Special - Lv 5]:
Activation: When activated consecutively, if an opponent's Technique exceeds 5, HP decreases by that opponent's combined Power and Technique.
Data: Power increases by 2, Technique increases by 5.
Extra: ACE if every individual opponent's combined Speed and Mental is less than [6 + 2X] (with X being the number of consecutive activations). If ACE and an opponent's Speed is less than [5 + X], that opponent's HP decreases by 6 and their Speed permanently decreases by the difference between 7 and their base Power.


Kazuya Tokugawa [25, SB: 2, HP: 10, AR, L]
(SPE: 5, POW: 5, STA: 5, MEN: 5, TEC: 5)


-Loyalty [Auto]:
Only activates with Oni, Irie or Ryoma on the same team. Mental increases by 2 and cannot decrease.

-Divine Path of the Asura [Auto]:
Mental increases by 1. If Mental is higher than 5, Speed increases by 1, Power increases by 1, Technique increases by 1, SB increases by 1 and, when serving, ACE if any opponent's combined Speed and Mental is less than 9.

-Glowing Destruction [Special - Lv 6]:
Activation: After activation, Stamina decreases by 0.5 instead of 1.
Data: Power increases by [Mental + 2].
Extra: ACE if every individual opponent's combined Power and Technique is less than 11. If ACE and an opponent's Speed is less than 5, that opponent's HP decreases by [Mental + 2].

-Black Hole [Special - Lv 7]:
Activation: Only activates twice per match. Extra of all opponents' Serves/Specials is negated.
Data: Technique increases by 3. All opponents' total decreases to base total and cannot increase.


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


-Wild Tennis [Auto]:
Cannot be copied. All opponents' Serves/Specials with Lv <= 3 are negated.

-Doubles Loser [Auto]:
Cannot be copied. If Support Level is 0, Doubles Bonus becomes 0.

-Super Megaton Wonder Deluxe Yama Funka Serve [Serve - Lv 2]:
Data: Power increases by 3.
Extra: ACE if any opponent's Power is less than 5.

-Perfect Mountain Storm [Special - Lv 6]:
Activation: After activation, Stamina decreases by 0.5 instead of 1.
Data: Speed increases by 2, Power increases by 7. SB increases by 1.
Extra: ACE if every opponent's Speed is less than 6 or their Power is less than 7. If ACE, base total is lower than an opponent's base total and that opponent's Speed is less than 5, their HP decreases by 9.


Kiko Valentine [28, SB: 2, HP: 12, AR, R]
(SPE: 6, POW: 5, STA: 7, MEN: 5, TEC: 5)


-Breakdancing [Auto]:
Speed increases by 2. Opponent's Serves/Specials with Lv <= 4 are negated. If partner activates Breakdancing, opponent's Serves/Specials with Lv <= 6 are negated instead.

-Group Performance [Auto]:
Cannot be copied. Activates from the 3rd point onwards. Mental increases by 2. ACE if, at the end of the Extra step, Doubles Bonus exceeds opposing pair's Doubles Bonus.

-Encore! [Special - Lv 5]:
Activation: Negated if an opponent successfully activates an ACE effect. After an opponent activates a Serve/Special, that opponent's Stamina decreases at 200%.


Jürgen Valicevic Volk [33, SB: 2, HP: 12, AR, R]
(SPE: 7, POW: 5, STA: 7, MEN: 8, TEC: 6)


-The Philosopher of Victory [Auto]:
Opponent's stats cannot increase through Autos. After an opponent uses a Serve/Special, that Serve/Special's Lv permanently decreases by 1. Opponent's Serves/Specials with Lv <= 4 are negated.

-Pro's Experience [Auto]:
Cannot be copied. Mental increases by 1 and cannot decrease.

-Guidance [Auto]:
Partner's Speed increases by 1, partner's Mental increases by 1. Partner's Mental cannot decrease.

-Blitzkrieg [Auto]:
Negated after losing a point for the first time. Power increases by 2. After winning a point, every opponent's Mental permanently decreases by 1.


Issa Washio [19, SB: 2, HP: 8, CP, R]
(SPE: 3, POW: 4, STA: 4, MEN: 4, TEC: 4)


-Sign Play [Formation]:
Only activates if Support Level is 2 or higher. Doubles Bonus increases by 3.

-Synchro [Special - Lv 3]:
Activation: Only activates with Suzuki as partner. Cannot be negated.
Data: Mental increases by 2.
Extra: ACE if, at the end of the Extra step, Doubles Bonus exceeds opposing pair's Doubles Bonus and the opposing pair has not activated an ability with Synchro in its name.


Duke Watanabe [27, SB: 3, HP: 12, AB, R]
(SPE: 5, POW: 7, STA: 5, MEN: 5, TEC: 5)


-King of Destruction [Auto]:
Only activates with Byoudouin on the same team. Speed increases by 1, Power increases by 1.

-Never-ending Smile [Auto]:
Mental cannot decrease. Partner's Mental cannot decrease.

