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Sai_the_Shaman
March 25, 2010, 11:13 PM
Character Name (Power, Spin, Speed, Control, Total) Cost
Play Style
Feats, Serves, Effects, Auras

The order of ability activation will be:
Feat->Formation->Serve->Effect->Aura

Furthermore some abilities have Opening or Final attached to them. Those activate right before the next stage OR right after the current one was reached.

Rules for Serves:
1) Serves Activate before any Effects or Auras. They all allow you to activate one more Effect or Aura
2) Serves Cannot be negated by Formations, Effects or Auras unless specifically stated in the Effect.

All Feat are auto activating. The User may choose to activate 1 Serve (if they have one) and 1 Effect or Aura.

Ruling on Auto Win Conditions:
All Feats/Serves/Effects/Auras that have a condition regarding automatically winning will have their auto win conditions take Effect at the very end of the match.

Ruling on Chaining Effects:
If an Effects/Auras allows you to chain another Effect/Aura, you CANNOT chain the same Effect. NO INFINITE COMBOS!

THE GOLDEN RULE
Any Ruling that may be uncertain will be made at the discretion of the Referee after the Referee consults with another League coordinator (Sai the Shaman, chaosmaster1991 or Bowser)

The order of the matches will be:
S3, D2, S2, D1, S1
If a player wins before all matches are played, the remaining matches are not played.

A character wins the match if his final total is higher than his opponent's, in Doubles, the points are added up.

You get 3 points for a win, 2 points when the match is a draw and 0 points if you lose. In case of a bye, the respective player receives 3 points and a +3 to his match difference.

As we have had issues with promptness in the former season:
ALL USERS MUST HAVE THEIR LINEUPS IN TO THE REFEREE WITHIN 7 DAYS OF MATCH ANNOUNCEMENTS!!! Any lineups not sent within that time frame will be considered a DQ for the person who did not send their lineup and and auto win for their opponent. If neither player send their line up in, both will be DQed and get no points fro that round. If the lineup has not been sent by the 4th day, that user will receive 1 Warning PM that they need to send it.

Matches will have a Game Score using this Formula:
6 * (Final_Total_Loser/Final_Total_Winner)

The result (rounded up/down) is 4 or lower the match ends 6 to Result, if it is 5 or 6, the match ends 7-5 or 7-6 respectively. also, any match that ends with a 30 or more point difference in the end will be an automatic 6-0. Auto-loss Effects and Feats will be counted as 6-0. Auto-Loss from a Tie will count as 7-6


You need 8 characters for your team and you have a total of 185 points you can spend at max. You Must have 2 High Tier Characters, 3 Mid tier Characters and 3 Low Tier Characters
The characters are listed by costs.

High Tier:

Echizen Ryoga (18, 17, 18, 17, 70) 65
All-rounder; Right Handed

-The Strongest [Feat]:
Ryoga’s Power, Speed and Control get boosted by 10 points each.

-Twist Serve :
Ryoga's Spin is boosted by 3 points. If he plays against someone with the same hand, his opponent's control is lowered by 2.

-Purple Electric Aura [Aura]:
If the opponent would use a Serve, Effect or Aura, It is negated and he cannot use any secondary Effects or Auras. All of your Opponent's Stats drop by 5 each and their Effects are Negated. This Aura Cannot be Copied or negated.


Tokugawa Kazuya (15, 15, 15, 15, 60) 60
All-rounder; Left Handed

-Killing Glance [Feat]:
Each of the opponent’s stats drops by 1.5.

-Ten at a Time [Feat]
Kazuya’s Speed, Power and Control are boosted by 10 each.

-Intimidation [Effect]:
The opponent’s Control and Power drop by 5 points each. This effect cannot be copied.


Irie Kanata (12, 15, 13, 15, 55) 55
Defensive Baseliner; Right Handed

-Vision [Feat]
The Opponent's Speed is dropped by 2

-Unshakable Precision [Feat]
Irie's Stats cannot be dropped by an Effect or Aura and any that would attempt to drop his Control drops their Control instead.

-Patience [Feat]
The user can choose to force all of his Serves, Effects and Aura's to resolve last (After all of the Opponent's Effects and Auras). If they do, none of the Opponents Effects and Auras can be negated by Irie. Irie resolves all of his Serves, Effects and Auras at 200% potency.

-Warning Shot [Serve]
Irie's Control is boosted by 5 and the Opponent's speed is dropped by 2.

-One Shot Kill [Effect]
Irie's Control is boosted by 10. All of the Opponent's stats are dropped by 2. This Cannot be Copied or Negated.


Oni Juujirou (15, 9, 13, 13, 50) 55
Aggressive Baseliner; Right Handed

-The Gate Keeper of Hell [Feat]:
If the opponent is on a lower court than Oni, Oni’s Power is boosted by 5

-Ten at a Time [Feat]
Oni’s Speed, Power and Control are boosted by 10 each.

-Power [Feat]:
Oni’s Power increases by 3.

-Black Jack Knife [Effect]:
Oni’s Power gets boosted by 15 and the opponent’s Effects are nullified. If the opponent has a Spin stat of 10 or more, this effect is negated. This effect cannot be copied.


Echizen Ryoma (9, 11, 12, 13, 45) 50
All-rounder; Left Handed

-Prince of Tennis [Feat]:
If the opponent is Ryoga, Echizen automatically wins.

-Doubles Loser [Feat]:
When playing Doubles, Echizen cannot activate any Effects or Auras and his stats as well as the stats of his partner are halved. The stat halving is negated when Ah-Un Formation is used.

-5 Shots at Once [Feat]
Echizen's Speed, Power and Control are boosted by 5 each.

-Vision [Feat]
The Opponent's Speed is dropped by 3 points

-Twist Serve [Serve]:
Echizen’s Spin is boosted by 3 points. His opponent's control is lowered by 2.

-COOL Drive [Final Effect]:
Echizen's Spin is boosted by 8 points and his Power is boosted by 2 points. If the opponent’s Power is lower than Echizen's afterward, all of his stats drop by 1.5 points.

-Samurai Drive [Effect]:
Echizen Spin is boosted by 10 and the Opponent's control is dropped by the difference between his and Echizen's Control. This effect is negated if the opponent’s Speed stats are at least double Ryoma's final spin stat. This effect cannot be copied by anyone nor can it be negated.

-Muga no Kyouchi [Aura]:
Echizen's stats are all boosted by 1 each and he can choose to use any Serve and Effect of a player his team has faced or that is on his team. If Copying a Serve, the user may not use one of his own Serves. For Every Effect Echizen Chains after 1 Serve and 1 Effect, loses (2x) point to each stat. (x) equals the number of Effects he has chained after 1 Serve and 1 Effect. This Aura cannot be chained from another Effect or Aura nor can an Aura be chained from an Effect copied by 'Muga no Kyouchi'.

-Ten'imuhou no Kiwami [Final Aura]:
Echizen's stats are boosted by 2 each for 5 points of difference between him and his opponent’s final total. If his opponent’s base is more than 25 points lower than him, Echizen wins automatically. Echizen can activate one more Effect after activating this Aura. This Aura cannot be copied or negated. This Aura Negates Yips. (Singles only)


Yukimura Seiichi (10, 11, 13, 10, 44) 50
All-rounder; Right Handed

-Child of God [Feat]:
Yukimura’s Speed is boosted by 13 points.

-Serious Mode [Feat]:
Whenever the opponent surpasses Yukimura's total for the first time (this includes base totals), all of Yukimura's stats are boosted by 3 points each. (Singles only)

-2 Shots at Once [Feat]:
Yukimura's Power, Speed and Control go up by 2 each.

-Yips [Effect]:
All of the opponent’s Serves, Effects and Auras are negated even if they cannot be negated with the exception of Pinnacle of Perfection and Black Aura. This effect cannot be copied.


Tooyama Kintarou (14, 2, 12, 10, 38) 50
Aggressive Baseliner; Right Handed

-Wild Boy [Feat]:
If the opponent uses an Effect or Aura, Kintarou’s Speed and Power are boosted by 5 points each.

-5 Shots at Once [Feat]
Kintarou's Speed, Power and Control are boosted by 5 each.

-Doubles Loser [Feat]:
When playing Doubles, Kintatrou cannot activate any Effects or Auras and his stats as well as the stats of his partner are halved. The stat halving is negated when Ah-Un Formation is used.

-Super Rookies of East and West [Feat]:
If the opponent is Echizen, the match automatically ends in a tie.

-Daisharin Yama Arashi [Final Effect]:
(1)Kintarou’s Power is boosted by 15 points. Then, if the opponent’s total is within 3 points of Kintarou’s, Kintarou wins.
(2)If Kintarou's final Power exceeds his opponent's final Power by 8 or more, that opponent cannot play the next round.
(3) Daisharin Yama Arashi after effect only affects the opponent with the higher Power stat (Doubles).


Sanada Gen’ichirou (10, 10, 10, 10, 40) 50
All-rounder; Right Handed

-Emperor [Feat]:
Sanada's player has to choose an activation order for all of Sanada's Effects. The Effects resolve in that order as long as Sanada's total is lower than his opponent's. Once Sanada's Total is higher or the activation order finishes, Emperor is resolved. In and Rai must always resolve second to last and last. If after the Opponent's final Effect or Aura and Sanada's total is lower, he may activate the next Effect in his activation order as long as he has not already activated all of them. This Feat cannot be copied or negated.

-5 Shots at Once [Feat]:
Sanada's Speed, Power and Control are boosted by 5 each.

-Fuu [Final Effect]:
Sanada's Power and Spin go up by 2 and the Opponent's speed drops by 5. If the Opponents Speed is still 8 or more, this Effect is negated

-Rin [Final Effect]:
The opponent's Spin is halved. If the Opponent's power is 10 or more, this Effect is negated

-Ka [Effect]:
Sanada’s Power is boosted by 6 points and the opponent's Effects are negated. If the Opponent's Power is 7 or more, this Effect is negated.

-Zan [Effect]:
Sanada's Control is boosted by 4 points and if his Opponent's would boost their stats through an Effect, that Effect is negated. If his Opponent's control is 8 or more, this Effect is negated.

-In [Effect]:
If the Opponent would try to use a Feat, Effect or Aura to predict Sanada in anyway, that Feat, Effect or Aura is negated. Sanada can activate one additional Effect.

-Rai - Part 1 [Opening Effect]:
Sanada's Speed is boosted by 10 and his Speed cannot be reduced. This Effect cannot be negated. Sanada can activate one more Effect. This Effect is activated automatically if after the Opponent uses their first Effect, any stat of theirs is above Sanada's Speed. This Effect can only be activated once per match without consequences. If this Effect is activated more than once, Sanada loses 8 points in speed for every time it is activated and loses if the Opponent's final total is within 5 points of Sanada's. This Effect can only be activated a max of 3 times.

-Rai - Part 2 [Effect]:
(1)Sanada’s Spin and Power increase by 5 points. The Opponents control falls by 5.
(2)This Effect is not affected by Hyakuren Jitoku no Kiwami. If Hyakuren Jitoku no Kiwami is used against Rai, it is negated.
(3)Any Effect the Opponent uses that resolves after this Effect and boosts the opponents own stats is negated.

-Black Aura [Opening Aura]:
This Aura cannot be activated manually. this automatically activates after Emperor finishes resolving. If the opponent’s total is still higher than Sanada’s, Sanada’s Power gets doubled and the Opponent's stats drop by 2 each. This Effect cannot be copied of negated.


Tezuka Kunimitsu (8, 12, 9, 11, 40) 45
All-rounder; Left Handed

-My Aaaaaaaaaaarm… [Feat]:
Tezuka loses in a tie.

-Unprecedented Strength [Feat]:
If Tezuka's player decides to activate any of Tezuka's Pinnacles, he has to choose an activation order for them. The Auras resolve in the chosen order as long as Tezuka's total is lower than his opponent's. If Tezuka's total is higher, he can still activate the first Pinnacle in his order.(Singles only)

-Zeroshiki Serve [Serve]:
The player can choose the activation time of this Serve ((Opening/Final) Effect/Aura). When this Serve resolves, Tezuka's Spin is boosted by the difference between Tezuka's total and the opponent's total when Tezuka's total is lower, or by 9 points when it's higher. This boost cannot exceed 15. If the points boosted are 10 or more and Tezuka's final total doesn't exceed his opponent's by 1 for each 3 points of boost, Tezuka loses automatically. This Serve cannot be copied. This Serve can only be negated by Sanada if he successfully chains Ka, Rin and Rai.

-Zeroshiki Drop Shot [Effect]:
(1)Tezuka’s Spin stat is boosted depending on the opponent’s playstyle. All-rounder->6 points; Aggressive Baseliner->5 points, Defensive Baseliner->7 points, Serve and Volley->3 points. (Singles only)
(2)Tezuka’s Spin is boosted depending on his opponents' playstyles as displayed in (1). This boost is divided by 2. (Doubles only)

-Tezuka Zone [Final Effect]:
(1) Tezuka's Spin is boosted by 6 points.
(2) If the opponent's Spin is lower than Tezuka's, his Control is halved.
(3) This Effect is negated when Tezuka's Spin drops below 1/2 of his base Spin.
(4) Tezuka may activate one more Effect or Aura that isn't Tezuka Phantom.
(5) This cannot be copied by Muga no Kyouchi

-Hyakuren Jitoku no Kiwami [Aura]:
If your opponent adds points to either his Power or Spin stat through a Serve, Effect or Aura, add twice of those points to Tezuka's Power/Spin stat.

-Saiki Kanpatsu no Kiwami [Aura]:
The player has to choose one Serve, Effect OR Aura from every player of the opposing team. If that ability is used against Tezuka, it is negated (as long as Chitose's base stats are higher than the Opponent's, any non-negateable abilities can be negated as well) and the Opponent's highest stat drops by 10 points. If two or more stats tie as the highest stat, the dropping points are divided equally. (Singles only)

-Tezuka Phantom [Final Effect]:
(1)Tezuka's Spin is boosted by 18 points.
(2)If the Opponent has added any points to his Power, Spin or Control through an Effect, That Effect is negated regardless of it being innegateable and the Opponent's Power drops to 0.
(3)This Effect cannot be copied by Muga no Kyouchi. This Effect can only be negated if Tezuka's spin falls under 20.
(4)If Tezuka's Total after resolving this Effect is lower than or within 5 points of his opponents or if This Effect was negated, his Power, Spin and Control are all halved.


Atobe Keigo (6, 7, 7, 10, 30) 45
All-rounder; Right Handed

-Insight [Feat]:
Atobe's Control is boosted by 4 points, the opponent's final Spin is halved and if he would add any points through an Effect or Aura, only half the points are added.

-The King [Feat]:
Atobe's Control is boosted by 3 points. As long as Atobe's Control is higher than his opponent's, his Effects cannot be negated. (Singles only)

-Hyoutei Chant [Feat]:
When playing in a decisive match, all of his stats are boosted by 1 points.

-Super Attack Style [Final Feat]:
If the opponent surpasses Atobe's total at anytime, all of Atobe's stats are boosted by 2 points each. In doubles, this applies to both team's totals.

-Tannhauser Serve [Serve]:
Atobe's Spin is boosted by 5 points and his Power is boosted by 3 points. If the opponent’s Power is lower than Atobe's afterward, all of his stats drop by 1 point each. If this would be used against Atobe by an Opponent copying it, Atobe negates the copied one. If the Opponent's Spin or Control are at least 10 or more, their stats do not drop.

-Hametsu e no RONDO [Final Effect]:
Atobe's Power and Control are boosted by 4 each. If the Opponent's combined Speed and Spin are not higher that Atobe's Control, Atobe's Power is further boosted by 5.

-Koori no Sekai [Final Effect]:
The Opponent's Speed is dropped to 0 and their Effects and Auras (with the exception of Saiki Kanpatsu no Kiwami, Ten'imuhou and Black Aura) are negated. This Effect can only be negated if Atobe's Control drops below 10 points or if Insight is negated. This Effect cannot be copied.


Fuji Shuusuke (5, 10, 6, 10, 31) 45
Defensive Baseliner; Right Handed

-Prodigy [Feat]:
Fuji’s stats cannot be decreased.

-Unmotivated [Feat]:
When Fuji plays against an opponent with a weaker base total (in Doubles both pair's totals are taken into account), all of Fuji's stats drop by 2 points. This Feat is negated when Fuji participates in a decisive match.

-Serious Mode [Feat]:
When the Opponent surpasses Fuji's total for the first time, Fuji's stats go up by 2 each. This does not count if the Opponent's Base Total is higher than Fuji's. In a decisive match, Fuji's stats go up regardless of prerequisites.

-Never-ending Evolution [Feat]:
When one of Fuji’s Counters is negated, the next counter activates. The Order is Triple Counter -> 4th Counter -> 5th Counter -> 6th Counter

-Closed Eyes [Effect]
Fuji's stats are boosted 1.5 points each. If he would face an opponent using Illusion, the opponents copied Effects/Auras are only applied at 25%. Fuji can use one more Effect.

-Evolved Triple Counter[Effect]:
Depending on Fuji's opponent, one of either Houou Gaeshi, Kirin Otoshi or Hakuryuu activates, in Doubles the stronger opponent's play style decides which one activates. If the Opponent's Speed is 10 or more than Fuji's Spin, this Effect is negated.
- When none of the other two activate -> Houou Gaeshi
- When the Opponent's highest stat is Power -> Kirin Otoshi
- When the Opponent's Play style is Serve and Volley -> Hakuryuu

-Houou Gaeshi:Fuji's spin is boosted by 6 and the Opponent's Speed and Control drop by 4 If the Opponent's Spin is 0, this Effect is negated.

-Kirin Otoshi:The Opponent's Effect is negated. This is negated when the Opponents Power exceeds Fuji's by 10 or more

-Hakuryuu: Fuji's Spin is boosted by 8 and the Opponents Speed and Control drop by 2 each.

-4th Counter - Kagero Zutsumi [Effect]:
If an Opponent would add points to his Spin stat through an Effect, those points are not added. If a boost was prevented this way, that Opponent's Spin becomes 0 and the Opponent's Speed is halved.

-5th Counter - Hecatonchires no Monban [Effect]:
Fuji's Spin stat becomes doubled. If the opponent's Spin or Power are equal to or higher than Fuji's Spin, this Effect is negated.

-6th Counter - Hoshi Hanabi [Effect]:
Fuji's Spin is boosted by 5 and the opponent’s Control and Speed are lowered by 2.5 each. If this Effect activates as a result of never ending evolution, the boost and stat drops are each doubled. This Effect can neither be copied nor can it be negated.


Shirashi Kuranosuke (9, 9, 9, 9, 36) 43
All-rounder; Left Handed

-Ecstasy [Feat]:
(1) Whenever the opponent surpasses Shiraishi's total for the first time (this includes base totals), all of Shiraishi's stats are boosted by 2 points. (Singles only)
(2) Whenever the opposing Pair surpasses Shiraishi's Pair's total for the first time (this includes base totals), all of Shiraishi's stats are boosted by 1.5 points. (Doubles only)

-Bible Tennis [Effect]:
All of Shiraishi's stats go up by 3 each. If an Opponent would use a Serve or Effect, it is only 25% effective. If a Technique has an auto-negate function, it is activated even if the requirements are not met. This Effect cannot be negated or copied by Muga no Kyouchi. Shiraishi can activate one more Effect.

-Entaku Shot [Effect]:
Shiraishi’s Spin is boosted by 7 points and the Opponent's control is lowered by 3.


Yanagi Renji (8, 8, 8, 10, 34) 41
Defensive Baseliner; Right Handed

-Master [Feat]:
If Renji successfully uses Data Tennis to negate his Opponent's Effect or Serve, his stats go up by 2 each.

-Beast Tamer [Feat]:
When playing Doubles, Renji's control goes up by 2 and his partners stats are boosted by 1.5 each.

-Data Tennis [Effect]:
Renji's player has to guess 4 Serves/Effects/non Pinncale Auras (i.e Moujuu, Devil Mode) before each match. When one of the chosen abilities activates against Renji, it's negated and all of that opponent's stats drop by 1 point each. Renji can use one additional Effect OR Aura. This Effect cannot be copied or negated.

-Kamaitachi [Effect]:
Renji’s Spin gets boosted by 8. The opponent’s speed drops by 2. If the Opponent's speed is still above 8 after the drop, this Effect is negated.

-Cicada [Effect]:
(1)Renji’s Spin stat is boosted by 8. Depending on the opponent’s play style. The Opponent's Speed stats drops by: All-rounder->2 points; Aggressive Baseliner->1 points, Defensive Baseliner->3 points, Serve and Volley->0 points. In Doubles this Effects both players on the opposing side.