-Duke Homerun [Special - Lv 5]:
Activation: After activation, Stamina decreases by 0.5 instead of 1.
Data: Power increases by 8.
Extra: ACE if every opponent's Speed is less than 5 or their Power is less than 6. If ACE and an opponent's Speed is less than 5, that opponent's HP decreases by 12.

-Duke Bunt [Special - Lv 5]:
Data: Technique increases by [5 + 3 x number of times Duke Homerun was used before].
Extra: ACE if every opponent's combined Speed and Mental is less than [5 + 3 x number of times Duke Homerun was used before].


Hiroshi Yagyuu [17, SB: 1, HP: 6, SV, R]
(SPE: 2, POW: 3, STA: 3, MEN: 4, TEC: 5)


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

-Swift and Silent [Auto]:
If Mental exceeds opponent’s Mental, Speed increases by 1.

-Masquerade [Auto]:
Partners can activate each other’s Serves/Specials with Lv <= 3. If each partner activates the other’s Serve/Special this way, all opponents’ 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 3]:
Data: Technique increases by 3. If Mental exceeds an opponent's Mental, their Speed decreases by the difference.
Extra: ACE if opponent's combined Speed and Mental is less than 6.


Yuudai Yamato [10, SB: 1, HP: 4, CP, R]
(SPE: 2, POW: 2, STA: 2, MEN: 2, TEC: 2)


-The Man who flows like the River [Auto]:
Speed increases by 2. Mental increases by 2. Opponent's stats decrease by difference between Mental and opponent's lowest stat.

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

-Pushy [Auto]:
After each point, if an opponent has not activated a Serve/Special during that point, that opponent's Stamina decreases by 0.5.

-Gen'U Yume Utsutsu [Special – Lv 4]:
Data: Mental increases by 1. If an opponent's combined Speed and Mental is less than 8, that opponent's Power decreases to 0.
Extra: ACE if every opponent's combined Speed and Mental is less than 8.


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


-Beast Tamer [Auto]:
Doubles Bonus cannot decrease.

-Data Tennis [Auto]:
Opponents' Serves/Specials with Lv <= 3 are negated. If a Serve/Special is negated this way, Speed increases by 1.

-Master [Counter]:
Triggers whenever an opponent activates Data Tennis. Mental increases by 1.

-Data Doubles - ...is what you wanted to say, right? [Formation]:
Only activates if both partners activate Data Tennis. Data Tennis is negated. Partner's Data Tennis is negated. Opponents' Serves/Specials with Lv <= 4 are negated. If a Serve/Special is negated this way, both partners' Speed increases by 2.

-Utsusemi [Special - Lv 3]:
Data: Technique increases by 4.
Extra: ACE if every opponent's combined Speed and Mental is less than 7.


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


-Child of God [Auto]:
Opponent's Serves/Specials with Lv <= 5 are negated.

-Perfect Play [Special - Lv 6]:
Activation: Opponent's Serves/Specials with Lv <= 6 are negated. After activation, Stamina decreases by 0.5 instead of 1.
Data: Speed increases by 2, Power increases by 1, Technique increases by 1. Every opponent's Mental permanently decreases by 1. This decrease cannot be prevented.
Extra: ACE if every opponent's Mental is 0.


Hikaru Zaizen [15, SB: 1, HP: 5, AR, L]
(SPE: 3, POW: 2, STA: 3, MEN: 4, TEC: 3)


-Genius of Shitenhouji [Auto]:
Every opponent's highest stat decreases by 1. If an opponent has multiple highest stats, they all decrease by 1.

-Zaizen's Wooden Horse [Auto]:
If Mental exceeds an opponent's Mental, that opponent's stats return at -1 when checked for ACE effects.

-Zaizen Temari [Special - Lv 2]:
Data: Power increases by 2, Technique increases by 1.
Extra: ACE if any opponent's combined Power and Technique is less than 6. If ACE, opponent's Mental decreases by 1 during the following point.

-Zaizen Wonderful [Special - Lv 2]:
Data: Power increases by 1, Mental increases by 1, Technique increases by 1.
Extra: ACE if every opponent's highest stat is less than 3.


8. Doubles (Return to top)

Support Levels

Building Supports
Two characters can increase their support level by playing enough matches together. The requirements are as follows:
Lv 0 -> Lv 1: 2 Matches
Lv 1 -> Lv 2: 2 Matches
Lv 2 -> Lv 3: 3 Matches
Lv 3 -> SYNCHRO: 5 Matches

If a Lv 3 pair has played enough matches together, they will be able to use Synchro.

-Synchro [Special - Lv 3]:
Activation: Only activates with [PARTNER] as partner. Cannot be negated.
Data: Mental increases by 2.
Extra: ACE if, at the end of the Extra step, Doubles Bonus exceeds opposing pair's Doubles Bonus and the opposing pair has not activated an ability with Synchro in its name.


Support Bonus
Support Lv 1: +3
Support Lv 2: +5
Support Lv 3: +8

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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九千以上だ! / Kyuusen Ijou Da! / It's Over 9000!
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9. Players and Teams (Return to top)

Team Sheet.