-Data Doubles [Formation]:
This Formation can only be used when partnered with Inui. Both players must be using Data Tennis as their Effects. Their Effects Cannot be negated and their stats cannot be lowered. The effects of Data Tennis work at 200% (Renji Cannot Predict double the no. of moves though)


Niou Masaharu (8, 8, 8, 9, 33) 41
All-rounder; Left Handed

-Unpredictable [Feat]:
If the opponent would use a Feat or an Effect called ‘Data Tennis’, that Feat/Effect is negated.

-Trickster of the Courts [Feat]:
When the opponent's total surpasses Niou's for the first time in a match, Their stats are lowered by 2 each

Guess Who? [Effect]:
Niou's partner has his Serve/Effects/Auras negated and Niou uses them at 80% of its original strength. When the opposing Pair's total surpasses this Pair's for the first time in a match, Niou's partner automatically activates his Serves/Effects/Auras at 110% of their original strength and all of the opponents' stats drop by 1 point each. (Doubles)

-Illusion [Effect]:
When playing Singles, Niou chooses a character whose abilities he can copy. He also takes on the Play style, Handedness of that character. Niou cannot copy Effects that say not copyable. If Niou faces the character he copies, he can only activate the Effects or Aura’s at 50% potency. This Effect cannot be copied or negated.


Kirihara Akaya (7, 8, 8, 7, 30) 40
Aggressive Baseliner; Right Handed

-Intense Concentration [Feat]:
Kirihara's stats cannot drop through Effects.

-Knuckle Serve [Serve]:
Kirihara's Spin and Power go up by 2 each, Each of the opponent’s stats besides Spin drops by 1.

-Danger Mode [Aura]:
If the Opponents base total is higher than Kirihara's, Kirihara's Power and Speed are boosted by 5 point each. This aura cannot be copied. Should any Effect Kirihara use be negated, this Aura activate automatically.

-One footed Split Step [Effect]:
Kirihara’s Speed is boosted by 2 points. Kirihara can activate one more Effect OR Aura. This Effect cannot be negated

-Muga no Kyouchi [Final Aura]:
This Aura cannot be manually activated. This Aura can only be activated if the Opponents Total surpasses Kirihara's Total by more than 10 points. If this Aura is activated, both 'Danger Mode' and "Devil Mode' are negated. Kirihara's stats are all boosted by 1 each and he can choose to use any Effect of a player his team has faced or that is on his team. For Every Effect Kirihara Chains after 1 Serve and 1 Effect, loses (2x) point to each stat. (x) equals the number of Effects he has chained after 1 Serve and 1 Effect. This Aura cannot be chained from another Effect or Aura nor can an Aura be chained from an Effect copied by 'Muga no Kyouchi'.

-Devil Mode [Final Aura]:
This Aura cannot be chosen. This Aura activates automatically if the opponent’s final total is higher than Kirihara’s and he has activated Danger Mode. Kirihara’s stats increase by 3 points each and his opponents speed goes down by 2. This cannot be copied.


Yagyuu Hiroshi (8, 5, 9, 9, 31) 38
Serve and Volley; Right Handed

-The Gentleman [Feat]:
Yagyuu gets boosted by 2 point in every stat, whereas the opponent’s highest stat drops by 2.

-Losing Reputation [Feat]:
This Feat doesn't activate except for when the opponent's total surpasses Yagyuu's for the first time in a match. If this Feat activates, 'The Gentleman''s effect is halved. All of the opponent's stats drop by 2 points each and Yagyuu's Spin is boosted by 3 points.

-Laser Beam [Effect]:
Yagyuu’s Power is boosted by 7. The Opponent's speed is lowered by 3.

-Guess Who? the 2nd [Effect]
Yagyuu copies the Serve or Effect of any player he already played or partnered with in this season. If that Effect would increase/decrease any stats, those changes apply only to 30%.


Chitose Senri (7, 7, 7, 11, 32) 36
All-rounder; Left Handed

-Wing of Kyushu [Feat]:
Chitose's Spin and Control are boosted by 3 points each.

-Kamikakushi Serve [Serve]:
Chitose’s Spin is boosted by 3 points. The Opponent's Control is dropped by 3 if their speed is not at least 8

-Kamikakushi [Effect]
Chitose’s Spin is boosted by 3 points. The Opponent's Control is dropped by 3 if their speed is not at least 8

-Muga no Kyouchi [Aura]:
Chitose's stats are all boosted by 1 each and he can choose to use any Serve and Effect of a player his team has faced or that is on his team. If Copying a Serve, the user may not use one of his own Serves. For Every Effect Kevin Chains after 1 Serve and 1 Effect, loses (2x) point to each stat. (x) equals the number of Effects he has chained after 1 Serve and 1 Effect. This Aura cannot be chained from another Effect or Aura nor can an Aura be chained from an Effect copied by 'Muga no Kyouchi'.

-Saiki Kanpatsu no Kiwami [Aura]:
The player has to choose one Serve, Effect OR Aura from every player of the opposing team. If that ability is used against Chitose, it is negated (as long as Chitose's base stats are higher than the Opponent's, any non-negateable abilities can be negated as well) and the Opponent's highest stat drops by 10 points. If two or more stats tie as the highest stat, the dropping points are divided equally. (Singles only)


Tachibana Kippei (9, 7, 9, 7, 32) 36
All-rounder; Right Handed

-Wing of Kyushu [Feat]:
Tachibana's Power and Speed are boosted by 3 points each.

-Super Rising [Effect]:
The Opponents Control and Speed are dropped by 2 each. Tachibana can activate another Effect. If the opponent uses a Serve, it is negated and the Opponent's Effect does not activate. If the Opponent's base Speed is 8 or more, this Effect is negated, but the secondary Effect still activates.

-Abare Jishi [Effect]:
Tachibana’s Power is boosted by 6.

-Abare Dama [Effect]:
Tachibana’s Spin is boosted by 5. If the opponent’s Speed is not 8 or more, their control falls by 2. If their speed is more than 8, this effect is negated. If the Opponent has the Feat "Vision", that Feat is negated and their Control and Speed drop by 2 each.

-Moujuu no Aura [Aura]:
All of Tachibana stats are boosted by 2 points. Tachibana can activate one more Effect.


Kevin Smith (8, 7, 7, 8, 30) 33
All-rounder; Left Handed

-Spartan Training [Feat]:
Kevin's Power and Speed go up by 2 each

-Rivals [Feat]:
When Kevin plays a first year or second year his power gets boosted by 3. (Singles only)

-Twist Serve [Serve]:
Kevin’s Spin is boosted by 3 points. If he plays against someone with the same hand, his opponent's control is lowered by 2.

-Illusion Shot [Effect]:
Kevin’s Spin is boosted by 5. If the opponent’s Speed is not 8 or more, their control falls by 2. If their speed is more than 8, Kevin only get’s +5 to Spin. If the Opponent has the Feat "Vision", that Feat is negated and their Control and Speed drop by 2 each.

-Muga no Kyouchi [Aura]:
Kevin's stats are all boosted by 1 each and he can choose to use any Serve and Effect of a player his team has faced or that is on his team. If Copying a Serve, the user may not use one of his own Serves. For Every Effect Kevin Chains after 1 Serve and 1 Effect, loses (2x) point to each stat. (x) equals the number of Effects he has chained after 1 Serve and 1 Effect. This Aura cannot be chained from another Effect or Aura nor can an Aura be chained from an Effect copied by 'Muga no Kyouchi'.


Kite Eishirou (7, 7, 7, 7, 28) 32
All-rounder; Left Handed

-The Hitman [Feat]:
As long as Kite's Speed is greater than his Opponent's highest stat, his Opponent's Serves or Effects are negated (Singles only)

-Big Bang [Serve]:
Kite’s Power is boosted by 8 points.

-Omni-directional Shukuchihou [Effect]:
Kite’s Speed is boosted by 6 points and his Speed cannot be lowered. Kite can use another Effect. This Effect cannot be copied or negated.

-Blinding Return [Effect]:
Kite’s Power is boosted by 4 and the Opponent’s control is dropped by 3. If the opponent has a speed higher than Kite’s power, this Effect is negated.



Mid Tier

Marui Bunta (3, 5, 4, 10, 22) 31
Serve and Volley; Right Handed

-Volley Expert [Feat]:
When playing Doubles, Bunta’s Spin, Speed and Control are boosted by 2 points each.

-Sticking to Formation [Feat]:
When paired with Jackal in Doubles, Bunta's Spin goes up by 3

-Myougi [Opening Effect]:
The user chooses before the match whether he will use Tsunawatari, Tecchuu Atte or Jikansa Jigoku. The opponent must predict which of the 3 the user is going to use. If the opponent is correct, the effect is only activated at 50% potency. If the opponent it activates at 100%.

-Tsunawatari :
This Effect can only be activated through Myougi. Bunta's Spin is boosted by 4 points and the Opponents control is dropped by 2.

-Tecchuu Atte
This Effect can only be activated through Myougi. Bunta's Control is boosted by 5 points and the opponents control drops by 1.

-Jikansa Jigoku:
This Effect can only be activated through Myougi. The opponent's Speed drops by 4 points and Bunta’s Power is boosted by 2


Oshitari Yuushi (5, 7, 5, 8, 25) 31
All-rounder; Right Handed

-Genius of Hyoutei [Feat]:
If Oshitari successfully pulls of 'The Man of 1000 Techniques' at 100% and achieves his play style drop for his technique, his stats are boosted by 2 each.

-Sealed Heart [Feat]:
Oshitari's stats cannot be dropped. If the opponent would use an ability that prevents Oshitari's Effect to activate at 100% or would negate his Effects, that ability is negated. This Feat cannot be copied

-Impassioned [Feat]:
If the opponent's total exceeds Oshitari's by 5 or more anytime during the match, Oshitari can choose to negate Sealed Heart and Oshitari's stats are boosted by 3 points each. (Singles Only)

-Doubles Strategist [Feat]:
If Oshitari plays Doubles, all of his stats are boosted by 2 points.

-Higuma Otoshi [Effect]:
This Effect cannot be manually activated, This Effect automatically activates if the Opponent would use an Effect that would add 5 or more Power to his stats or would have the word “Smash” in the name, the Opponent's Effect is negated. This is negated when the Opponents Power exceeds Oshitari's by 10 or more or would have a Speed higher than 10.

-The Man of 1000 Techniques [Effect]:
Oshitari has to choose an Effect from the following list to activate. The Opponent must predict which of the following will activate. If the Opponent guesses the Effect wrong, the Effect activates at 100%. If the Opponent is correct, the Effect activates at 50%. When Sealed Heart is negated, the playstyle bonus drops do not apply.

-F&D:
Oshitari’s Spin is boosted by 5 points and the opponent's speed is dropped by 5. If the Opponent is a Defensive Baseliner, his speed is further dropped by 5.

-F*A*S:
Oshitari's Power and Control are boosted by 5 points. The Opponents speed and control drop by 3 each. If the Opponent is an All Rounder, all his stats drop by 1 each.

-S*S*A*S:
Oshitari’s Spin is boosted by 9 points and the opponent's speed drops by 4. If the Opponent is an Aggressive Baseliner his Control drops by 3 as well.

-D*F*D*R:
Oshitari gets a boost of 5 each to his Power and Control stats. The opponents speed and control are dropped by 2 each. If the Opponent is a Serve and Volleyer, his Control is dropped further by 3.


Inui Sadaharu(6, 4, 6, 9, 25) 30
Serve and Volley; Right Handed

-Gathering Data [Final Feat]:
Inui’s stats besides Control drop by 1 point each. Inui forces 'Data Tennis' to resolve last of all Serves, Effects and Auras. All of Inui's probabilities raise by 10%. The player can choose to negate this Feat. When used in Doubles, with a Defensive Baseliner as his partner, Inui's stats do not drop by 1 each.

-Super Training [Feat]:
Inui's Stats are boosted by 2 each.

-Forsaking Data [Feat]:
This Feat is a manually activating Feat. This Feat can only be activated if 'Gathering Data' was negated. Inui's Power, Control and Speed are boosted by 3 points each and Inui can activate either Rising Shot OR Jack Knife. Data Tennis cannot be used if this Feat is activated.

-Childhood Friend and Rival [Feat]:
If Inui faces Renji, Inui can activate both Gathering Data and Forsaking Data (Inui can still activate Data Tennis) at the same time without negative side effects. Inui is able to activate both Data Tennis and either Rising Shot or Jack Knife at the same time.

-Waterfall [Serve]:
Inui’s Power is boosted by 9 points. If Inui or his team would tie with an opponent, they win instead.

-Rising Shot [Effect]:
If the opponent uses an Serve, that Serve is negated and the opponent’s Speed drops by 3 points. The Opponent may not use their Secondary Effect. If used against an Effect that Effect's potency is cut by 50%. This Effect cannot be activated other than through 'Super Training'.

-Jack Knife [Effect]:
Inui’s Power is boosted by 7 points and the opponent’s Effect is nullified. If the opponent has a Spin stat of 7 or more or if his Power is still greater than Inui’s, this Effect is negated.

-Data Tennis [Effect]:
Before the match, Inui must assign probabilities adding up to 100% to all the Serves, Effects and Auras for all the players on the opposing team. When he faces his opponnet, His Opponnent's Serve, Effect or Aura has its potency cut by the probability it is assigned. If an Opponent would have an Effect set (i.e. Myougi or The Man of 1000 techniques), Inui would need only to assign a probability to the set. If the Serve or Effect used would have a negate function, if it had a probability of 50% or more assigned, that negate function is negated. If a Serve or Effect would have a self auto negate function, that auto negate function automatically occurs as long as it had at least a 60% probability assigned to it. This Effect cannot be copied or negated

-Data Doubles [Formation]:
This Formation can only be used when partnered with Renji and both are using Data Tennis. Both Players have their Control stats boosted by 10. Inui is able to use Gathering Data without any negative side effects. Neither player can have their Effects negated.


Akutsu Jin (9, 4, 8, 6, 27) 30
Aggressive Baseliner; Right Handed

-Overseas Training [Feat]:
Akutsu’s stats are boosted by 2 point each.

-Flexibility [Feat]:
Akutsu’s Control is boosted by 3 points.

-Sliding [Final Effect]:
Akutsu’s speed is boosted by 5 and his Opponent's Effects are negated. If any of his opponent's Final stats are higher than Akutsu's Final speed, their Effects are not negated. In Double's this only affects the stronger Opponent.


Kaidoh Kaoru (5, 7, 5, 5, 22) 30
Defensive Baseliner; Right Handed

-Stamina [Feat]:
Kaidou wins if he ties or the opponent’s total is within 3 points of Kaidoh’s.

-Stamina Trap [Final Feat]:
If Kaidou selects Continuous Snake as his Effect (assuming that Effect is not negated) and the Opponent does not have a Feat with the word 'Stamina' in it's name and is has a base total within 5 points of Kaidou's, that Opponent's Speed and Power get reduced to 0.

-Continuous Snake [Effect]:
Kaidou’s Spin is boosted by 3. The Opponents Speed and Power are lowered by 3 each. If the Opponent's Speed is still greater than Kaidou's Spin, this Effect is negated.

-Boomerang Snake [Effect]:
Kaidou's Spin is boosted by 6. The Opponent's Speed and Power are lowered by 3 each. If the Opponent would have a Speed stat of 10 or higher after being lowered, this Effect is negated. This Effect is automatically activated if 'Continuous Snake' is negated.

-Dunk Smash [Effect]:
This Effect can only be used when playing Doubles with Momoshiro. Kaidou's Power is boosted by 5 points. Each of the opponent’s stats drops by 1 point.

-Straight or Curved? [Opening Effect]:
The user chooses before the match whether he will use Gyro Laser or Tornado Snake. The opponent must predict which of the 2 the user is going to use. If the opponent is correct, his Speed is boosted by 2 points, if he is wrong his Speed drops by 4 points.

-Tornado Snake [Effect]:
Kaidou’s Spin is boosted by 10 points and the Opponent's Power and Speed are lowered by 2 each.

-Gyro Laser [Effect]:
Kaidou's Power is boosted by 8 points. The Opponent's Speed is lowered by 6.

-Devil Mode [Final Aura]:
This Aura cannot be chosen. This Aura activates automatically if the opponent’s final total is higher than Kaidou’s. Kaidou’s stats increase by 3 points each and his opponents speed goes down by 2. This cannot be copied or negated. If Kaidoh is playing Doubles with someone whom he has a support level of 3 or higher with, this effect is negated.


Momoshiro Takeshi (7, 5, 5, 5, 22) 30
Aggressive Baseliner; Right Handed

-Instinct [Feat]:
The opponent’s total drops by 2 and if he would add any points through a Serve or Effect, only one-half of those points are added. This Feat cannot be copied

-Mask Formation [Formation]:
This Formation can only be used when Momoshiro is partnered with Kaidoh and both players use an Effect that the other player has acquired as well. Those Effects cannot be negated and any attempts to drop their stats, drops their Opponent's stats instead.

-Bullet Serve [Serve]
Momoshiro's power is boosted by 3 points.

-Dunk Smash [Effect]:
Momoshiro's Power is boosted by 7 points. Each of the opponent’s stats drops by 1 point.

-Jack Knife [Effect]:
Momoshiro’s Power is boosted by 3 points and the opponent’s Effect is nullified. If the opponent's Power stat is greater than Momoshiro's Power, this Effect is negated.

-Tornado Snake [Effect]:
This Effect can only be used when playing Doubles with Kaidou. Momoshiro's Spin is boosted by 10 points and the Opponent's Power and Speed are lowered by 2 each.


Hiyoshi Wakashi (5, 5, 6, 6, 22) 30
Aggressive Baseliner; Right Handed

-Kobujutsu Training [Feat]:
Hiyoshi’s Power and Speed are boosted by 2 points each.

-Gekokujou [Opening Feat]:
When playing against an opponent with an base total higher than Hiyoshi's, the opponent cannot lower Hiyoshi’s stats through Effects, and each of Hiyoshi’s stats is boosted by 2 point.

-Enbu Tennis [Effect]:
The Opponent's control is lowered by 2 and Hiyoshi's Power and Speed are increased by 3 each. This Effect cannot be negated.


Jackal Kuwahara (6, 3, 9, 4, 22) 30
Defensive Baseliner; Right Handed

-Positive Defense [Feat]:
Jackal's Speed is boosted by 3 points.

-Sticking to Formation [Feat]:
When playing Doubles with Bunta, Jackal’s Speed is boosted by 5 points.

-4 Lungs [Feat]:
If the match would end in a tie or within 3 points of Jackal's final score, Jackal wins.

-Fire Serve [Serve]:
Jackal's Power is boosted by 2 points and he can activate an additional Effect OR Aura.

-Nezumi HanaBEAT [Final Effect]:
Jackal's Speed is boosted by 2 points. The Opponent's Effect is negated if their highest stat is not above Jackals Speed.


Liliadent Crauza (7, 6, 6, 7, 26) 28
All-rounder; Right Handed

-Devil [Final Feat]:
If the opponent’ Power is within 5 levels of Krauser’s, each of the opponent’s stats drops by 2.

-Crucify [Final Effect]:
If the opponent’s Speed is within 2 points of Krauser’s, Krauser automatically wins. This Effect is negated if the Opponent has a base total of 20 or more than Krasuer. This Effect cannot be copied. (Singles only)

-Demonic Appearance [Aura]:
Krauser's Power and Speed are boosted by 3 points each. This Aura cannot be copied, neither can it be negated, nor can this boost be cancelled.


Hirakoba Rin (5, 8, 5, 7, 25) 26
All-rounder; Right Handed

-Arrogance [Feat]:
When playing against an opponent with a lower base total, Rin’s stats drop by 1 point each.

-Shukuchihou [Effect]:
Rin’s Speed is boosted by 3 points. Rin's Speed cannot be lowered and he can use another Effect. This Effect cannot be negated.

-Habu Serve [Serve]:
Rin’s Spin is boosted by 6 points. If the opponent would use an Effect to increase his Power, that Effect is negated and his Speed and Control are dropped by 2 each. If the Opponent would use an Effect to lower Rin's spin by 4 or more, this Effect is negated.

-Habu [Effect]:
Rin’s Spin is boosted by 6 points. If the opponent would use an Effect to increase his Power, that Effect is negated and his speed and control are dropped by 2 each. If the Opponent would use an Effect to lower Rin's spin by 4 or more, this Effect is negated.

-Giant Habu [Final Effect]:
Rin’s Spin is boosted by 10. If the opponent would use an Effect to increase his Power, that Effect is negated and his speed and control are dropped by 2 each. If the Opponent would use an Effect to lower Rin's spin by 4 or more, this Effect is negated. If this Effect negated in this way, Rin loses automatically.


Ishida Gin (11, 3, 6, 5, 25) 25
Aggressive Baseliner; Left Handed

-Fated Rival [Feat]:
If the opponent is Kawamura, Gin loses automatically. (Singles only)

-Hadoukyuu Master [Feat]:
If the opponent uses an Effect with Hadoukyuu in its name, that Effect is negated.

-108 Styles of Hadoukyuu [Effect]:
Gin's Power is boosted by 10 points. If this Effect is negated, Gin automatically reactivates it one more time with an additional +4. When this Effect is reactivated, it cannot be negated. If this Effect is copied by a user that has less that 10 Power, That user may not be used in his next round.


Sengoku Kiyosumi (5, 5, 6, 6, 22) 25
All-rounder; Right Handed

-Lucky! [Feat]:
If the opponents final total of points is even, Sengoku gets boosted 5 points. If the opponent final total of points is odd, Sengoku loses 2 points.

-Vision [Feat]:
The opponent’s Speed drops by 3 points. This Feat cannot be copied

-Racket Change [Feat]:
If Sengoku's total is surpassed by any means, his Power, Spin and Control go up by 2 each.

-Kohou [Serve]:
Sengoku’s Power is boosted by 3 points. The Opponent's Speed drops by 3. This Effect cannot be negated by any other Feats/Formations/Effects/Auras.

-Dunk Smash [Effect]:
Sengoku's Power is boosted by 5 points. Each of the opponent’s stats drops by 1 point.


Kikumaru Eiji (4, 1, 10, 4, 19) 25
Serve and Volley; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Oishi, Oishi's Control goes up by 5 and any boost he receives from his own Effects are doubled.

-Acrobatic Play [Feat]:
Kikumaru’s Speed is boosted by 2 points. Kikumaru’s Effects cannot be negated.

-Vision [Feat]:
The opponent’s Speed drops by 4 points. This Feat cannot be copied

-Kikumaru Beam [Effect]:
Kikumaru’s Control is boosted by 2 points.

-Kikumaru Bazooka [Effect]:
Kikumaru’s Power and Control are boosted by 3.5 points each.

-Kikumaru's Signature Step [Effect]:
Kikumaru’s Speed is boosted by 5 points and he can activate one more Effect OR Aura.

-One Man Doubles [Effect]:
Kikumaru is considered a Level 2 pair and receives all Tier Boosts and can choose to activate any Standard Formations as long as the requirements are fulfilled (for point requirements, Kikumaru's points are considered doubled, play style requirements count as fulfilled when at least one of them is). This Effect can only be activated in Singles.

-Synchro [Aura]:
This Aura only activates when both players of the Pair uses it. This Aura Auto-Activates if the Opposing Pairs Final Total is higher than this Pair's total and is not more than 20 points higher (This only auto activates if not already chosen). If this Aura was auto activated, all the Effects of the Pair are negated even if non-negateable. The Support Bonus, Formation Boost and Doubles Feat Boosts (i.e. Strategy and Covering) this Pair gains are doubled and cannot be negated in anyway. This Pairs Formation is negated and replace with Synchro Formation if they are not already using it. This Pair's stats cannot be dropped. This Aura cannot be negated by any other ability (except Yips) nor cant it be copied.


Oishi Shuuichirou(2, 4, 2, 4, 12) 25
Defensive Baseliner; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Kikumaru, Kikumaru's Speed goes up by 5 and all stat boosts he receives from his own Effects are doubled.

-Doubles Master [Feat]:
Oishi's Control and Speed are boosted by 2 points each. Additionally, his partner's highest base stat is boosted by 4 points, if there is more than one highest stat, the points are spread equally. This/those stat(s) cannot be decreased. (Doubles only)

-Moon Volley [Effect]:
Oishi’s Control is boosted by 10 points. The Opponent's speed is dropped by 2 points. If the Opponent's speed is still 5 or more than Oishi's Control this Effect is negated.

-Synchro [Aura]:
This Aura only activates when both players of the Pair uses it. This Aura Auto-Activates if the Opposing Pairs Final Total is higher than this Pair's total and is not more than 20 points higher (This only auto activates if not already chosen). If this Aura was auto activated, all the Effects of the Pair are negated even if non-negateable. The Support Bonus, Formation Boost and Doubles Feat Boosts (i.e. Strategy and Covering) this Pair gains are doubled and cannot be negated in anyway. This Pairs Formation is negated and replace with Synchro Formation if they are not already using it. This Pair's stats cannot be dropped. This Aura cannot be negated by any other ability (except Yips) nor cant it be copied.

-Oishi Territory [Formation]:
This Formation can only be used when Oishi is partnered with Kikumaru while he is using his Signature Step. Oishi’s Control is boosted by 10 points. The Opponent's have their Effects negated.


Akutagawa Jiro (4, 6, 7, 8, 25) 23
Serve and Volley; Right Handed

-Excited [Feat]:
When Jiro faces an Opponent with equal or higher base stats than him, his stats are all boosted by 1 each.

-Flexible Wrist [Feat]:
Jiro’s Control and Spin are boosted by 2 points each. Jiro's control cannot be dropped. This Feat cannot be copied

-Slice Serve and Dash [Serve]:
Jiro’s Spin is boosted by 3 points and his speed is boosted by 2.

-Rising Shot [Effect]:
If the opponent uses an Serve, that Serve is negated and the opponent’s Speed drops by 3 points. The Opponent may not use their Secondary Effect. If used against an Effect that Effect's potency is cut by 50%.

-Magic Volley [Effect]
Jiro's control is boosted by 6. The Opponent's Speed and Control drop by 3 each. If his opponent is a Baseliner, that opponent's total drops further by 3 points. This Effect cannot be copied or negated.


Mizuki Hajime (3, 3, 4, 10, 20) 23
All-rounder; Right Handed

-Prediction Master [Opening Feat]:
Choose One.
Mizuki's player must predict his opponent's lineup. He must guess the character's exact positions. When guessing his own opponent correctly, Mizuki's Control is boosted by 8 points and his opponent's Effects are negated (Singles Only). When guessing another player's opponent correctly, that opponent's Effects are negated and your character's Control is boosted by 4. When Mizuki's predictions are wrong, the player on his side loses 1 point per stat for that match. If Mizuki predicts his own opponent incorrectly, he loses 4 Control and his Effects are negated.

or

Mizuki must predict a match score for S3, D2, S2, D1 and S1. For every match before Mizuki's that he gets the match score correct (with a buffer of 1 games) the opponent's after that match will lose that number per stat. When it comes time for Mizuki's own match, if all the matches before his were predicted correctly (within a buffed of 1 games), his Control is boosted by 5. If Mizuki predicts every single match correctly, his entire team will gain +4 to every stat the next round. If Mizuki's predictions were wrong for any matches (by a buffer of 1 games), his team mates of that match will lose 1.5 points in every stat for the next round.

-Data Tennis [Opening Effect]:
Mizuki must predict before the match which player will use which Effect or Aura, If Mizuki's Opponent uses an Effect or Aura he has used before in this Season and Mizuki correctly guesses what that Effect is then Mizuki's control and spin go up by 4 each. If Mizuki does not guess the Effect or Aura correctly, but it is an Effect or Aura that player has used before in this season, his Control and Spin are boosted by 2 each. If the Effect or Aura is neither, Mizuki's stats are lowered by 1 each. This Effect cannot be copied or negated


Zaizen Hikaru (6, 7, 6, 6, 25) 23
All-rounder; Left Handed

-Arrogance [Feat]:
When playing an opponent with lower lv, Zaizen’s Control and Power drop by 0.5 point each for every weaker opponent.

-Genius [Feat]:
If the opponent uses an Effect, it is added at 50%. If Zaizen plays doubles, this Feat affects the opponent with the higher base total. Zaizen's stats are boosted by the 50% not gained by the opponent.

-Tactile Volley [Effect]
Zaizen's stats are boosted by 1.5 points each.


Konjiki Koharu (4, 5, 5, 7, 21) 23
Defensive Baseliner; Right Handed

-Comedy Tennis [Feat]:
When playing doubles with Hitouji, the weaker opponents control drops by 3.

-IQ Tennis [Final Feat]:
If an opponent would add points to any of his stats through an Effect, those points are added at -2. If an opponent would decrease any of Koharu's points through an Effect, those drops are applied at +1.

-Distraction [Effect]:
When playing Doubles with Hitouji, the stats of the stronger opponent are lowered by 1 point each.


Hitouji Yuuji (4, 5, 5, 7, 21) 23
Defensive Baseliner; Left Handed

-Comedy Tennis [Feat]:
When playing doubles with Koharu, the stronger opponents control drops by 3.

-Voice Imitation [Effect]:
When playing Doubles, the opposing team’s Formations and Support Bonuses are negated. Hitouji can activate one more Effect. This Effect cannot be copied

-Distraction [Effect]:
When playing Doubles with Koharu, the stats of the weaker opponent are lowered by 1 point each.

-Copycat [Effect]:
When Playing Doubles, Hitouji copies the same Effect the opponent with the higher total uses. This Effect cannot be copied


Kabaji Munehiro (8, 3, 7, 4, 22) 23
None; Right Handed

-Power [Feat]:
Kabaji's Power is boosted by 5.

-Obediance [Feat]:
If Kabaji is on the same team as Atobe, his stats go up by 2 each during his match.

-Simple-Minded [Feat]:
If Kabaji plays singles, he copies the Serves, Effects or Auras of whomever he plays. If he plays doubles, he copies the same Serve, Effects or Auras of the opponent with the higher base total. If the Opponent uses an Aura, Kabaji drops by 1.5 in each stat before he can copy it. This Feat cannot be copied

-Command Formation [Formation]:
When Paired with Atobe, Kabaji's Base Total counts as the Pairs base total. Kabaji's stats are boosted by 5 + [Atobe's Highest Stat/Kabaji's Lowest Stat] each. Atobe's Feats and Effects do not take effect. Atobe's Serves still boost the Pair's Total. The Opponent's Effects and Auras are negated. Any ability the opponent uses to lower his opponents stats only takes effect on Kabaji (Never for both Kabaji and Atobe).


Kajimoto Takahisa (6, 3, 4, 8, 21) 20
All-rounder; Right Handed

-A Captain’s Pride [Opening Feat]:
If Kajimoto is within 1-5 points in base total lower than his opponent and his team has lost at least 2 matches, his stats go up by 2 each.

-Coordination [Feat]:
All stats go up by .5

-L Drive Serve [Serve]:
Kajimoto’s Power is boosted by 7 points, his Control is boosted by 2 points.

-Tactics [Effect]:
Kajimoto's Control goes up by 5. If his Control is above the opponent's highest base stat, The Opponent's stats are lowered by 1 each.


Shishido Ryou (3, 2, 7, 3, 15) 19
Defensive Baseliner; Right Handed

-Silver Pair [Feat]:
When playing Doubles with Choutarou, If Choutarou's stats would be dropped, those drops only occur at 50%

-Teleport Dash [Feat]:
Shishido’s Speed is boosted by 10 points.

-Super High Speed Rising Counter [Effect]:
(1) If the opponent uses an Serve, that Serve is negated and the opponent’s Speed drops by 3 points. The Opponent may not use their Secondary Effect. If used against an Effect that Effect's potency is cut by 50%. If the Opponent's Effect would adds less than 3 points to his stats or drop the opponent's points by less than 3 points after being dropped by 50%, the Effect is negated.
(2) Shishido and his Partner cannot have their Effects negated. (Doubles only)

-Inducement Formation [Formation]:
This Formation can only be activated when Ootori is the partner. Any Standard Formation the other Pair uses is negated and the Speed of both opponents’ drops by 5 points.


Ootori Choutarou (5, 0, 5, 4, 14) 16
Serve and Volley; Right Handed

-Silver Pair [Feat]:
When playing Doubles with Shishido, If Shishido's stats would be dropped, those drops only occur at 50%

-Reliable:
When playing doubles, Ootori's stats get boosted by 2 each if his partner's stat were to drop by 5 or more.

-Neo Scud Serve [Serve]:
Ootori’s Power is boosted by 10 points. If Ootori or his team would tie with an opponent, they win instead. This Serve cannot be negated. This Serve can only be negated if the copier has a base Power of 10 or more.

-Basic Tennis [Effect]:
Ootori’s stats are boosted by 0.5 each


Saeki Kojirou (2, 2, 2, 5, 11) 16
Serve and Volley; Left Handed

-Childhood Friend [Feat]:
If Fuji participates in the match, Saeki’s stats are boosted by 2 points each.

-Analyze [Feat]:
If Saeki is playing Singles the opponent's control drops by 2 points. If Saeki is playing doubles, his partners control goes up by 2 and both opponents drop by 2 each.

-Vision [Feat]:
The opponent’s Speed drops by 2 points.

-Mark [Effect]:
This Effect can only be used in Doubles. If the opponent with the lower base total has a speed of 5 or below Saeki negates the effect of the opponent with the lower base total.

-Feather Drop [Effect]:
Saeki's control goes up by 5 points.


Shinjou Reiji (8, 6, 4, 3, 21) 15
Defensive Baseliner; Right Handed

-Coordination [Feat]:
All stats go up by .5

-Masterpiece [Feat]:
Reiji’s stats are boosted by 1 point each if Reiji is playing in singles 1, OR if his team has lost exactly two matches already.

-Deep Impulse Serve [Serve]:
Reiji’s Power is boosted by 3 points.

-Mirage [Effect]:
The opponent’s Control is halved and when an Effect would add points to the opponent’s Control, that Effect is negated.

-Deep Impulse [Effect]:
Reiji’s Power is boosted by 3 points.


Wakato Hiroshi (4, 4, 4, 7, 19) 15
All-rounder; Right Handed

-Coordination [Feat]:
All stats go up by .5

-Change Over! [Feat]:
Wakato has to choose one player before the match, his playstyle and dominant hand change accordingly. Depending on whether the copied playstyle has an advantage/disadvantage against the opponent's playstyle the following bonus is applied:
-Advantage -> +3 to all stats
-Neutral -> +0
-Disadvantage -> -1.5 to all stats
The order of advantages is:
-Serve&Volley advantage vs Defensive Baseliner
-Defensive Baseliner advantage vs Aggressive Baseliner
-Aggressive Baseliner advantage vs Serve&Volley
-All-rounder always counts as Neutral
In Doubles, the bonuses are added up for both opponents.

-Buggy Whip Shot [Effect]:
Wakato's Spin is boosted by 3 points.


Oshitari Kenya (5, 1, 10, 5, 21) 15
Defensive Baseliner; Right Handed

-The Speedster of Naniwa [Feat]:
Kenya’s Speed is boosted by 8 points.

-NO Speed NO Life [Final Feat]:
If the opponent’s Speed is higher than Kenya's, Kenya’s Speed is boosted by 4 points.

-Speed Tennis [Effect]
If the opponent increases his speed, Kenya increases his own speed by the same amount. This Effect cannot be copied


Kawamura Takashi (10, 0, 4, 3, 17) 15
Aggressive Baseliner; Right Handed

-Power [Feat]:
Kawamura’s Power is boosted by 3 points.

-Two Handed Hadokyuu [Effect]:
Kawamura’s Power is boosted by 4 points.

-One Handed Hadokyuu [Effect]:
Kawamura's Power is boosted by 6 points. This effect cannot be used two rounds in a row.

-Dash Hadokyuu [Effect]:
This Effect automatically activates when the opponent's Power or total surpass Kawamura's Power/total for the first time in a match. Kawamura’s Power is boosted by 12 points. If this Effect is activated more than once per match, Kawamura cannot be used in the next round. If there is no substitute for him, that match counts as a forfeit. This Effect cannot be copied unless the copier has a Power stat of at least 10.

-Final Hadokyuu [Effect]:
This Effect cannot be activated manually, it auto-activates when Dash Hadokyuu is negated. Kawamura's Power is boosted by 17 points. If this Effect is activated, Kawamura cannot be used in the next round. If there is no substitute for him, that match counts as a forfeit. This Effect cannot be negated. Kawamura's Opponent cannot be used in the next round either. Final Hadoukyuu's after effect only affects the opponent with the higher Power stat.


Ibu Shinji (3, 7, 4, 4, 18) 15
Defensive Baseliner; Right Handed

-Silent Killer [Feat]
If the opponents stats are dropped, Shinji's stats go up by the amount dropped

-Kick Serve [Serve]:
Shinji’s Spin is boosted by 2 points. If he plays against someone with the same hand, his opponent's control is lowered by 1.

-Spot [Effect]:
Each of the opponent’s stats drops by 2 points. (Singles only)

-Cord Ball [Effect]:
First, Shinji must call Heads or Tails and flip a coin (the Referee does this), if Shinji gets the coin flip correct this Effect activates, if wrong this Effect is negated. Shinji's Control is boosted by 2. The opponent’s Speed stat drops by [10 - Opponent's Final speed] point each. When playing Doubles, this affects only baseliners.



Low Tier

Billy Cassidy (4, 5, 9, 4, 22) 14
Serve and Volley; Right Handed

-English[Feat]
When playing against a character who can speak English fluently, Billy gets boosted by 5 points(Singles only)
[Charaters who speak English: Ryoma, Kevin, Ryoga, Krauser, Richard, Michael Lee, Renji, Yagyuu]

-Quick Draw [Feat]
Should the opponent use an ability to boost their speed, Billy boosts his own speed by 3

-Bull Rope Serve[Serve]:
Billy's Spin is increased by 3 and his stats cannot be decreased by effects when playing singles.

-Shotgun Volley[Opening Effect]:
Billy Control is increased by 3 and the Opponent with the lowest speed has his Effects negated when playing Doubles. If the Opponent's speed would be higher than Billy's this Effect is negated. (Doubles only)

-Baker's Plan [Special Formation]:
This formation can only be used when paired with Michael Lee in Doubles 2. Billy and Michael automatically lose their match and the Opponent's players who play in Doubles 1 will have their stats lowered by 1 each points


Kiraku Yasuyuki (5, 3, 4, 8, 20) 13
All-rounder; Right Handed

-Perfect Form [Feat]:
Kiraku's Spin and Control are boosted by 3 each.

-Adjustments [Feat]:
If Kiraku loses his match, he gets boosted by +2 to all his stats in the next round.

-Energy Conservation [Feat]:
If an Opponent would use a Serve that would add more than 3 points to their total, Kiraku adds 2 points to that Serve. When using his Effect, Kiraku boosts his Effect by the points added by that Serve. The Effect Boost cannot exceed 6.

-Strategic Play [Effect]:
The player has to choose one stat. That stat is boosted by 2 + [Anything Gained from Energy Conservation] points. Kiraku loses when he ties.


Kamio Akira (4, 1, 9, 4, 18) 13
Defensive Baseliner; Right Handed

-Rhythm [Feat]:
Kamio’s Speed is boosted by 5 points. When playing Singles, Kamio loses in a tie.

-Sonic Bullet [Effect]:
Kamio’s Speed increases by 2 and if an Opponent would try to drop his speed, it adds to Kamio’s Spin instead.

-Moujuu no Aura [Aura]:
Kamio's Speed is boosted by 6 points. Kamio can use one more Effect.


Ishida Tetsu (7, 0, 4, 4, 15) 13
Aggressive Baseliner; Right Handed

-Power [Feat]:
Ishida’s Power is boosted by 3 points.

-One Handed Hadokyuu [Effect]
Ishida’s Power is boosted by 6 points. This effect cannot be used two rounds in a row.

-Gansou Hadoukyuu [Effect]
Ishida’s Power is boosted by 8 points. If Ishida uses this Effect in Singles, he cannot play the next round. If there is no substitute for him, that match counts as a forfeit.

-Moujuu no Aura [Aura]:
Ishida's Power is boosted by 6 points. Ishida can use one more Effect.


Michael Lee (3, 7, 3, 7, 20) 13
All-rounder; Right Handed

-Kung Fu Reflexes [Feat]:
Michael's speed and power go up by 2 each

-Analyze [Feat]:
If the opponent uses an effect which boosts his control, Michael's control goes up by 2.

-Invisible Swing [Effect]:
The opponent's control goes down by 3


Minami Kentarou (2, 2, 2, 4, 10) 12
Defensive Baseliner; Right Handed

-Jimi [Feat]:
When playing doubles with Higashikata, all of Minami's stats go up by 2 each

-Reliable [Feat]:
When playing doubles, Minami's stats get boosted by 2 each if his partner's stat were to drop by 5 or more.

-Sign Play [Effect]:
When playing Doubles with Higahitaka, the stats of the stronger opponent are lowered by 2 each and his Effects are added at -1 if they would boost his stats.