Jirou Akutagawa
Maximillian Bismarck
Tetsuya Hara
Akaya Kirihara
Dudu Obandu
Kenya Oshitari
Yuushi Oshitari
Kuranosuke Shiraishi
Yoshiyuki Taira
Kiko Valentine
Team Sheet.

Jin Akutsu
Leopold Camus
Arnold Frankensteiner
Munehiro Kabaji
Liliadent Krauser
Oliver Philips
Emil Siegfried
Kei Tanishi
Kintarou Tooyama
Duke Watanabe
Team Sheet.

Kouyou Akiba
Ryoga Echizen
Shuusuke Fuji
Eiji Kikumaru
Itarou Migihashi
Shuuichirou Oishi
Choutarou Ootori
Gen'ichirou Sanada
Shuuji Tanegashima
Atsukyou Tohno
Team Sheet.

Rikiya Ban
Houou Byoudouin
Izou Hakamada
Wakashi Hiyoshi
Kaoru Kaidou
Kazena Kaji
Takeshi Momoshiro
Ryuuji Ohmagari
Q.P.
Kiyosumi Sengoku
Team Sheet.

Johann Amadeus
Harukaze Kurobane
Shinobu Miyako
Yuuho Mutsu
Yuuma Mutsu
Sotomichi Nakagauchi
Mavuto Nobuteru
Juujirou Oni
Kazuya Tokugawa
Hikaru Zaizen
Team Sheet.

Senri Chitose
Eishirou Kite
Bunta Marui
Chikahiko Matsudaira
Akuto Mitsuya
Ralph Reinhardt
Ryou Shishido
Kippei Tachibana
Jürgen Valicevic Volk
Hiroshi Yagyuu
Team Sheet

Ryoma Echizen
Rin Hirakoba
Sadaharu Inui
Gin Ishida
Takashi Kawamura
Ikuto Kimijima
Masaharu Niou
Kunimitsu Tezuka
Renji Yanagi
Seiichi Yukimura
Team Sheet.

Hikari Amane
Keigo Atobe
Danji Date
Tetsuhito Fuwa
Kanata Irie
Juusaburou Mouri
Tsukimitsu Ochi
Shun Suzuki
Issa Washio
Yuudai Yamato


10. League Schedule (Return to top)




LetalHawk vs Kaoz 0-2 (Forfeit)
Seakay vs Hardy 0-2
Friss vs Ganonslayer101 2-0
Philia vs Anera 1-2

Trading Period (November 14 - November 18)


Friss vs Kaoz 0-2
Philia vs Seakay 2-1
Anera vs LetalHawk 1-2
Ganonslayer101 vs Hardy 2-0 (Forfeit)


Semifinals (December 15 - December 18)
Philia vs Anera 2-1
Kaoz vs Hardy 2-1

3rd Place Match (December 20 - December 23)
Anera vs Hardy 0-2

Finals (December 20 - December 23)
Philia vs Kaoz 2-1


11. League Table (Return to top)

#​
Players​
Games​
Wins​
Draws​
Losses​
Points​
Set Count​
1​
Kaoz
7​
6​
0​
1​
12​
9​
2​
Anera
7​
5​
0​
2​
10​
5​
3​
Hardy
7​
5​
0​
2​
10​
4​
4​
Philia
7​
4​
0​
3​
8​
1​
5​
Seakay
7​
2​
0​
5​
4​
-2​
6​
Friss
7​
2​
0​
5​
4​
-5​
6​
Ganonslayer101
7​
2​
0​
5​
4​
-5​
8​
LetalHawk
7​
2​
0​
5​
4​
-7​


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 and Characters
[user]Jyten[/user] - Former Development
[user]Miyagi[/user] - Technical Support
[user]Sai[/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:

Philia

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IN
 

Hardy

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I'M IN :arf
 

Anera

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I'm in as well. :smile-big
 

Seakay

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I'm in too.
 

Ganonslayer101

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I'm Game
 

LetalHawk

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I'm in
 

Kaoz

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So that's seven sign-ups. If nobody else signs up within the next two days or so, I'll take the last spot.
 

FrostyMouse

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You should take the final spot, Kaoz.
 

Hardy

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Yeah it's not the same without you :pout
 

Kaoz

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It's been two days, so I'll take the final spot. Let's start drafting. The procedure is simple this time, we go down the list I'll post below and everyone is going to pick one character. Once we're at the bottom, the last person takes an additional character and we again each pick a character in reverse order. Then once we're back at the top, that person picks twice, we go through the list again and so on. We'll repeat this until everyone has ten characters.

Here's the drafting order:


So Anera is up first. There are currently all characters available.

Also, keep in mind that you have to pick within 24 hours. If you're unable to do so at any point, feel free to send me a list with characters you want instead and I'll pick for you.
 
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Kiko Valentine for me :nod
 

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Kaoz

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Strongly considering Byoudouin, but since I've used him before, I'm taking Tokugawa this time.
 

Kaoz

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Since you're on one of the ends of the list, you'll probably not want to focus on one half of a specific pair on odd numbered picks. Since you can pick twice in a row, you can pick pairs that way, but if you've already used up your first pick you'll probably want to go for a generally strong character on the second one and not hope nobody else picks one particular character in 14 picks.
 
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