-Play on Target [Formation]:
This Formation can only be used when playing with Higashikata, the stats of the stronger opponent are lowered by 2 points each and the Opposing Pair's Formation is negated.


Higashitaka Masami (3, 2, 2, 3, 10) 12
Aggressive Baseliner; Right Handed

-Jimi [Feat]:
When playing doubles with Minami in, all of Higashikata's stats go up by 2 each

-Controlled Serve [Serve]:
Minamis Power and Control go up by 1 each. Sign Play cannot be negated for Higashikata or Minami.

-Sign Play [Effect]:
When playing Doubles with Minami, the stats of the weaker opponent are lowered by 2 each and his Effects are added at -1 if they would boost his stats.


Amane Hikaru (7, 4, 4, 4, 19) 9
Aggressive Baseliner; Right Handed

-Power [Feat]:
Amane’s Power is boosted by 3 points.

-Long Racket [Feat]:
Amane’s Speed is boosted by 3 points and if the opponent uses an Effect that would increase his Power, that Effect is negated.

-Pun Killer [Effect]:
If the opponent has a higher base total, they lose 0.5 points per stat and Amane gains +2 to his control.


Kai Yuujirou (5, 4, 5, 4, 18) 7
Aggressive Baseliner; Left Handed

-Shukuchihou [Feat]:
Kai’s Speed is boosted by 3 points.

-Viking Horn [Effect]:
Kai’s Spin is boosted by 4 points. If the Opponent's speed is not at least 10, his control is dropped by 2.


Tanishi Kei (7, 2, 4, 3, 16) 7
Aggressive Baseliner; Right Handed

-Shukuchihou [Feat]:
Tanishi’s Speed is boosted by 3 points.

-Big Bang [Serve]:
Kite’s Power is boosted by 5 points.

-Carioca Step Return[Effect]:
If the Opponent would raise his Power stat, that ability is negated unless their Power is above Tanishi's.


Fuji Yuuta (1, 2, 1, 2, 6) 7
Aggressive Baseliner; Left Handed

-Lefty Killer [Feat]:
When playing a lefty, each of Yuuta’s stats is boosted by 4 points.

-Super Rising [Effect]:
The Opponents Control and Speed are dropped by 2 each. Yuuta can activate another Effect. If the opponent uses a Serve, it is negated and the Opponent's Effect does not activate. If the Opponent's base Speed is 8 or more, this Effect is negated, but the secondary Effect still activates.

-W Twist Spin [Effect]:
Yuuta’s Spin is boosted by 10 points. If the opponent is a lefty, that opponent’s Power drops by 4 points.


Kisarazu Ryou (2, 2, 6, 3, 13) 7
Defensive Baseliner; Right Handed

-Hornet Dance [Feat]:
Ryou’s Speed is boosted by 3 points.

-Sky High Volley [Effect]:
Ryou’s Spin is boosted by 3 points, if the opponent’s playstle is Serve and Volley, Spin is boosted by 5 points instead.


Chinen Hiroshi (4, 4, 6, 4, 18) 6
Defensive Baseliner; Right Handed

-Shukuchihou [Feat]:
Chinen’s Speed is boosted by 3 points.

-Surprise Attack [Effect]
The Opponent's control and speed stats drop by 0.5 each and Chinen's speed increases by 2.


Kisarazu Atsuhi (2, 3, 4, 2, 11) 5
Serve and Volley; Right Handed

-Volley Fascination [Feat]
When against another serve and volleyer, Atsushi's control and spin go up by 1 each.

-Sky Inversion Drop Volley [Final Effect]:
Atsushi’s Control is boosted by 3 points, if the opponent’s Speed is 5 or lower, Control is boosted by 5 points instead.


Richard Sakata (3, 3, 3, 3, 12) 5
All-rounder; Right Handed

-Speed [Feat]:
Richard’s Speed is boosted by 2 points.

-Ignorance [Final Effect]:
In Singles, if the opponent’s total is within 2 points of Richards, Richard wins the match.

-Zig Zag Run [Effect]:
Richards Speed goes up by 2, The Opponent's control drops by 3.


Mukahi Gakuto (1, 2, 6, 2, 11) 5
Serve and Volley; Right Handed

-Acrobatic Play [Feat]:
Gakuto’s Speed is boosted by 3 points. Gakuto’s Effects cannot be negated.

-Breathless [Feat]:
Gakuto loses in a tie.

-Moon Salute [Effect]:
Gakuto’s Spin is boosted by 5 points.


Akazawa Yoshirou (4, 2, 2, 2, 10) 5
All-rounder; Right Handed

-Singles Expert [Feat]:
When playing Singles, each of Akazawa’s stats is boosted by 1 point.

-Blur Ball [Effect]:
Akazawa's Spin is increased by 2. The opponent’s Control drops by 2 points. If the Opponent has the Feat "Vision", that Feat is negated and their Control and Speed drop by 2 each.


Kaneda Ichirou (2, 2, 2, 3, 9) 5
Defensive Baseliner; Right Handed

-Tactician [Feat]:
When playing Doubles, Kaneda’s stats are boosted by 2 points each. Also, the team can use any standard Formation regardless of that Formation’s conditions.

-Drop Volley [Effect]:
Kaneda's Control and Spin are increased by 1 each.


Yanagisawa Shinya(2, 2, 3, 3, 10)
All-rounder; Right Handed

-Dane! [Feat]:
If the opponent uses an Effect that would add points to a stat, only half of those points are added instead.

-Special Training [Effect]:
The player has to name an Effect or Aura before the match begins. If the an opponent uses that Effect/Aura, it is negated and all of Yanagisawa's stats are boosted by 2 points.


Kita Ichiuma (2, 2, 2, 1, 7) 4
Offensive Baseliner; Right Handed

-Doubles Expert [Feat]:
When playing doubles, if partnered with Nitobe, Kita is able to invoke any formation, regardless of prerequisites as long as it is not one that requires a play style prerequisite

-Part of the Plan [Effect]:
When playing Doubles 2 with Nitobe, all of Kita's stats are boosted by 2 points.


Nitobe Inakichi (1, 2, 2, 2, 7) 4
Defensive Baseliner; Right Handed

-Budding Doubles Abilities [Feat]:
When playing doubles, if partnered with Kite, Nitobe's control is boosted by 2 points.

-Part of the Plan [Effect]:
When playing Doubles 2 with Kita, all of Nitobe's stats are boosted by 2 points.


Aoi Kentarou (2, 2, 2, 2, 8) 4
Aggressive Baseliner; Right Handed

-Thrill Seeker [Final Feat]:
If opponent’s total after he uses his first Serve or Effect is within 10 points of Aoi's, each of Aoi’s stats is boosted by 2 points.

-Cord Ball [Final Effect]:
Aoi's Control is boosted by 2. The opponent’s Speed stat drops by [10 - Opponent's Final speed] point each. If Thrill Seeker was activated, they drop by [15 - Opponent's Final speed] points instead. When playing Doubles, this affects only baseliners.


Kurobane Harukaze (4, 1, 2, 2, 9) 4
Serve and Volley; Right Handed

-Power [Feat]:
Kurobane’s Power is boosted by 3 points.

-Pronation Serve [Effect]:
Kurobane’s Power is boosted by 4 points in singles. In doubles Kurobane’s Power is boosted by 6 points.


Sakurai Masaya (1, 2, 1, 3, 7) 3
Defensive Baseliner; Right Handed

-Fudoumine's Shadow Assassin [Feat]
All of Sakurai's stats go up by .5

-Tactician [Effect]:
When playing Doubles, Sakurai’s stats are boosted by 2 points each. This Effect cannot be copied


Uchimura Kyousuke (2, 0, 1, 3, 6) 3
Offensive Baseliner; Right Handed

- Zone [Feat]:
Uchimura's control goes up by .5 and the opponents control goes down by 1

-Vanguard Killer [Effect]:
(1) If the opponent would use a Formation, it is negated.
(2) Also, the opposing character with the higher base total has his Speed halved. This Effect is negated if that character has Acrobatics.
(Doubles only)


Muromachi Touji (2,2,2,2,8) 3
Defensive Baseliner; Right Handed

Stare [Feat]:
Muromachi's Spin and Control are boosted by 1 point each.

Last Pick Singles [Effect]:
If Muromachi plays S1, his Power and Speed are boosted by 3 points each.


Shudou Satoshi (2,1,2,1, 6) 3
Serve and Volley; Right Handed

Home made Racket [Feat]:
Satoshi's control goes up by 3. (Singles only)

Growing up playing tennis [Effect]:
Satoshi gets a plus 2 to all of his stats when playing doubles. This Effect cannot be copied (Doubles only)


Itsuki Marehiko (2, 1, 1, 2, 4) 2
Defensive Baseliner; Right Handed

-Clam Digger [Feat]:
Itsuki's control is boosted by 2

-Sinker [Effect]:
Itsuki’s Spin becomes 0. The opponent’s Effects are negated.


Ryuuzaki Sakuno (0, 1, 0, 1, 2) 1
All-rounder; Right Handed

-A Girl? [Feat]:
When playing Singles, all of the opponent’s stats drop by 1 points each.

-Ryoma-kun! [Feat]:
If the opponent is Echizen, Sakuno automatically wins. (Singles only)

-Cheer! [Effect]:
If Sakuno plays doubles her teammate gains 1 point to every stat. (Doubles only)


Tachibana An (0, 1, 0, 1, 2) 1
All-rounder; Right Handed

-A Girl? [Feat]:
When playing Singles, all of the opponent’s stats drop by 1 points each.

-Nii-san [Feat]:
If the opponent is Tachibana Kippei, An automatically wins. (Singles only)

-Cheer! [Effect]:
If An plays doubles her teammate gains 1 point to every stat. (Doubles only)


Extra Tier

Yamato Yuudai (9, 5, 6, 10, 30) 31
All Rounder, Left Handed

-Great Motivation [Feat]:
If Yamato Wins his match, his teams stats are all boosted by 1 point each for their remaining matches

-Insprirational Coach [Feat]:
If Yamato is put in reserves for the round, his teammates' totals go up by 5 each.

-100 Laps Training [Feat]:
If any Member of Yamato's team loses, they get boosted by 5 points for the next round.

-Disarming Effect on People [Effect]:
If the Opponent's Base stats are higher than Yamato's their stats are lowered by 1 each and their Effects are negated.


Kitamura Wataru (1, 5, 4, 2, 12) 15
All Rounder, Right Handed

-Perfect Form [Feat]:
Kitamura's Spin and Control are boosted by 3 each.

-Doubles Strategist[Feat]:
Takase's partner has each of his stats boosted by 1 points.

-Energy Conservation [Feat]:
If an Opponent would use a Serve that would add more than 5 points to their total, Kitamura adds 2 points to that Serve. When using his Effect, Kitamura boosts his Effect by the points added by that Serve. The Effect Boost cannot exceed 6.

-Strategic Play [Effect]:
The player has to choose one stat. That stat is boosted by 2 + [Anything Gained from Energy Conservation] points. Kitamura loses when he ties.


Takase Masato (5, 1, 2, 2, 10) 15
All Rounder, Right Handed

-Perfect Form [Feat]:
Takase's Spin and Control are boosted by 3 each.

-Energy Conservation [Feat]:
If an Opponent would use a Serve that would add more than 5 points to their total, Takase adds 2 points to that Serve. When using his Effect, Takase boosts his Effect by the points added by that Serve. The Effect Boost cannot exceed 6.

-Energy Chipping [Effect]:
Takase boosts his Control by 2 + [Anything Gained from Energy Conservation] and lowers the Opponents Power and Speed by 3 each. If the Opponent would have a Feat with the term 'Stamina' in it, this Effect is negated. If the Opponent would have a Feat called 'Breathless', they lose 5 points to their Power and Speed instead.


Kadowaki Satoru (3, 3, 2, 4, 12) 12
All Rounder, Right Handed

Undeserved Arrogance [Feat]:
If Kadowaki is facing an Opponent with a higher base total than him, his Total drop by 5.

Secret Camp Training [Feat]:
If facing an Opponnent from the Winners Group, Kadowaki's stats are boosted by 2 each.

Super Tennis [Opening Effect]:
If Kadowaki's base stats are lower than the Opponent, his stats are boosted by 2 each.If his stats are still not within 5 points of the Opponent's after this boost, he automatically loses the match.



Besides those basis stats and abilities, there are certain bonuses, you can aquire through Doubles, please take a look at the following:


Doubles
In Doubles, the total points from both players are added up once all effects have resolved, to result in the pair’s total points. Whichever pair has more points wins the match.

Besides some Feats, Effects and Auras working different in Doubles, there is also another type of abilities added: Formations.
There are various types of Formations, some are attached to certain characters (e.g. Oishi Territory), and others can be used by any pair when certain conditions are fulfilled.
Formations resolve after Feats and before Effects and Auras.

Following is a list of the “Standard Formations”:

-No Formation - Low Level [Formation]:
This Formation can only be used by two characters that both have a total of 15 or higher. The highest stat of each character is boosted by 2 points.

-No Formation -High Level [Formation]:
This Formation can only be used by two characters that both have a total of 50 or higher. The highest stat of each character is boosted by 4 points.

-Split Court Ah-Un Formation [Formation]:
This Formation can only be used by two players that have no support level with anyone and both have a base total of 10 or higher. The players who use this formation both get +3 to their speed.

-Double Singles Formation [Formation]
This Formation can only be used by a pair with no tier level. They must have a combined base total of 50 or more. Each Player in the Pair cannot have their Feats, Effects, or Aura's negated. Their highest stats are boosted by 5 each.

-Classic Formation [Formation]:
This Formation can only be used by an All-rounder. Players in this pair cannot have their Effects negated.

-Aggressive Formation [Formation]:
This Formation can only be used by a Serve and Volley player or an Aggressive Baseliner. When partnered with another Serve and Volley player or an Aggressive Baseliner, the team's total points are boosted by 7. If the match would end in a tie, this team loses instead.

-Defensive Formation [Formation]:
This Formation can only be used by a Defensive Baseliner. When partnered with another Defensive Baseliner or an All-rounder, both Players have their Speed stats boosted by 5 and the Opponents Effects are all cut by 25% potency.

-Counter Punch Volley Formation [Formation]:
This formation can only be used by a pair that has a base total of 25 or higher. This can only be used by a pair consisting of a Serve and Volleyer and a Defensive Baseliner. The Opposing pair both lose +3 to their control stats. The Defensive baseliner gains +3 to speed and the Serve and Volleyer gains +2 to control and +1 to spin.

-Counter Punch Power Formation [Formation]:
This formation can only be used by a pair that a base total of 25 or higher. This can only be used by a pair consisting of an Aggressive Baseliner and a Defensive Baseliner. The Opposing pair both lose +3 to their control stats. The Defensive baseliner gains +3 to speed and the Aggressive Baseliner gains +3 to power.

-Australian Formation [Formation]:
This formation can only be used by a pair of 2 All Rounders or a Serve and Volley and a Baseliner or a combination of an All Rounder and either a Serve and Volley or Baseliner that has a base total of 30 or more and a Minimum Tier Level of 2. The Pair using this formation receives a boost of [0.5 (Tier Level x (Combined Base Total/Opponent's Highest Level Player's Base Total))] to each stat.

-I-Formation [Formation]:
This Formation can only be used by a pair that has a support level of 3 or higher. This pair’s Effects cannot be negated. The Pair using this formation lowers the opponents stats by [0.5 (Tier Level x (Combined Base Total/Opponent's Base Total))] each

-Adaptation Formation [Formation]:
This formation can only be used by a pair with a Tier Level of 4 or more. Each Player of the pair using this Formation has their stats raised by 1 each. When facing a pair with a higher combined Base Total, their Formation boosts are cut by 50%. When facing a pair of a lower combined Base Total, the opposing pair's Formation point boosts are nullified and the pair's stats are boosted by 1 each.

-Synchro Formation [Formation]:
This Formation can only be used by a Pair that has a Tier Level of 5 or higher and is using Synchro. The Opposing Pair's Speed and Control are halved and their Formation boost is negated. If the opposing Pair would use a Feat, Effect or Aura to predict either player of this pair, that ability is nullified. If by some means, a Pair would be able to use this formation without having Synchro, this formation is negated. This Formation cannot be nullified.



Support Tiers

Following is a list with the bonuses provided and possible preset pairs:

Level 1:
Bonus: +2 points are added to the pair’s total

Preset Pairs: Kamio/Ishida; Kamio/Shinji; Niou/Renji; Gakuto/Hiyoshi; Kikumaru/Momoshiro; Fuji/Kawamura; Fuji/Kikumaru; Akazawa/Kaneda; Chinen/Rin; Momoshiro/Kamio; Kaidoh/Yagyuu; Saeki/Itsuki; Yanagisawa/Atsushi; Amane/Wakato; Kitamura/Takase


Level 2:
Bonus: +4 points are added to the pair’s total

Preset Pairs: Kita/Nitobe; Renji/Kirihara; Gin/Kenya; Oshitari/Gakuto; Amane/Kurobane; Sakurai/Ishida; Uchimura/Mori; Billy/Michael;


Level 3:
Bonus: +7 points are added to the pair’s total
Both players gain the Feat:

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points.

Preset pairs: Niou/Yagyuu; Momoshiro/Kaidoh


Level 4:
Bonus: +10 points are added to the pair’s total
Both players gain the Feat:

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Preset pairs: Inui/Kaidoh; Minami/Higashikata;


Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.

Preset pairs: Oishi/Kikumaru; Bunta/Jackal; Shishido/Choutarou; Inui/Renji; Koharu/Hitouji

(Preset Pairs might be changed/added, depending on the manga.)


Special Pairs

Bunta/Jiro
- Volleyers Pride [Feat]:
The pair's speed and spin go up by 3 each for each player. Bunta's Myougi cannot be negated and Jiro's Magic Volley cannot be negated.


Oshitari/Kenya
- The Cousins from Osaka [Feat]:
When playing Kenya gets a +3 to Speed and Yuushi gets a +3 to control. Yuushi auto activates Impassioned without negating Sealed Heart. They may also choose to use any formation regardless of prerequisites.


Atsushi/Ryou
- Twin Sense [Feat]:
The pair gets a further +5 to their total, their Effect cannot be negated and they can use any formation of their choosing regardless of the prerequisite for that form. For Synchro Formation, or any other prerequisite that would require Synchro, this Feat counts as Synchro.

Ishida/Gin
- The Brothers Hadoukyuu [Feat]:
This Pair gets a further +3 to their total. If both players in this pair use an Effect with Hadoukyuu in its name, they both get a +5 to their power. Both Hadoukyuu can be used without any negative side effects.

Gin/Kawamura
- Power Tennis Pride [Feat]:
This pair receives a +5 to each players power stat. If both players in this pair use an Effect with Hadoukyuu in its name, they both get a +5 to their power. Both Hadoukyuu can be used without any negative side effects.

Sanada/Atobe
-Rivals [Feat]
They can Activate Hametsu e no Tango in addition to their own Effects.

-Hametsu e no Tango [Effect]
Atobe's Power and Control are boosted by 4 each. If the Opponent's combined Speed and Spin are not higher that Atobe's Control and Sanada's Speed combined, Sanada's Power is then boosted by 10.

Fuji/Saeki
-Perfect Combination [Feat]:
All stats of both players are boosted by 1 point and their Effects activate regardless of any conditions.

Akutsu/Kawamura
-Companions [Feat]:
Neither player in this pair can have his stats decreased, Kawamura can activate Final Hadokyuu regardless of it's conditions.


Teams:

Sai the Shaman: 0 Points Left
Atobe Keigo +3 to Control
Tezuka Kunimitsu
Marui Bunta
Jackal Kuwahara
Kabaji Munehiro
Kita Ichiuma
Nitobe Inakichi
Ryuuzaki Sakuno

chaosmaster1991: 0 Points Left
Tokugawa Kazuya
Fuji Shuusuke
Akutsu Jin
Saeki Koujirou
Kawamura Takeshi
Kisarazu Ryou
Kisarazu Atsushi
Fuji Yuuta


javimgol: 2 Points Left
Irie Kanata
Kevin Smith +1 to Control
Kikumaru Eiji
Oishi Shuuichirou
Hiyoshi Wakashi
Kaneda Ichirou
Aoi Kentarou
Chinen Hiroshi


Kuwabara The Man: 0 Points Left
Oni Juujirou
Kite Eishirou
Momoshiro Takeshi
Kaidou Kaoru
Ibu Shinji - +1 to Spin and +1 to Control
Amane Hikaru
Tanishi Kei
Muromachi Touji


Ken: 0 Points Left
Echizen Ryoma
Tooyama Kintarou
Sengoku Kiyosumi
Shishido Ryou
Ootori Choutarou
Kai Yuujirou
Kamio Akira
Shudou Satoshi


pikafire87: 0 Points Left
Sanada Gen'ichirou
Kirihara Akaya
Oshitari Yuushi
Ishida Gin
Oshitari Kenya
Ishida Tetsu
Minami Kentarou
Higashikata Masami


Zatono: 0 Points Left
Chitose Senri
Yanagi Renji
Inui Sadaharu
Konjiki Koharu
Hitouji Yuuji
Mukahi Gakuto
Uchimura Kyousuke
Sakurai Masaya


Bowser: 0 Points Left
Yukimura Seiichi
Niou Masaharu
Akutagawa Jiro
Mizuki Hajime +2 to Control
Yamato Yuudai
Yanagisawa Shinya
Tachibana An
Itsuki Marehiko



Season 2

Round 1:
chaosmaster1991 vs. KuwabaraTheMan (http://mangahelpers.com/forum/showthread.php?p=1869704#post1869704)
-Ken- vs. javimgol (http://mangahelpers.com/forum/showthread.php?p=1870687#post1870687)
pikafire87 vs. Sai the Shaman (http://mangahelpers.com/forum/showthread.php?p=1868170#post1868170)
Jane Marple vs. Sherlock Holmes (http://mangahelpers.com/forum/showthread.php?p=1869055#post1869055)
Zatono vs. BYE (http://mangahelpers.com/forum/showthread.php?p=1867423#post1867423)

Round 2:
pikafire87 vs. Zatono (http://mangahelpers.com/forum/showpost.php?p=1875924&postcount=94)
KuwabaraTheMan vs. Sherlock Holmes (http://mangahelpers.com/forum/showpost.php?p=1878631&postcount=99)
Jane Marple vs. javimgol (http://mangahelpers.com/forum/showpost.php?p=1879164&postcount=110)
SaitheShaman vs. chaosmaster1991 (http://mangahelpers.com/forum/showpost.php?p=1878585&postcount=98)
-Ken- vs. BYE (http://mangahelpers.com/forum/showpost.php?p=1878794&postcount=105)

Round 3:
javigmol vs. KuwabaraTheMan (http://mangahelpers.com/forum/showpost.php?p=1890603&postcount=123)
Sherlock Holmes vs. chaosemaster1991 (http://mangahelpers.com/forum/showpost.php?p=1893405&postcount=149)
Jane Marple vs. -Ken- (http://mangahelpers.com/forum/showpost.php?p=1893648&postcount=157)
SaitheShaman vs. Zatono (http://mangahelpers.com/forum/showpost.php?p=1888085&postcount=116)
pikafire87 vs. Bye (http://mangahelpers.com/forum/showpost.php?p=1893358&postcount=147)

Round 4:
javimgol vs. Zatono (http://mangahelpers.com/forum/showpost.php?p=1901518&postcount=225)
-Ken- vs. chaosmaster1991 (http://mangahelpers.com/forum/showpost.php?p=1902362&postcount=228)
[s]Sherlock Holmes vs. pikafire87
Jane Marple vs. KuwabaraTheMan
SaitheShaman vs. BYE (http://mangahelpers.com/forum/showpost.php?p=1896221&postcount=171)

Round 5:
pikafire87 vs. chaosmaster1991 (http://mangahelpers.com/forum/showpost.php?p=1908600&postcount=307)
Zatono vs. KuwabaraTheMan (http://mangahelpers.com/forum/showpost.php?p=1904941&postcount=274)
SaitheShaman vs. -Ken- (http://mangahelpers.com/forum/showpost.php?p=1912021&postcount=338)
javimgol vs. Bowser (http://mangahelpers.com/forum/showpost.php?p=1907185&postcount=288)

Extra match:
Zatono vs. Bowser (http://mangahelpers.com/forum/showpost.php?p=1908008&postcount=296)

Round 6:
Sai the Shaman vs. Bowser (http://mangahelpers.com/forum/showpost.php?p=1914192&postcount=378)
javimgol vs. chaosmaster1991 (http://mangahelpers.com/forum/showpost.php?p=1914615&postcount=400)
-Ken- vs. Zatono (http://mangahelpers.com/forum/showpost.php?p=1914701&postcount=406)
pikafire87 vs. KuwabaraTheMan (http://mangahelpers.com/forum/showpost.php?p=1918302&postcount=424)

Extra Match
pikafire87 vs. Bowser (http://mangahelpers.com/forum/showpost.php?p=1918350&postcount=427)

Round 7:
javimgol vs. pikafire87
SaitheShaman vs. KuwabaraTheMan
chaosmaster1991 vs. Zatono
Bowser vs. -Ken-

Extra Match
Bowser vs. KuwabaraTheMan

Round 8:
SaitheShaman vs. javimgol
chaosmaster1991 vs. Bowser
-Ken- vs pikafire87
Zatono vs. N/A (Played his 7 matches already)

Extra Match
-Ken- vs. KuwabaraTheMan

Rankings
1.) Sai the Shaman (17 points +3, 7 matches)
2.) Javimgol (15 points, +8, 7 matches)
3.) pikafire87 (15 points, +4, 7 matches)
4.) Ken (14 points, +8, 7 matches)
5.) KuwabaraTheMan (11 points, +0, 7 matches)
6.) Zatono (9 points, -1, 7 matches)
7.) Bowser (3 points, -3, 7 matches)
8.) chaosmaster1991 (2 points, -12, 7 matches)

Kaoz
March 26, 2010, 12:56 AM
Highlights Season 2

Round 1, Kuwabara vs Chaos, Singles 1

Ibu Shinji (3, 7, 4, 4, 18)
Defensive Baseliner; Right Handed

-Silent Killer [Feat]
If the opponents stats are dropped, Shinji's stats go up by the amount dropped

-Kick Serve [Serve]:
Shinji’s Spin is boosted by 2 points. If he plays against someone with the same hand, his opponent's control is lowered by 1.

-Spot [Effect]:
Each of the opponent’s stats drops by 2 points. (Singles only)

Ibu Shinji +1 to Spin and +1 to Control

Vs.

Fuji Yuuta (1, 2, 1, 2, 6) 7
Aggressive Baseliner; Left Handed

-Lefty Killer [Feat]:
When playing a lefty, each of Yuuta’s stats is boosted by 4 points.

-Super Rising [Effect]:
The Opponents Control and Speed are dropped by 2 each. Yuuta can activate another Effect. If the opponent uses a Serve, it is negated and the Opponent's Effect does not activate. If the Opponent's base Speed is 8 or more, this Effect is negated, but the secondary Effect still activates.

-W Twist Spin [Effect]:
Yuuta’s Spin is boosted by 10 points. If the opponent is a lefty, that opponent’s Power drops by 4 points.

Base: 20 vs. 6
Serve negated by Effect: 16 vs. 6 (Kick negated by Super Rising)
Effect: 16 vs. 16 (W Twist Spin)

Winner: Draw, Shinji is saved by the points Kuwa bought for him.


Round 3, Zatono vs Sai, Doubles 1

Konjiki Koharu (4, 5, 5, 7, 21)
Defensive Baseliner; Right Handed

-Comedy Tennis [Feat]:
When playing doubles with Hitouji, the weaker opponents control drops by 3.

-IQ Tennis [Final Feat]:
If an opponent would add points to any of his stats through an Effect, those points are added at -2. If an opponent would decrease any of Koharu's points through an Effect, those drops are applied at +1.

-Distraction [Effect]:
When playing Doubles with Hitouji, the stats of the stronger opponent are lowered by 1 point each.

Hitouji Yuuji (4, 5, 5, 7, 21) 23
Defensive Baseliner; Left Handed

-Comedy Tennis [Feat]:
When playing doubles with Koharu, the stronger opponents control drops by 3.

-Voice Imitation [Effect]:
When playing Doubles, the opposing team’s Formations and Support Bonuses are negated. Hitouji can activate one more Effect. This Effect cannot be copied.

-Copycat [Effect]:
When Playing Doubles, Hitouji copies the same Effect the opponent with the higher total uses. This Effect cannot be copied.

There's also +10 from the level 4 support tier, and
Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Using:
-I-Formation [Formation]:
This Formation can only be used by a pair that has a support level of 3 or higher. This pair’s Effects cannot be negated. The Pair using this formation lowers the opponents stats by [Tier Level x (Combined Base Total/Opponent's Base Total)]

V

Marui Bunta (3, 5, 4, 10, 22) 31
Serve and Volley; Right Handed

-Volley Expert [Feat]:
When playing Doubles, Bunta’s Spin, Speed and Control are boosted by 2 points each.

-Sticking to Formation [Feat]:
When paired with Jackal in Doubles, Bunta's Spin goes up by 3

-Myougi [Opening Effect]:
The user chooses before the match whether he will use Tsunawatari, Tecchuu Atte or Jikansa Jigoku. The opponent must predict which of the 3 the user is going to use. If the opponent is correct, the effect is only activated at 50% potency. If the opponent it activates at 100%.

-Jikansa Jigoku:
This Effect can only be activated through Myougi. The opponent's Speed drops by 4 points and Bunta’s Power is boosted by 2


Jackal Kuwahara (6, 3, 9, 4, 22) 30
Defensive Baseliner; Right Handed

-Positive Defense [Feat]:
Jackal's Speed is boosted by 3 points.

-Sticking to Formation [Feat]:
When playing Doubles with Bunta, Jackal’s Speed is boosted by 5 points.

-4 Lungs [Feat]:
If the match would end in a tie or within 3 points of Jackal's final score, Jackal wins.

-Fire Serve [Serve]:
Jackal's Power is boosted by 2 points and he can activate an additional Effect OR Aura.

-Nezumi HanaBEAT [Final Effect]:
Jackal's Speed is boosted by 2 points. The Opponent's Effect is negated if their highest stat is not above Jackals Speed.


Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points.

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.

Base: 42 V 44
Level: 52 V 59
Strategy: 58 V 71
Comedy: 58 V 65
Covering: 58 V 85
Other Feats: 58 V 119
Formations: 58 V 91
Distraction: 58 V 87
Voice Imitation: 58 V 63
IQ Tennis: 59 V 59 (all effects except copycat used)
Copycat: 61 V 59 (copied NezumiHanabeat!)

Ouch...I Formation and Voice Imitation killed everything. If only Nezumi Hanabeat could've been used...too bad it was a final effect though.

Winner: Koharu, Yuuji, 7-6!


Round 3, Zatono vs Sai, Singles 1

Shirashi Kuranosuke (9, 9, 9, 9, 36) 43
All-rounder; Left Handed

-Ecstasy [Feat]:
(1) Whenever the opponent surpasses Shiraishi's total for the first time (this includes base totals), all of Shiraishi's stats are boosted by 2 points. (Singles only)

-Bible Tennis [Feat]:
All of Shiraishi's stats go up by 2 each. If an Opponent would use an Effect, it is only 25% effective. If a Technique has an auto-negate function, it is activated even if the requirements are not met.

-Entaku Shot [Effect]:
Shiraishi’s Spin is boosted by 7 points.

V

Atobe Keigo (6, 7, 7, 10, 30) 45
All-rounder; Right Handed

-Insight [Feat]:
Atobe's Control is boosted by 4 points, the opponent's final Spin is halved and if he would add any points through an Effect or Aura, only half the points are added.

-The King [Feat]:
Atobe's Control is boosted by 3 points. As long as Atobe's Control is higher than his opponent's, his Effects cannot be negated. (Singles only)

-Hyoutei Chant [Feat]:
When playing in a decisive match, all of his stats are boosted by 1 points.

-Super Attack Style [Final Feat]:
If the opponent's final total is higher than Atobe's, all of Atobe's stats are boosted by 2 points. In doubles, this applies to both team's totals.

-Tannhauser Serve [Serve]:
Atobe's Spin is boosted by 5 points and his Power is boosted by 3 points. If the opponent’s Power is lower than Atobe's afterward, all of his stats drop by 1 point each. If this would be used against Atobe by an Opponent copying it, Atobe negates the copied one. If the Opponent's Spin or Control are at least 10 or more, their stats do not drop.

-Koori no Sekai [Final Effect]:
If the opponent’s total is within 10 points, their Speed, Power and Control drop by 3 points each. This Effect can only be negated if Atobe's Control drops below 50% of its base value or if Insight is negated. This Effect cannot be copied by Muga no Kyouchi.

Mmm...ecstacy!

Base: 36 V 30
Bible: 44 V 30
Insight: 44 V 34
King: 44 V 37
Hyoutei: 44 V 41
Super Attack: 44 V 49
Ecstacy: 52 V 49
Tannhauser: 52 V 57
Entaku: 55.5 V 57
Koori no Sekai: 53.25 V 57
Insight (secondary): 45 V 57

Winner: Atobe, 7-5!


Round 3, Jav vs Kuwa, Singles 2

Yagyuu Hiroshi (8, 5, 9, 9, 31) 38
Serve and Volley; Right Handed

-The Gentleman [Feat]:
Yagyuu gets boosted by 2 point in every stat, whereas the opponent’s highest stat drops by 2.

-Losing Reputation [Feat]:
This Feat doesn't activate except for when the opponent's total surpasses Yagyuu's for the first time in a match. If this Feat activates, 'The Gentleman''s effect is halved. All of the opponent's stats drop by 2 points each and Yagyuu's Spin is boosted by 3 points.

-Laser Beam [Effect]:
Yagyuu’s Power is boosted by 7. The Opponent's speed is lowered by 3.

Vs.

Kite Eishirou (7, 7, 7, 7, 28)
All-rounder; Left Handed

-Omni-directional Shukuchihou [Feat]:
Kite’s Speed is boosted by 6 points and his Speed cannot be lowered.

-The Hitman [Feat]:
As long as Kite's Speed is greater than his Opponent's, his Opponent's Serves or Effects are negated (Singles only)

-Big Bang [Serve]:
Kite’s Power is boosted by 8 points.

-Blinding Return [Effect]:
Kite’s Power is boosted by 4 and the Opponent’s control is dropped by 3. If the opponent has a speed higher than Kite’s power, this Effect is negated.

Base: 31 vs. 28
Feats: 39 vs. 26 (The Gentleman, all of Kite's stats are the same, each lowers by .5 for equal division)
Feats: 39 vs. 32 (Omni Shukuchihou Kite's Speed is now 12.5, Yagyuu's is 11, Hitman is in effect)
Serves: 39 vs. 40 (Big Bang Serve Kite's Power is 14.5)
Feats: 38 vs. 33 (Losing Reputation, -4 to Yagyuu and +1 (.25 each) to Kite, then -2 each to Kite and boost Yagyuu's Spin by 3. Kite's Speed is now 10.75 vs. Yagyuu's 10, still higher, Hitman is still in Effect...just barely...)
Effects: 35 vs. 36 (Blinding Return, Kite's Power is currently higher than Yagyuu's cause of Big Bang, so Kite +4, Yagyuu -3. No negation)

Winner: Kite 7-6! (By a smidgin...)


Round 3, Sherlock vs Chaos, Singles 2

Fuji Shuusuke (5, 10, 6, 10, 31) 45
Defensive Baseliner; Right Handed

-Prodigy [Feat]:
Fuji’s stats cannot be decreased.

-Unmotivated [Feat]:
When Fuji plays against an opponent with a weaker base total (in Doubles both pair's totals are taken into account), all of Fuji's stats drop by 2 points. This Feat is negated when Fuji participates in a decisive match.

-Serious Mode [Feat]:
When the Opponent surpasses Fuji's total for the first time, Fuji's stats go up by 2 each. This does not count if the Opponent's Base Total is higher than Fuji's. In a decisive match, Fuji's stats go up regardless of prerequisites.

-Never-ending Evolution [Feat]:
When one of Fuji’s Counters is negated, the next counter activates. The Order is Triple Counter -> 4th Counter -> 5th Counter -> 6th Counter

-Closed Eyes [Effect]
Fuji's stats are boosted 1.5 points each. If he would face an opponent using Illusion, the opponents copied Effects/Auras are only applied at 50%. Fuji can use one more Effect.

-Evolved Triple Counter[Effect]:
Depending on Fuji's opponent, one of either Houou Gaeshi, Kirin Otoshi or Hakuryuu activates, in Doubles the stronger opponent's play style decides which one activates. If the Opponent's Speed is 10 or more than Fuji's Spin, this Effect is negated.
- When none of the other two activate -> Houou Gaeshi
- When the Opponent's highest stat is Power -> Kirin Otoshi
- When the Opponent's Play style is Serve and Volley -> Hakuryuu

-Houou Gaeshi:Fuji's spin is boosted by 6 and the Opponent's Speed and Control drop by 4 If the Opponent's Spin is 0, this Effect is negated.

-Kirin Otoshi:The Opponent's Effect is negated. This is negated when the Opponents Power exceeds Fuji's by 10 or more

-Hakuryuu: Fuji's Spin is boosted by 8 and the Opponents Speed and Control drop by 2 each.

-4th Counter - Kagero Zutsumi [Effect]:
If an Opponent would add points to his Spin stat through an Effect, those points are not added. If a boost was prevented this way, that Opponent's Spin becomes 0 and the Opponent's Speed is halved.

-5th Counter - Hecatonchires no Monban [Effect]:
Fuji's Spin stat becomes doubled. If the opponent's Spin or Power are equal to or higher than Fuji's Spin, this Effect is negated.

-6th Counter - Hoshi Hanabi [Effect]:
Fuji's Spin is boosted by 5 and the opponent’s Control and Speed are lowered by 2.5 each. If this Effect activates as a result of never ending evolution, the boost and stat drops are each doubled. This Effect can neither be copied nor can it be negated.

Vs.

Niou Masaharu (8, 8, 8, 9, 33) 41
All-rounder; Left Handed

-Unpredictable [Feat]:
If the opponent would use a Feat or an Effect called ‘Data Tennis’, that Feat/Effect is negated.

-Trickster of the Courts [Feat]:
When the opponent's total surpasses Niou's for the first time in a match, Their stats are lowered by 2 each

-Illusion [Effect]:
When playing Singles, Niou chooses a character whose abilities he can copy. He also takes on the Play style, Handedness of that character. Niou cannot copy Effects that say not copyable. If Niou faces the character he copies, he can only activate the Effects or Aura’s at 50% potency. This Effect cannot be copied or negated.

Time for the coolest Muga Blitz ever.

-One footed Split Step [Effect]:
Kirihara’s Speed is boosted by 2 points. Kirihara can activate one more Effect OR Aura.

I activate....

-One footed Split Step [Effect]:
Kirihara’s Speed is boosted by 2 points. Kirihara can activate one more Effect OR Aura.

Nowhere does it say it can't be activated only once.
...Yeah. Cheap loophole, I know. I could also use Muga to Split Step to Muga and go back and forth, but I'll stick with this.

Niou gets INFINITE POINTS.

Winner: Niou 6-0


Round 3, Sherlock vs Chaos, Singles 1

Tezuka Kunimitsu (8, 12, 9, 11, 40) 45
All-rounder; Left Handed

-My Aaaaaaaaaaarm… [Feat]:
Tezuka loses in a tie.

-Unprecedented Strength [Feat]:
If Tezuka's player decides to activate any of Tezuka's Pinnacles, he has to choose an activation order for them. The Auras resolve in the chosen order as long as Tezuka's total is lower than his opponent's. (Singles only)

-Zeroshiki Serve [Serve]:
Tezuka’s Spin is boosted by 10 points. This Serve can only be negated by if Sanada successfully chains Rin, Ka and Rai. This Serve cannot be copied or negated in any other way.

-Tezuka Zone [Final Effect]:
(1) Tezuka's Spin is boosted by 6 points.
(2) If the opponent's Spin is lower than Tezuka's, his Control is halved.
(3) This Effect is negated when Tezuka's Spin drops below 1/2 of his base Spin.
(4) Tezuka may activate one more Effect or Aura that isn't Tezuka Phantom.
(5) This cannot be copied by Muga no Kyouchi

-Hyakuren Jitoku no Kiwami [Aura]:
If your opponent adds points to either his Power or Spin stat through a Serve, Effect or Aura, add twice of those points to Tezuka's Power/Spin stat.

-Saiki Kanpatsu no Kiwami [Aura]:
The player has to choose one Effect OR Aura from every player of the opposing team. If that ability is used against Tezuka, it is negated and the opponent's highest stat drops by 8 points. If two or more stats tie as the highest stat, the dropping points are divided equally. (Singles only)


1. Hyakuren; 2. Saiki

Saiki:
Renji -> Cicada
Niou -> Muga no Kyouchi (lmao if that works)
Rin -> Giant Habu
Mizuki -> Data Tennis
Kajimoto -> Tactics
Billy -> -
Michael -> Invisible Swing
Shudou -> -

Vs.

Yanagi Renji (8, 8, 8, 10, 34) 41
Defensive Baseliner; Right Handed

-Master [Feat]:
If Renji successfully uses Data Tennis to negate his Opponent's Effect or Serve, his stats go up by 2 each.

-Data Tennis [Effect]:
Renji's player has to guess 4 Serves/Effects/Auras before each match. When one of the chosen abilities activates against Renji, it's negated and all of that opponent's stats drop by 1 point each. Renji can use one additional Effect. This Effect cannot be copied or negated.

-Cicada [Effect]:
(1)Renji’s Spin stat is boosted by 8. Depending on the opponent’s play style. The Opponent's Speed stats drops by: All-rounder->2 points; Aggressive Baseliner->1 points, Defensive Baseliner->3 points, Serve and Volley->0 points. In Doubles this Effects both players on the opposing side.

Base: 40 vs. 34
Serves: 50 vs. 34 (Zero shiki)
Feat: 50 vs. 42. (Master)
Effect: 48 vs. 50 (Cicada)

Winner: Renji 7-6


Round 4, Chaos vs Ken, Singles 3

Sengoku Kiyosumi (5, 5, 6, 6, 22) 25
All-rounder; Right Handed

-Lucky! [Feat]:
If the opponents final total of points is even, Sengoku gets boosted 5 points. If the opponent final total of points is odd, Sengoku loses 2 points.

-Vision [Feat]:
The opponent’s Speed drops by 3 points. This Feat cannot be copied

-Racket Change [Feat]:
If Sengoku's total is surpassed by any means, his Power, Spin and Control go up by 2 each.

-Kohou [Serve]:
Sengoku’s Power is boosted by 3 points. The Opponent's Speed drops by 3. This Effect cannot be negated by any other Feats/Formations/Effects/Auras.

-Dunk Smash [Effect]:
Sengoku's Power is boosted by 5 points. Each of the opponent’s stats drops by 1 point.

Predicts Straight

Vs.

Kaidoh Kaoru (5, 7, 5, 5, 22) 30
Defensive Baseliner; Right Handed

-Stamina [Feat]:
Kaidoh wins if he ties or the opponent’s total is within 3 points of Kaidoh’s.

-Straight or Curved? [Opening Effect]:
The user chooses before the match whether he will use Gyro Laser or Tornado Snake. The opponent must predict which of the 2 the user is going to use. If the opponent is correct, his Speed is boosted by 2 points, if he is wrong his Speed drops by 4 points.

-Tornado Snake [Effect]:
Kaidoh’s Spin is boosted by 7 points and the Opponent's control is lowered by 2.

-Devil Mode [Final Aura]:
This Aura cannot be chosen. This Aura automatically activates if the opponent’s final total is higher than Kaidoh’s, Kaidoh’s Power and Speed increase by 4 points each. If Kaidoh is playing Doubles with someone whom he has a support level of 3 or higher with, this effect is negated.

Base: 22 vs. 22
Feats: 22 vs. 19 (Vision)
Serve: 25 vs. 16 (Kouhou)
Effects: 30 vs. 12 (Dunk Smash)
Effects: 24 vs. 19 (Tornado Snake w/ wrong prediction)
Aura: 24 vs. 27 (Devil Mode)
Feat: 30 vs. 27 (Racket Change)
Feat: 28 vs. 27 (unlucky)

Winner: Sengoku 7-6


Round 6, Sai vs Bowser, Doubles 2

Marui Bunta (3, 5, 4, 10, 22) 31
Serve and Volley; Right Handed

-Volley Expert [Feat]:
When playing Doubles, Bunta’s Spin, Speed and Control are boosted by 2 points each.

-Myougi [Opening Effect]:
The user chooses before the match whether he will use Tsunawatari, Tecchuu Atte or Jikansa Jigoku. The opponent must predict which of the 3 the user is going to use. If the opponent is correct, the effect is only activated at 50% potency. If the opponent it activates at 100%.

-Jikansa Jigoku:
This Effect can only be activated through Myougi. The opponent's Speed drops by 4 points and Bunta’s Power is boosted by 2

Tezuka Kunimitsu (8, 12, 9, 11, 40) 45
All-rounder; Left Handed

-My Aaaaaaaaaaarm… [Feat]:
Tezuka loses in a tie.

-Zeroshiki Serve [Serve - Opening Effect]:
The player can choose the activation time of this Serve ((Opening/Final) Effect/Aura). When this Serve resolves, Tezuka's Spin is boosted by the difference between Tezuka's total and the opponent's total when Tezuka's total is lower, or by 9 points when it's higher. This boost cannot exceed 15. If the points boosted are 10 or more and Tezuka's final total doesn't exceed his opponent's by 1 for each 3 points of boost, Tezuka loses automatically. This Serve cannot be copied. This Serve can only be negated by Sanada if he successfully chains Ka, Rin and Rai.

-Tezuka Phantom [Final Effect]:
(1)Tezuka's Spin is boosted by 18 points.
(2)If the Opponent has added any points to his Power, Spin or Control through an Effect, That Effect is negated regardless of it being innegateable and the Opponent's Power drops to 0.
(3)This Effect cannot be copied by Muga no Kyouchi. This Effect can only be negated if Tezuka's spin falls under 20.
(4)If Tezuka's Total after resolving this Effect is lower than or within 5 points of his opponents or if This Effect was negated, his Power, Spin and Control are all halved.

-Double Singles Formation [Formation]
This Formation can only be used by a pair with no tier level. They must have a combined base total of 50 or more. Each Player in the Pair cannot have their Feats, Effects, or Aura's negated. Their highest stats are boosted by 5 each.


Akutagawa Jiro (4, 6, 7, 8, 25) 23
Serve and Volley; Right Handed

-Excited [Feat]:
When Jiro faces an Opponent with equal or higher base stats than him, his stats are all boosted by 1 each.

-Flexible Wrist [Feat]:
Jiro’s Control and Spin are boosted by 2 points each. Jiro's control cannot be dropped. This Feat cannot be copied

-Slice Serve and Dash [Serve]:
Jiro’s Spin is boosted by 3 points and his speed is boosted by 2.

-Rising Shot [Effect]:
If the opponent uses an Serve, that Serve is negated and the opponent’s Speed drops by 3 points. The Opponent may not use their Secondary Effect. If used against an Effect that Effect's potency is cut by 50%.

-Magic Volley [Effect]
Jiro's control is boosted by 6. The Opponent's Speed and Control drop by 3 each. If his opponent is a Baseliner, that opponent's total drops further by 3 points. This Effect cannot be copied or negated.

Yamato Yuudai (9, 5, 6, 10, 30) 31
All Rounder, Left Handed

-Great Motivation [Feat]:
If Yamato Wins his match, his teams stats are all boosted by 1 point each for their remaining matches

-100 Laps Training [Feat]:
If any Member of Yamato's team loses, they get boosted by 5 points for the next round.

-Disarming Effect on People [Effect]:
If the Opponent's Base stats are higher than Yamato's their stats are lowered by 1 each and their Effects are negated.

-Double Singles Formation [Formation]
This Formation can only be used by a pair with no tier level. They must have a combined base total of 50 or more. Each Player in the Pair cannot have their Feats, Effects, or Aura's negated. Their highest stats are boosted by 5 each.


Base
22+40 - 25+30

Feats
22+40 - 29+30 (Excited)
22+40 - 34+30 (100 Laps of Training)
28+40 - 34+30 (Volley Expert)
28+40 - 38+30 (Flexible Wrist)

Formations
33+45 - 43+35 (2x Doubles Singles Formation)

Serves
35+45 - 48+35 (Slice Serve and Dash)

Effects
37+45 - 44+31 (Myougi -> Jigansa Jigoku; Bowser's guess: Techuu Ate)
37+54 - 44+31 (Zero Shiki Serve)
36+51 - 46+33 (Rising Shot)
30+45 - 52+33 (Magic Volley)
30+41 - 52+33 (Disarming Effect on People)
Tezuka Phantom, even though it can't be negated doesn't activate due to Rising Shot.

Total
71-85


Winner: Jiro/Yamato 7-5


Round 6, Chaos vs Jav, Doubles 1

Tokugawa Kazuya (15, 15, 15, 15, 60) 60
All-rounder; Left Handed

-Killing Glance [Feat]:
Each of the opponent’s stats drops by 1.5.

-Ten at a Time [Feat]
Kazuya’s Speed, Power and Control are boosted by 10 each.

-Intimidation [Effect]:
The opponent’s Control and Power drop by 5 points each. This effect cannot be copied.


Akutsu Jin (9, 4, 8, 6, 27) 30
Aggressive Baseliner; Right Handed

-Overseas Training [Feat]:
Akutsu’s stats are boosted by 2 point each.

-Flexibility [Feat]:
Akutsu’s Control is boosted by 3 points.

-Sliding [Final Effect]:
Akutsu’s speed is boosted by 5 and his Opponent's Effects are negated. If any of his opponent's Final stats are higher than Akutsu's Final speed, their Effects are not negated. In Double's this only affects the stronger Opponent.


-Double Singles Formation [Formation]
This Formation can only be used by a pair with no tier level. They must have a combined base total of 50 or more. Each Player in the Pair cannot have their Feats, Effects, or Aura's negated. Their highest stats are boosted by 5 each.

Vs.

Kikumaru Eiji (4, 1, 10, 4, 19) 25
Serve and Volley; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Oishi, Oishi's Control goes up by 5 and any boost he receives from his own Effects are doubled.

-Acrobatic Play [Feat]:
Kikumaru’s Speed is boosted by 2 points. Kikumaru’s Effects cannot be negated.

-Vision [Feat]:
The opponent’s Speed drops by 4 points. This Feat cannot be copied

-Kikumaru's Signature Step [Effect]:
Kikumaru’s Speed is boosted by 5 points and he can activate one more Effect OR Aura.

-Synchro [Aura]:
All of the Kikumaru's stats are boosted by 5 points each and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)


Oishi Shuuichirou(2, 4, 2, 4, 12) 25
Defensive Baseliner; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Kikumaru, Kikumaru's Speed goes up by 5 and all stat boosts he receives from his own Effects are doubled.

-Doubles Master [Feat]:
Oishi's Control and Speed are boosted by 2 points each. Additionally, his partner's highest base stat is boosted by 4 points, if there is more than one highest stat, the points are spread equally. This/those stat(s) cannot be decreased. (Doubles only)

-Synchro [Aura]:
All of the Oishi's stats are boosted by 5 points each and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points.

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.

-Synchro Formation [Formation]:
This Formation can only be used by a Pair that has a Tier Level of 5 or higher and is using Synchro. The Opposing Pair's stats are dropped by 2.5 each. If the opposing pair would use a Feat, Effect or Aura to predict either player of this pair, that ability is nullified. If by some means, a pair would be able to use this formation without having Synchro, this formation is negated. This Formation cannot be nullified.

Base: 87 vs. 31
Boost: 87 vs. 46
Feats: 117 vs. 46 (Ten at a Time)
Feats: 117 vs. 58 (Ace Strategy)
Feats: 125 vs. 58 (Overseas Training)
Feats: 125 vs. 74 (Ace Doubles Master)
Feats: 128 vs. 74 (Flexibility)
Feats: 120 vs. 74 (Vision)
Feats: 120 vs. 94 (Ace GP)
Formations: 110 vs. 94 (Double Singles vs. Synchro)
Effects: 110 vs. 104 (Signature Step)
Effects: 115 vs. 104 (Sliding)
Auras: 115 vs. 184 (Synchro)

Winner: GP 6-0


Round 6, Bowser vs pikafire, Doubles 1

Yanagisawa Shinya(2, 2, 3, 3, 10)
All-rounder; Right Handed

-Dane! [Feat]:
If the opponent uses an Effect that would add points to a stat, only half of those points are added instead.

-100 Laps Training [Feat]:
If any Member of Yamato's team loses, they get boosted by 5 points for the next round.

-Special Training [Effect]:Sign Play
The player has to name an Effect or Aura before the match begins. If the an opponent uses that Effect/Aura, it is negated and all of Yanagisawa's stats are boosted by 2 points

Yukimura Seiichi (10, 11, 13, 10, 44) 50
All-rounder; Right Handed

-Child of God [Feat]:
Yukimura’s Speed is boosted by 13 points.

-2 Shots at Once [Feat]:
Yukimura's Power, Speed and Control go up by 2 each.

-Yips [Effect]:
All of the opponent’s Serves, Effects and Auras are negated even if they cannot be negated with the exception of Pinnacle of Perfection and Black Aura. This effect cannot be copied.

-Double Singles Formation [Formation]
This Formation can only be used by a pair with no tier level. They must have a combined base total of 50 or more. Each Player in the Pair cannot have their Feats, Effects, or Aura's negated. Their highest stats are boosted by 5 each.

Vs.

Oshitari Yuushi (5, 7, 5, 8, 25) 31
All-rounder; Right Handed

-Genius of Hyoutei [Feat]:
If Oshitari successfully pulls of 'The Man of 1000 Techniques' at 100% and achieves his play style drop for his technique, his stats are boosted by 2 each.

-Sealed Heart [Feat]:
Oshitari's stats cannot be dropped. If the opponent would use an ability that prevents Oshitari's Effect to activate at 100% or would negate his Effects, that ability is negated. This Feat cannot be copied

-Impassioned [Feat]:
If the opponent's total exceeds Oshitari's by 5 or more anytime during the match, Oshitari can choose to negate Sealed Heart and Oshitari's stats are boosted by 3 points each. (Singles Only)

-Doubles Strategist [Feat]:
If Oshitari plays Doubles, all of his stats are boosted by 2 points.

-The Man of 1000 Techniques [Effect]:
Oshitari has to choose an Effect from the following list to activate. The Opponent must predict which of the following will activate. If the Opponent guesses the Effect wrong, the Effect activates at 100%. If the Opponent is correct, the Effect activates at 50%. When Sealed Heart is negated, the playstyle bonus drops do not apply.

-D*F*D*R:
Oshitari gets a boost of 5 each to his Power and Control stats. The opponents speed and control are dropped by 2 each. If the Opponent is a Serve and Volleyer, his Control is dropped further by 3.

Oshitari Kenya (5, 1, 10, 5, 21) 15
Defensive Baseliner; Right Handed

-The Speedster of Naniwa [Feat]:
Kenya’s Speed is boosted by 8 points.

-NO Speed NO Life [Final Feat]:
If the opponent’s Speed is higher than Kenya's, Kenya’s Speed is boosted by 4 points.

-Speed Tennis [Effect]
If the opponent increases his speed, Kenya increases his own speed by the same amount. This Effect cannot be copied

Oshitari/Kenya
- The Cousins from Osaka [Feat]:
When playing Kenya gets a +3 to Speed and Yuushi gets a +3 to control. Yuushi auto activates Impassioned without negating Sealed Heart. They may also choose to use any formation regardless of prerequisites.

-Adaptation Formation [Formation]:
This formation can only be used by a pair with a Tier Level of 4 or more. Each Player of the pair using this Formation has their stats raised by 1 each. When facing a pair with a higher combined Base Total, their Formation boosts are cut by 50%. When facing a pair of a lower combined Base Total, the opposing pair's Formation point boosts are nullified and the pair's stats are boosted by 1 each.

Base: 54 vs. 46
Feats: 73 vs. 46 (Yukimura's Feats)
Feats: 78 vs. 46 (100 Laps)
Feats: 78 vs. 52 (Cousins)
Feats: 78 vs. 60 (Speedster)
Feats: 78 vs. 64 (No Speed No Life)
Feats: 78 vs. 76 (Impassioned)
Feats: 78 vs. 84 (Doubles Strategist)
Formations: 82 vs. 92 (Double Singles vs. Adaptation)

Winner: Oshitari Pair (PURELY BY FEATS!) 7-5


Round 7, pikafire vs Jav, Doubles 2

Sanada Gen’ichirou (10, 10, 10, 10, 40) 50
All-rounder; Right Handed

-Emperor [Feat]:
Sanada's player has to choose an activation order for all of Sanada's Effects. The Effects resolve in that order as long as Sanada's total is lower than his opponent's. Once Sanada's Total is higher or the activation order finishes, Emperor is resolved. In and Rai must always resolve second to last and last. If after the Opponent's final Effect or Aura and Sanada's total is lower, he may activate the next Effect in his activation order as long as he has not already activated all of them. This Feat cannot be copied or negated.

-5 Shots at Once [Feat]:
Sanada's Speed, Power and Control are boosted by 5 each.

-Ka [Effect]:
Sanada’s Power is boosted by 6 points and the opponent's Effects are negated. If the Opponent's Power is 7 or more, this Effect is negated.

-In [Effect]:
If the Opponent would try to use a Feat, Effect or Aura to predict Sanada in anyway, that Feat, Effect or Aura is negated. Sanada can activate one additional Effect.

-Rai - Part 1 [Opening Effect]:
Sanada's Speed is boosted by 10 and his Speed cannot be reduced. This Effect cannot be negated. Sanada can activate one more Effect. This Effect is activated automatically if after the Opponent uses their first Effect, any stat of theirs is above Sanada's Speed. This Effect can only be activated once per match without consequences. If this Effect is activated more than once, Sanada loses 8 points in speed for every time it is activated and loses if the Opponent's final total is within 5 points of Sanada's. This Effect can only be activated a max of 3 times.

-Rai - Part 2 [Effect]:
(1)Sanada’s Spin and Power increase by 5 points. The Opponents control falls by 5.
(2)This Effect is not affected by Hyakuren Jitoku no Kiwami. If Hyakuren Jitoku no Kiwami is used against Rai, it is negated.
(3)Any Effect the Opponent uses that resolves after this Effect and boosts the opponents own stats is negated.

-Black Aura [Opening Aura]:
This Aura cannot be activated manually. this automatically activates after Emperor finishes resolving. If the opponent’s total is still higher than Sanada’s, Sanada’s Power gets doubled and the Opponent's stats drop by 2 each. This Effect cannot be copied of negated.

Kirihara Akaya (7, 8, 8, 7, 30) 40
Aggressive Baseliner; Right Handed

-Intense Concentration [Feat]:
Kirihara's stats cannot drop through Effects.

-Knuckle Serve [Serve]:
Kirihara's Spin and Power go up by 2 each, Each of the opponent’s stats besides Spin drops by 1.

-Danger Mode [Aura]:
If the Opponents base total is higher than Kirihara's, Kirihara's Power and Speed are boosted by 5 point each. This aura cannot be copied. Should any Effect Kirihara use be negated, this Aura activate automatically.

-One footed Split Step [Effect]:
Kirihara’s Speed is boosted by 2 points. Kirihara can activate one more Effect OR Aura. This Effect cannot be negated

-Muga no Kyouchi [Final Aura]:
This Aura cannot be manually activated. This Aura can only be activated if the Opponents Total surpasses Kirihara's Total by more than 10 points. If this Aura is activated, both 'Danger Mode' and "Devil Mode' are negated. Kirihara's stats are all boosted by 1 each and he can choose to use any Effect of a player his team has faced or that is on his team. For Every Effect Kirihara Chains after 1 Serve and 1 Effect, loses (2x) point to each stat. (x) equals the number of Effects he has chained after 1 Serve and 1 Effect. This Aura cannot be chained from another Effect or Aura nor can an Aura be chained from an Effect copied by 'Muga no Kyouchi'.

-Waterfall [Serve]:
Inui’s Power is boosted by 9 points. If Inui or his team would tie with an opponent, they win instead.

-Rai - Part 1 [Opening Effect]:
Sanada's Speed is boosted by 10 and his Speed cannot be reduced. This Effect cannot be negated. Sanada can activate one more Effect. This Effect is activated automatically if after the Opponent uses their first Effect, any stat of theirs is above Sanada's Speed. This Effect can only be activated once per match without consequences. If this Effect is activated more than once, Sanada loses 8 points in speed for every time it is activated and loses if the Opponent's final total is within 5 points of Sanada's. This Effect can only be activated a max of 3 times.

-Rai - Part 2 [Effect]:
(1)Sanada’s Spin and Power increase by 5 points. The Opponents control falls by 5.
(2)This Effect is not affected by Hyakuren Jitoku no Kiwami. If Hyakuren Jitoku no Kiwami is used against Rai, it is negated.
(3)Any Effect the Opponent uses that resolves after this Effect and boosts the opponents own stats is negated.

-Devil Mode [Final Aura]:
This Aura cannot be chosen. This Aura activates automatically if the opponent’s final total is higher than Kirihara’s and he has activated Danger Mode. Kirihara’s stats increase by 3 points each and his opponents speed goes down by 2. This cannot be copied.

-Double Singles Formation [Formation]
This Formation can only be used by a pair with no tier level. They must have a combined base total of 50 or more. Each Player in the Pair cannot have their Feats, Effects, or Aura's negated. Their highest stats are boosted by 5 each.

Vs.

Kikumaru Eiji (4, 1, 10, 4, 19) 25
Serve and Volley; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Oishi, Oishi's Control goes up by 5 and any boost he receives from his own Effects are doubled.

-Acrobatic Play [Feat]:
Kikumaru’s Speed is boosted by 2 points. Kikumaru’s Effects cannot be negated.

-Vision [Feat]:
The opponent’s Speed drops by 4 points. This Feat cannot be copied

Synchro [Aura]:
This Aura only activates when both players of the Pair uses it. This Aura Auto-Activates if the Opposing Pairs Final Total is higher than this Pair's total and is not more than 20 points higher (This only auto activates if not already chosen). If this Aura was auto activated, all the Effects of the Pair are negated even if non-negateable. The Support Bonus, Formation Boost and Doubles Feat Boosts (i.e. Strategy and Covering) this Pair gains are doubled and cannot be negated in anyway. This Pairs Formation is negated and replace with Synchro Formation if they are not already using it. This Pair's stats cannot be dropped. This Aura cannot be negated by any other ability (except Yips) nor cant it be copied.

Oishi Shuuichirou(2, 4, 2, 4, 12) 25
Defensive Baseliner; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Kikumaru, Kikumaru's Speed goes up by 5 and all stat boosts he receives from his own Effects are doubled.

-Doubles Master [Feat]:
Oishi's Control and Speed are boosted by 2 points each. Additionally, his partner's highest base stat is boosted by 4 points, if there is more than one highest stat, the points are spread equally. This/those stat(s) cannot be decreased. (Doubles only)

Synchro [Aura]:
This Aura only activates when both players of the Pair uses it. This Aura Auto-Activates if the Opposing Pairs Final Total is higher than this Pair's total and is not more than 20 points higher (This only auto activates if not already chosen). If this Aura was auto activated, all the Effects of the Pair are negated even if non-negateable. The Support Bonus, Formation Boost and Doubles Feat Boosts (i.e. Strategy and Covering) this Pair gains are doubled and cannot be negated in anyway. This Pairs Formation is negated and replace with Synchro Formation if they are not already using it. This Pair's stats cannot be dropped. This Aura cannot be negated by any other ability (except Yips) nor cant it be copied.

Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points.

-Synchro Formation [Formation]:
This Formation can only be used by a Pair that has a Tier Level of 5 or higher and is using Synchro. The Opposing Pair's Speed and Control are halved and their Formation boost is negated. If the opposing Pair would use a Feat, Effect or Aura to predict either player of this pair, that ability is nullified. If by some means, a Pair would be able to use this formation without having Synchro, this formation is negated. This Formation cannot be nullified.

Base: 70 vs. 31
Aura: 70 vs. 31 (Synchro is in effect from the start due to its nature of doubling doubles boosts)
Boost: 70 vs. 61
Feats: 85 vs. 61 (5 Shots)
Feats: 85 vs. 73 (Synchro Strategy)
Feats: 85 vs. 83 (2x GP)
Feats: 85 vs. 91 (Doubles Master)
Feats: 85 vs. 93 (Acrobatic Play)
Feats: 81 vs. 93 (Vision, Akaya not affected)
Formations: 63 vs. 93 (Synchro Formation negates Double Singles)
Aura: 67 vs. 93 (Muga Auto Activates, Danger and Devil will nto activate and are negated)
Serve: 76 vs. 93 (Waterfall)
Effects: 86 vs. 93 (Rai 1)
Effects: 88 vs. 93 (Rai 2 - 2 per from Muga)
Effects: 90 vs. 93 (One Foot Split Step, still activates due to muga having only been auto)
Effects: 96 vs. 93 (Ka, Emperor Resolves)

Winner: Rikkai 7-6

javimgol
March 26, 2010, 05:28 AM
You need 7 characters for your team and you have a total of 165 points you can spend at max. You Must have 2 High Tier Characters, 3 Mid tier Characters and 3 Low Tier Characters

LOL
Seriously, we need 7 or 8 players?

After counting a bit, 165 points are too low. Really, really low. It's almost impossible to build a team with those points, and I'm 99% sure that with 8 coaches as we are it's mathematically impossible to create 8 teams with that points.

Sai_the_Shaman
March 26, 2010, 03:12 PM
Fixed, it's 8 players

it should still be possible, there are about 74 players if I counted correctly. That gives us just enough for 9 people.

5 extra points is more than enough for a low tier player. It's not like anyone is going to get an advantage and not pick have to pick a low tier player. Hell some of us were able to get 8 players last season on 160 alone.
[hr]
Well Chaos wants to up the cost count, so we'll up it to 180.

We have 77 characters in total, just enough for 9 people.
[hr]
added picking order to end of first post. Note: it is subject to change based on the actual turn out of Season 1. I'm just going by most likely right now.

javimgol
March 26, 2010, 06:42 PM
added picking order to end of first post. Note: it is subject to change based on the actual turn out of Season 1. I'm just going by most likely right now.
'Cause I have two high tier characters to pick, that means I should take the remaining one???Pretty unfair IMAO

Also, could you post please the already selected players?

Kaoz
March 26, 2010, 07:14 PM
No one forced you to keep a Mid Tier!

There's absolutely nothing unfair about it, besides there are a total of 20 High Tiers, so you'll have 3 to choose from in your second pick. If you don't like it, take Irie or Shiraishi as default character.

Sai_the_Shaman
March 27, 2010, 04:33 AM
As Chaos said, it isn't not fair.

There's 2 choices, you get first pick, which isn't fair to everyone else, especially Sherlock who is probably the winner of the league OR you get last pick. There is no 3rd option. Like Chaos said, you didn't have to choose a Mid Tier to keep. The Same would've happened to anyone else who didn't choose a High Tier to keep. If Ken by some chance wants to keep a low or Mid Tier, he'll be joining you in that line.

You don't really have that bad a spot for picking either, You're only 3rd for your 1st High Tier and you're Second for your second Mid Tier. You would have gotten First Pick for your last Mid Tier, but you already chose to keep one of your own Mid Tiers. The only spot you have bad pickings are really in the Low Tier where all the people who go good High Tier and 1st Mid Tier Picks are stuck with bad low tier pick spots as well.

I'll post people's picks once I get Ken's. Not like we're in a rush. I'm still finalizing certain things and changing Effects as People point things out to me that I agree with and the 1st Season isn't quite over yet. We probably won't start picking till either Sunday or Monday.
[hr]
Posted Pre Picks.

javimgol
March 27, 2010, 09:33 AM
If I change Irie for Kikumaru, would I be for sure First in Mid Tier?
Or this things are just supositions till last season finish?

Kaoz
March 27, 2010, 10:17 AM
The picking order depends on the final results of season 1.

Sai_the_Shaman
March 29, 2010, 03:41 PM
Roster, Formations, Tiers, Costs and Effects are now finalized.

Full picking order will be posted once S1 tomorrow.

Also, due to some cost changes and overall things going up in cost, you get another 5 points to your total expenditure, which is now 185.

javimgol
March 29, 2010, 03:58 PM
The mother of all questions: who would won, right now,in a Golden Pair VS Champion Pair? With Champion being Lvl 5, I'm not sure...
I hope you won't forget sth called manga canon (aka D1 of the Nationals, when GP in Synchro won 5 games in a row, showing the galactic gap between both pairs)

Also, Irie's One Shot Kill, Inui, Mizuki and Renji's Data Tennis, Kikumaru's One Man Doubles, Kawamura's Final Hadokyyu (or Dash Hadokyyu, if you want), Sakurai's Tactician (should be a Feat), Muromachi's Last Pick Singles, Shudou's Growing up playing tennis shouldn't be able to be copied

, and I have serious doubts about Hitouji Copycat, Kenya's Speed Tennis, Kiraku's Strategic Play, Amane's Pun Killer, Sakuno's Cheer!

and TZone should't be able by Muga users

Sai_the_Shaman
March 29, 2010, 04:18 PM
No Worries Jav, with Ace Pair and GP feat, Synchro is a 96 point boost by itself (Assuming a decisive match)

It's pretty much impossible to beat.

If you want a simulated Run down:

Base: 44 vs. 31
Boost: 59 vs. 46
Feats: 85 vs. 86
Formations: 99 vs. 86
Serve: 103 vs. 86 (Fire Serve)
Effects: 107 vs. 86 (Nezumi HanaBEAT)
Effects: 111 vs. 78 (100% Jikansa Jigoku)
Aura: 111 vs. 172 (Synchro)

Winner: Golden Pair

javimgol
March 29, 2010, 04:34 PM
No Worries Jav, with Ace Pair and GP feat, Synchro is a 96 point boost by itself (Assuming a decisive match)

It's pretty much impossible to beat.

If you want a simulated Run down:

Base: 44 vs. 31
Boost: 59 vs. 46
Feats: 85 vs. 86
Formations: 99 vs. 86
Serve: 103 vs. 86 (Fire Serve)
Effects: 107 vs. 86 (Nezumi HanaBEAT)
Effects: 111 vs. 78 (100% Jikansa Jigoku)
Aura: 111 vs. 172 (Synchro)

Winner: Golden Pair

Ok, ok, look at my previous post to other Effects to discuss

Sai_the_Shaman
March 29, 2010, 04:52 PM
I added no copy clauses to a lot of those jav, but things like Final Hadoukyuu and One Man Doubles are skeptical to me. One Man Doubles is pretty much a continuation of his signature step, which we saw was copyable.

Hadoukyuu being copyable is fine since it had the side effect that will still affect whoever copies it. Given that all the Muga users are High tier, it would be pretty stupid to bench them by using Hadoukyuu in the next round just to win the current one.

javimgol
March 30, 2010, 03:56 AM
And the rest? They have the word "please,copy me, Muga users" specially Irie's

Sherlock Holmes
March 30, 2010, 03:31 PM
Only if they face Irie.

Also....

I LOVE YOU KEN!
PEOPLE WONDERED IF HE COULD BEAT SAI.
I SAID SHORYUKEN!
YEAH!

Sai_the_Shaman
April 01, 2010, 03:42 PM
k, picks finalized

Send me your pick lists and I shall start the process.
[hr]
Updated the teams.

Some of you are going to hate your low tier pics....

here's a compromise I'm making a shop system you can use with your extra points.

Chaos already used his 5 extra to get a 9th character that cost 5

You can each get a 9th character that costs that many points from any tier (if you have the points).

You can buy a tier level for a pair on your team
5 points = level 1
10 points = level 2
15 points = level 3
20 points = level 4
25 points = level 5

You can add stats to your character: every 2 points gets 1 point in stats for any stat you chose.

You can add a formation between 2 characters for 5 points each. The formation must be okayed by me. Thus it cannot be ridiculously overpowered.
[hr]
just wanted to make an addendum, you can trade a lower tier character for a lower cost character to get more spare points if you so choose.
[hr]
So now that teams are mostly finalized. We will be in a trading period until Saturday 4/3.

Please send in all your spare point expenditures to me before then.

I will post first round matches later today.
[hr]
ROUND 1:
(This was chosen by a random generator)

chaosmaster1991 vs. Sherlock Holmes
javimgol vs. pikafire87
-Ken- vs. Zatono
Sai the Shaman vs. KuwabaraTheMan
Jane Marple vs. BYE

chaosmaster1991 vs. KuwabaraTheMan
-Ken- vs. javimgol
pikafire87 vs. Sai the Shaman
Jane Marple vs. Sherlock Holmes
Zatono vs. Bye

Here's something about BYE....if you look at the fist post, you will notice a new team called BYE. It is made up of 4 left overs from the picking and 4 custom made ones (based on characters in the series). This Team is just a free match team. No points will be added if you beat them. It's just to give you something to do when you have no match. I dare you to beat them!

Jane Marple
April 01, 2010, 03:59 PM
Spend 25 points to make Jiro/Hiyoshi a Level 5 pair.

Sai_the_Shaman
April 01, 2010, 04:55 PM
Due to popular demand (bitching by chaos and Sherlock) R1 has changed

chaosmaster1991 vs. KuwabaraTheMan
-Ken- vs. javimgol
pikafire87 vs. Sai the Shaman
Jane Marple vs. Sherlock Holmes
Zatono vs. Bye
[hr]
Referee: Me (Sai) Send them to me

Bowser: you still reffing my match?

Bowser
April 01, 2010, 08:23 PM
Yeah, anyone facing Sai should send them to me.
[hr]
PS: Whos Takase and Kitamaru?

Sai_the_Shaman
April 02, 2010, 11:20 AM
those two are form midoriyama
[hr]
All spare points have been added! (with the exception of some people who have single point which are kinda useless).

I noted in your line up sections which characters need added points. Special Formations have been added to the characters who received them. Tier Levels have been added to the list.

Bowser, please make not of stat changes in each players roster list since I did not change the numbers on the characters themselves.
[hr]
Posted Round 1 matches to the first post.

Official start date is Saturday still, BUT you're welcome to start sending me your line ups. The Line up clock does not start till Saturday however. Line ups are due within 5 from Saturday! (Trying to keep a standard of time on the league this season so we dont have hugely long pauses like last season)

Anyhow I'd like to say Round 1 START! (unoffically)
[hr]
The Season hasn't officially started, but here's a nice match anyhow. Zatono vs. THE MYSTERIOUS BYE! Let us see how this unravels....


S3

Zaizen Hikaru (6, 7, 6, 6, 25) 23
All-rounder; Left Handed

-Arrogance [Feat]:
When playing an opponent with lower lv, Zaizen’s Control and Power drop by 0.5 point each for every weaker opponent.

-Genius [Feat]:
If the opponent uses an Effect, it is added at 50%. If Zaizen plays doubles, this Feat affects the opponent with the higher base total. Zaizen's stats are boosted by the 50% not gained by the opponent.

-Tactile Volley [Effect]
Zaizen's stats are boosted by 1.5 points each.

Vs.

Inui Sadaharu(6, 4, 6, 9, 25)
Serve and Volley; Right Handed

-Waterfall [Serve]:
Inui’s Power is boosted by 5 points. If Inui or his team would tie with an opponent, they win instead.

Negating 'Gathering Data' to use:
-Super Training [Feat]:
This Feat is negated unless it's triggered by Gathering Data's effect. Inui's Power, Control and Speed are boosted by 2 points each and Inui can activate either Rising Shot OR Jack Knife.

-Jack Knife [Effect]:
Inui’s Power is boosted by 7 points and the opponent’s Effect is nullified. If the opponent has a Spin stat of 7 or more or if his Power is still greater than Inui’s, this Effect is negated.

Base: 25 vs. 25
Feats: 29 vs. 25 (Super Training)
Serve: 34 vs. 25 (Waterfall)
Effects: 37.5 vs. 28.5 (Jack Knife affected by Genius)
Effects: 37.5 vs. 34.5 (Tactile Volley)

Interesting matchup. Both users have the same base stats. Inui negates his own gathering data feat and instead activated super Training. His stats go up by 4, then he uses Water fall which up his further by 5. He activate Jack Knife, but that's cut by Genius giving him only 3.5 and the other 3.5 go to Zaizen. Zaizen uses Tactile Volley, but it falls a bit short and Inui gets the win. (In a tie break no less lol)

Winner: Inui 7-6

D2

Echizen Ryoga (18, 17, 18, 17, 70) 65
All-rounder; Right Handed

-The Strongest [Feat]:
Ryoga’s Power, Speed and Control get boosted by 10 points each.

-Twist Serve [Serve]:
Ryoga's Spin is boosted by 3 points. If he plays against someone with the same hand, his opponent's control is lowered by 2.

-Purple Electric Aura [Aura]:
If the opponent would use a Serve, Effect or Aura, It is negated and he cannot use any secondary Effects or Auras. All of your Opponent's Stats drop by 5 each and their Effects are Negated.

Kitamura Wataru (5, 5, 5, 5, 20)
All Rounder, Right Handed

-Doubles Strategist[Feat]:
Kitamura's partner has each of his stats boosted by 2 points.

-Strategic Play [Effect]:
The player has to choose one stat. That stat is boosted by 5 points. Kitamura loses when he ties.

Vs.

Kiraku Yasuyuki (5, 3, 4, 8, 20)
All-rounder; Right Handed

-Arrogance [Feat]:
When playing against an opponent with a lower base total, Kiraku’s stats drop by 0.5 point each.

-Passion [Feat]:
When playing against an opponent with a higher base total, Kiraku’s stats are boosted by 2 point each.

-Strategic Play [Effect]:
The player has to choose one stat. That stat is boosted by 5 points. Kiraku loses when he ties.

Choosing power.

Sakurai Masaya (1, 2, 1, 3, 7)
Defensive Baseliner; Right Handed

-Fudoumine's Shadow Assassin [Feat]
All of Sakurai's stats go up by .5

-Tactician [Effect]:
When playing Doubles, Sakurai’s stats are boosted by 2 points each. This Effect cannot be copied


Not gonna bother, Ryoga beats the pair on his own with PURPLE ELECTRIC AURA!!!!!
Winner: Ryoga/Wataru Pair! 6-0


S2

Yamato Yuudai (9, 5, 6, 10, 30)
All Rounder, Left Handed

-Great Motivation [Feat]:
If Yamato Wins his match, his teams stats are all boosted by 1 point each for their remaining matches

-Insprirational Coach [Feat]:
If Yamato is put in reserves for the round, his teammates' totals go up by 5 each.

-100 Laps Training [Feat]:
If any Member of Yamato's team loses, they get boosted by 5 points for the next round.

-Disarming Effect on People [Effect]:
If the Opponent's Base stats are higher than Yamato's their stats are lowered by 1 each and their Effects are negated.

vs.

Chitose Senri (7, 7, 7, 11, 32)]
All-rounder; Left Handed

-Wing of Kyushu [Feat]:
Chitose's Spin and Control are boosted by 3 points each.

-Kamikakushi Serve [Serve]:
Chitose’s Spin is boosted by 3 points. The Opponent's Control is dropped by 3 if their speed is not at least 8

-Kamikakushi [Effect]
Chitose’s Spin is boosted by 3 points. The Opponent's Control is dropped by 3 if their speed is not at least 8


Base: 30 vs. 32
FeatS: 30 vs. 38 (Wing of Kyushu)
Serve: 27 vs. 41 (Kamikakushi Serve)
Effects: 27 vs. 37 (Disarming Effect on People - negates KamiKakushi)

Chitose takes it! Yamato has lost! and with a 10 difference in score, the result is 6-0!

Winner: Chitose 6-0

D1

Tokugawa Kazuya (15, 15, 15, 15, 60) 60
All-rounder; Right Handed

-Killing Glance [Feat]:
Each of the opponent’s stats drops by 1.5.

-Ten at a Time [Feat]
Kazuya’s Speed, Power and Control are boosted by 10 each.

Takase Masato (6,6,6,6,24)
All Rounder, Right Handed

-Doubles Strategist[Feat]:
Takase's partner has each of his stats boosted by 2 points.

Vs.

Konjiki Koharu (4, 5, 5, 7, 21)
Defensive Baseliner; Right Handed

-Comedy Tennis [Feat]:
When playing doubles with Hitouji, the weaker opponents control drops by 3.

-IQ Tennis [Final Feat]:
If an opponent would add points to any of his stats through an Effect, those points are added at -2. If an opponent would decrease any of Koharu's points through an Effect, those drops are applied at +1.

-Distraction [Effect]:
When playing Doubles with Hitouji, the stats of the stronger opponent are lowered by 1 point each.

Hitouji Yuuji (4, 5, 5, 7, 21) 23
Defensive Baseliner; Left Handed

-Comedy Tennis [Feat]:
When playing doubles with Koharu, the stronger opponents control drops by 3.

-Voice Imitation [Effect]:
When playing Doubles, the opposing team’s Formations and Support Bonuses are negated. Hitouji can activate one more Effect. This Effect cannot be copied.

-Copycat [Effect]:
When Playing Doubles, Hitouji copies the same Effect the opponent with the higher total uses. This Effect cannot be copied.

There's also +10 from the level 4 support tier, and
Strategy [Feat]:
The user’s highest stat is boosted by 3 points.


-Adaptation Formation [Formation]:
This formation can only be used by a pair with a Tier Level of 4 or more. When facing a pair with a higher combined level, their Formation boosts are cut by 50%. When facing a pair of a lower combined level, the opposing pair's Formation point boosts are nullified and the pair's stats are boosted by 1 each.

No point to calc it again, Tokugawa wins on his own!
Winner: Tokugawa/Takase Pair 6-0


S1

Shinjou Reiji (8, 6, 4, 3, 21) 15
Defensive Baseliner; Right Handed

-Coordination [Feat]:
All stats go up by .5

-Masterpiece [Feat]:
Reiji’s stats are boosted by 1 point each if Reiji is playing in singles 1, OR if his team has lost exactly two matches already.

-Deep Impulse Serve [Serve]:
Reiji’s Power is boosted by 3 points.

-Mirage [Effect]:
The opponent’s Control is halved and when an Effect would add points to the opponent’s Control, that Effect is negated.

Vs.

Shirashi Kuranosuke (9, 9, 9, 9, 36) 43
All-rounder; Left Handed

-Ecstasy [Feat]:
(1) Whenever the opponent surpasses Shiraishi's total for the first time (this includes base totals), all of Shiraishi's stats are boosted by 2 points. (Singles only)

-Bible Tennis [Feat]:
All of Shiraishi's stats go up by 2 each. If an Opponent would use an Effect, it is only 25% effective. If a Technique has an auto-negate function, it is activated even if the requirements are not met.

-Entaku Shot [Effect]:
Shiraishi’s Spin is boosted by 7 points.

Base: 21 vs. 36
Feats: 23 vs. 36 (Coordination)
Feats: 23 vs. 44 (Bible Tennis)
Feats: 27 vs. 44 (Masterpiece)
Serve: 30 vs. 44 (Deep Impulse Serve)
Effects: 30 vs. 43 (Mirage gets gutted from 50% to 12.5% of Control due to Bible Tennis which lowers Shiraishi's Control only by 1)
Effects: 30 vs. 50 (Entaku Shot)

Mmm...Ecstacy! Total Domination by Shiraishi.
WinneR: Shiraishi 6-0

Result:
Zatono beats BYE! A great start off to the season with Zatono beating an imaginary team! 3-2

Zatono
April 02, 2010, 12:25 PM
Here's something about BYE....if you look at the fist post, you will notice a new team called BYE. It is made up of 4 left overs from the picking and 4 custom made ones (based on characters in the series). This Team is just a free match team. No points will be added if you beat them. It's just to give you something to do when you have no match. I dare you to beat them!

I took the challenge head on, and won! Take that 'Purple Electric Aura' and 'Ten at a Time'!

Sai_the_Shaman
April 02, 2010, 12:39 PM
Note that you lost to those two....

Zatono
April 02, 2010, 12:41 PM
Note that you lost to those two....

Yes, but those over powered abilities didn't cause me to lose the round. (After looking at the team, I was sure I'd lose.)

Bowser
April 02, 2010, 04:15 PM
Purple Electric...*cough*cough*

Anywayz, Sai V Pikafire!

Single 3:Kabaji Munehiro (8, 3, 7, 4, 22)
None; Right Handed

-Simple-Minded [Feat]:
If Kabaji plays singles, he copies the Effect or Aura of whomever he plays. If he plays doubles, he copies the same Serve, Effects or Auras of the opponent with the higher base total.

V

Richard Sakata (3, 3, 3, 3, 12)
All-rounder; Right Handed

-Speed [Feat]:
Richard’s Speed is boosted by 2 points.

-Zig Zag Run [Effect]:
Richards Speed goes up by 2, The Opponent's control drops by 3.

Actually a pretty close call...Zig-Zag clearly made an improvement in Sakata as he took four games from Kabaji =D (21 VS 13)

Winner: Kabaji, 6-4

Double 2:
Minami Kentarou (2, 2, 2, 4, 10)
Defensive Baseliner; Right Handed

-Reliable [Feat]:
When playing doubles, Higashikata's stats cannot be dropped

-Sign Play [Effect]:
When playing Doubles with Higahitaka, the stats of the stronger opponent are cut in half and his [Feats] are negated.


Higashitaka Masami (3, 2, 2, 3, 10)
Aggressive Baseliner; Right Handed

-Aiming for the Top [Feat]:
When playing doubles, Higashikata's stats all go up by 1 each.

-Sign Play [Effect]:
When playing Doubles with Minami, the stats of the Weaker opponent are cut in half and his [Feats] are negated.

Level 4:
Bonus: +10 points are added to the pair’s total
Both players gain the Feat:

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points.

-Play on Target [Formation]:
This Formation can only be used when playing with Higashikata, the stats of the stronger opponent are lowered by 2 points each and the weaker opponent has his Effects negated.

V

Oshitari Yuushi (5, 7, 5, 8, 25)
All-rounder; Right Handed

-Sealed Heart [Feat]:
If the opponent would use an ability that prevents Oshitari's Effect to activate at 100% or would negate his Effect, that ability is negated.

-Impassioned [Feat]:
If the opponent's total exceeds Oshitari's by 3 or more anytime during the match, Sealed Heart is negated and Oshitari's Power and Speed are boosted by 5 points each. (Singles Only)

-Strategist [Effect]:
If Oshitari plays Doubles, all of his stats are boosted by 2 points.

Oshitari Kenya (5, 1, 10, 5, 21)
Defensive Baseliner; Right Handed

-The Speedster of Naniwa [Feat]:
Kenya’s Speed is boosted by 8 points.

-NO Speed NO Life [Final Feat]:
If the opponent’s Speed is higher than Kenya's, Kenya’s Speed is boosted by 4 points.

-Speed Tennis [Effect]
If the opponent increases his speed, Kenya increases his own speed by the same amount. This Effect cannot be copied.

- The Cousins from Osaka [Feat]:
When playing Kenya gets a +3 to Speed and Yuushi gets a +3 to control. Yuushi auto activates Impassioned without negating Sealed Heart. They may also choose to use any formation regardless of prerequisites.

-I-Formation [Formation]:
This Formation can only be used by a pair that has a support level of 3 or higher. This pair’s Effects cannot be negated. The Pair using this formation lowers the opponents stats by [Tier Level x (Combined Base Total/Opponent's Base Total)]

This is actually really confusing, so pay attention...

Base: 46 V 20
Level 4: 46 V 30
Strategy Feat gained from Level 4: 46 V 39 (since Higashitaka has two highest stats and Minami has one)
Aiming for the top: 46 V 43
Cousins from Osaka: : 52 V 43 (Impassioned activated)
Impassioned: 62 V 43
Naniwa Speedster: 70 V 43
I Formation: 70 V 43 (Oshitari pairs effects cannot be negated, but opponent doesnt get stat drop because Oshitaris doesnt have a tier level in doubles)
Play on Target: 62 V 43 (Stronger opponent loses 8 points, Kenyas effect still activated)
The Strategist: 70 V 43 (Oshitaris stats are back to normal lol)
Speed Tennis: 71 V 43 (Higashitaka had +1 to speed XD)

Heres the most horrible bit of the Jimmies...this is the stats of the players atm after I added everything up

Oshitari Kenya (5, 1, 22, 5, 33)
Oshitari Yuushi (10, 7, 10, 11, 38)
Minami Kentarou (2, 2, 2, 7, 13)
Higashitaka Masami (7, 3, 3, 7, 20)

Introducing Sign play: where stats drop by half and all feats are negated...

So -16.5 and -19 from Oshitaris pair, -8 for Speedster, -10 from Impassioned, -6 from Cousin of Osaka.... Grand total of 11.5 V 43.

Winner: Jimmies Pair, 6-0
EDIT: Jimmies forfeit due to being broken.


Single 2:Kevin Smith (8, 7, 7, 8, 30)
All-rounder; Left Handed

-Spartan Training [Feat]:
Kevin's Power and Speed go up by 2 each

-Rivals [Feat]:
When Kevin plays a first year or second year his power gets boosted by 3. (Singles only)

-Muga no Kyouchi [Aura]:
Kevin stats are all boosted by 1 each and he can choose to use any Serve and Effect of a player his team has faced or that is on his team. If the opponent has a total of more than 5 higher than Kevin's, his stats are lowered by 1 each instead of boosted. If Copying a Serve, the user may not use one of his own serves.

Copying Serve:
-Tannhauser Serve [Serve]:
Atobe's Spin is boosted by 5 points and his Power is boosted by 3 points. If the opponent’s Power is lower than Atobe's afterward, all of his stats drop by 1 point each. If this would be used against Atobe by an Opponent copying it, Atobe negates the copied one. If the Opponent's Spin or Control are at least 10 or more, their stats do not drop.

-Illusion Shot [Effect]: <--No rule against copying effect btw
Kevin’s Spin is boosted by 5. If the opponent’s Speed is not 8 or more, their control falls by 2. If their speed is more than 8, Kevin only get’s +5 to Spin. If the Opponent has the Feat "Vision", that Feat is negated and their Control and Speed drop by 2 each.

V

Sanada Gen’ichirou (10, 10, 10, 10, 40)
All-rounder; Right Handed

-Emperor [Feat]:
Sanada's player has to choose an activation order for all of Sanada's Effects. The Effects resolve in that order as long as Sanada's total is lower than his opponent's. Once Sanada's Total is higher or the activation order finishes, Emperor is resolved. In and Rai must always resolve second to last and last. This Feat cannot be copied or negated.

-5 Shots at Once [Feat]
Sanada's Speed, Power and Control are boosted by 5 each.

-Fuu [Final Effect]:
Sanada's Speed is boosted by 7 points.

-Rin [Final Effect]:
The opponent's Spin is halved.

-Ka [Effect]:
Sanada’s Power is boosted by 3 points and the opponent's Power drops by 4 points.

-Zan [Effect]:
Sanada's Control is boosted by 4 points and his opponent's Control drops by 3 points.

-In [Effect]:
If the Opponent would try to use a Feat, Effect or Aura to predict Sanada in anyway, that Feat, Effect or Aura is negated. Sanada can activate one additional Effect.

-Rai [Effect]:
Sanada’s Spin increases by 5 points, his Power increases by 7 points and his Speed increases by 8 points. This Effect is not affected by Hyakuren Jitoku no Kiwami. If Hyakuren Jitoku no Kiwami is used against Rai, it is negated. Any Effect the Opponent uses that resolves after this Effect and boosts the opponents own stats is negated.

-Black Aura [Opening Aura]:
This Aura cannot be activated manually. this automatically activates after Emperor finishes resolving. If the opponent’s total is still higher than Sanada’s, Sanada’s Power gets doubled.

Firstly, the order is:
Fuu, Rin, Ka, Zan, In, Rai

Well, doesnt look like much.
Base: 30 V 40
5 Balls at once: 30 V 55
Spartan: 34 V 55
Fuu: 34 V 62 (Fuu invoked, Emperor Resolves)
Muga no Kyouchi: 38: 62
Tannhauser: 46 V 62
Illusion: 51 V 62

Can somebody please give me a scenario on how Sanadas feat Emperor work? Does it only work if the opponents total is higher at any one point or is it by the time feats are finished?

Winner: Sanada, 7-5


Double 1: Marui Bunta (3, 5, 4, 10, 22) 31
Serve and Volley; Right Handed

-Volley Expert [Feat]:
When playing Doubles, Bunta’s Spin, Speed and Control are boosted by 2 points each.

-Sticking to Formation [Feat]:
When paired with Jackal in Doubles, Bunta's Spin goes up by 3

-Myougi [Opening Effect]:
The user chooses before the match whether he will use Tsunawatari, Tecchuu Atte or Jikansa Jigoku. The opponent must predict which of the 3 the user is going to use. If the opponent is correct, the effect is only activated at 50% potency. If the opponent it activates at 100%.

-Tsunawatari :
This Effect can only be activated through Myougi. Bunta's Spin is boosted by 4 points and the Opponents control is dropped by 2.


Jackal Kuwahara (6, 3, 9, 4, 22) 30
Defensive Baseliner; Right Handed

-Positive Defense [Feat]:
Jackal's Speed is boosted by 3 points.

-Sticking to Formation [Feat]:
When playing Doubles with Bunta, Jackal’s Speed is boosted by 5 points.

-4 Lungs [Feat]:
If the match would end in a tie or within 3 points of Jackal's final score, Jackal wins.

-Fire Serve [Serve]:
Jackal's Power is boosted by 2 points and he can activate an additional Effect OR Aura.

-Nezumi HanaBEAT [Final Effect]:
Jackal's Speed is boosted by 2 points. The Opponent's Effect is negated if their highest stat is not above Jackals Speed.

Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points.

V

Ishida Gin (11, 3, 6, 5, 25) 25
Aggressive Baseliner; Left Handed

-Fated Rival [Feat]:
If the opponent is Kawamura, Gin loses automatically. (Singles only)

-Hadoukyuu Master [Feat]:
If the opponent uses an Effect with Hadoukyuu in its name, that Effect is negated.

-108 Styles of Hadoukyuu [Effect]:
Gin's Power is boosted by 10 points. If this Effect is negated, Gin automatically reactivates it one more time with an additional +4. When this Effect is reactivated, it cannot be negated. If this Effect is copied by a user that has less that 10 Power, That user may not be used in his next round.


Ishida Tetsu (7, 0, 4, 4, 15) 13
Aggressive Baseliner; Right Handed

-Power [Feat]:
Ishida’s Power is boosted by 3 points.

-Gansou Hadoukyuu [Effect]
Ishida’s Power is boosted by 8 points. If Ishida uses this Effect in Singles, he cannot play the next round. If there is no substitute for him, that match counts as a forfeit.

-Moujuu no Aura [Aura]:
Ishida's Power is boosted by 6 points. Ishida can use one more Effect.

- The Brothers Hadoukyuu [Feat]:
This Pair gets a further +3 to their total. If both players in this pair use an Effect with Hadoukyuu in its name, they both get a +5 to their power. Both Hadoukyuu can be used without any negative side effects.

-Aggressive Formation [Formation]:
This Formation can only be used by a Serve and Volley player or an Aggressive Baseliner. When partnered with another Serve and Volley player or an Aggressive Baseliner, the team's total points are boosted by 7. If the match would end in a tie, this team loses instead.

*Cough*

Base: 40 V 44
Level: 40 V 59
Strategy: 40 V 65
Volley Expert: 40 V 71
STF: 40 V 79
positive def: 40 v 82
Power: 43 V 82
Brothers of Hadoukyuu: 56 V 82
Aggresive Formation: 63 V 82
Fire serve: 63 V 84
Myougi - Tsunawatari: 61 V 86
108 Style of Hadoukyuu: 68 V 86
Gansou Hadoukyuu: 76 V 86
Moujuu no Aura: 82 V 86
Nezumi Hanobeat: 82 V 88
Ace Pair (forgot to add that): 82 V 117

Winner: Marui/Jackal Pair, 6-4

Single 1:
Atobe Keigo (6, 7, 7, 10, 30)
All-rounder; Right Handed

-Insight [Feat]:
Atobe's Control is boosted by 4 points, the opponent's final Spin is halved and if he would add any points through an Effect or Aura, only half the points are added.

-The King [Feat]:
Atobe's Control is boosted by 3 points. As long as Atobe's Control is higher than his opponent's, his Effects cannot be negated. (Singles only)

-Hyoutei Chant [Feat]:
When playing in a decisive match, all of his stats are boosted by 1 points.

-Super Attack Style [Final Feat]:
If the opponent's final total is higher than Atobe's, all of Atobe's stats are boosted by 2 points. In doubles, this applies to both team's totals.

-Tannhauser Serve [Serve]:
Atobe's Spin is boosted by 5 points and his Power is boosted by 3 points. If the opponent’s Power is lower than Atobe's afterward, all of his stats drop by 1 point each. If this would be used against Atobe by an Opponent copying it, Atobe negates the copied one. If the Opponent's Spin or Control are at least 10 or more, their stats do not drop.

-Koori no Sekai [Final Effect]:
If the opponent’s total is within 10 points, their Speed, Power and Control drop by 3 points each. If Atobe's Control drops below 50% of its base value, this Effect is negated. This Effect cannot be copied by Muga no Kyouchi.

V

Kirihara Akaya (7, 8, 8, 7, 30)
Aggressive Baseliner; Right Handed

-Intense Concentration [Feat]:
Kirihara's stats cannot drop through Effects.

-Knuckle Serve [Serve]:
Kirihara's Spin and Power go up by 2 each, Each of the opponent’s stats besides Spin drops by 1.

-Danger Mode [Aura]:
If the Opponents base total is higher than Kirihara's, Kirihara's Power and Speed are boosted by 1 point each. This aura cannot be copied or negated. Should any Effect Kirihara use be negated, this Aura activate automatically.

-One footed Split Step [Effect]:
Kirihara’s Speed is boosted by 2 points. Kirihara can activate one more Effect OR Aura.

-Devil Mode [Final Aura]:
This Aura cannot be chosen. This Aura activates automatically if the opponent’s final total is higher than Kirihara’s and he has activated Danger Mode as his ability. Kirihara’s Power and Speed increase by 5 points each and his opponents speed goes down by 2. This cannot be copied or negated.

Interesting lineup to say the least...

Base: 30 V 30
Insight: 34 V 30 (Final Spin+Any additional points via effects/aura will be halved)
The King: 37 V 30
Hyoutei Chant: 41 V 30 (due to this being the decisive match)
Intense Concentration: 41 V 30 (Kirihara's stats cannot drop via effects)
Tannhauser: 51 V 26
Knuckle: 48 V 30
One foot split step: 48 V 31 (additional points halved, Koori no Sekai not activated)
Danger Mode: 48 V 32(additional points halved)
Devil Mode: 46 V 37 (additional points halved)
Insight Secondary Effect: 46 V 32.5

Winner: Atobe, 6-0

Result:
Sai's team win, 3-2 - Jimmies need to be weakened and perhaps the Ishida bros might be a bit too strong and maybe Kirihara needs to be a tad stronger since Atobe likes to mess around normaly anywayz

Sai_the_Shaman
April 02, 2010, 05:05 PM
That's definitely way too strong for the jimmies....

I'm making them weaker. Bowser, give pikafire that Jimmies match and calc out S1 please ^^

I'm going to go modify the Jimmies to be weaker.....

Kaoz
April 02, 2010, 05:13 PM
Looks like I miscalculated a bit, didn't intend to make the Jimmies that strong... sorry everyone.

pikafire87
April 02, 2010, 05:29 PM
Haha... its all good. but damn went from 73 to 12 lol jimmies so AWESOME! =P

Sai_the_Shaman
April 02, 2010, 06:40 PM
About Emperor:

-Emperor [Feat]:
Sanada's player has to choose an activation order for all of Sanada's Effects. The Effects resolve in that order as long as Sanada's total is lower than his opponent's. Once Sanada's Total is higher or the activation order finishes, Emperor is resolved. In and Rai must always resolve second to last and last. This Feat cannot be copied or negated.

The way how I see it is that it's always in effect up until the end of the first Effect Sanada chooses to use, if after the Effect his total is still lower then the next effect take place, if after that he's still lower, then the next takes place. It stops once an Effect resolves that puts him in a higher position.

The user doesn't have to make an order of all the techs either. He can simply do a few at a time, like Rin then Rai. Or Rin, In then Rai. Or Fuu then Ka.
[hr]
Oh Bowser, Ace Pair doubles my stat boosts too since this is a decisive match (one in which one person is about to win or lose), doesn't affect the outcome, but it does probably affect the game score. ::shrug::

Sherlock Holmes
April 02, 2010, 07:18 PM
Sent my lineup for vs sis.

It's a super gamble. I have been watching Akagi, so something inside of me just screamed GO FOR THE GAMBLE and I did.

...holy crap I hope I don't lose.

Bowser
April 03, 2010, 01:46 PM
Btw, about the 6*(Loser/Winner) thingy, if its more than 10 points mean 6-0, that means all games that are within 10 points will result in 6-4s 7-5 or 7-6s...cant we just make the boundary higher?

Sai_the_Shaman
April 03, 2010, 03:02 PM
Yeah, Starting Round 2 the Boundary will be 25 or 30 points. That seem better?

Bowser
April 03, 2010, 04:00 PM
30 it is :D

Sai_the_Shaman
April 03, 2010, 04:29 PM
First Off: Mizuki uses Prediction Master for SCORE Prediction (Ballsy ain't he)
S3:
0-6
Sis wins
D2:
0-6
Sis wins
S2:
6-0
I win
D1:
6-0
I win
S1:
7-5
I win


S3:

Yukimura Seiichi (10, 11, 13, 10, 44) 50
All-rounder; Right Handed

-Child of God [Feat]:
Yukimura’s Speed gets boosted by 13 points.

-Serious Mode [Feat]:
Whenever the opponent surpasses Yukimura's total for the first time (this includes base totals), all of Yukimura's stats are boosted by 3 points. (Singles only)

-Yips [Effect]:
All of the opponent’s Effects and Auras are negated even if they cannot be negated with the exception of Pinnacle of Perfection and Pinnacle of Destruction. This effect cannot be copied.

Vs.

Shudou Satoshi (2,1,2,1, 6) 3
Serve and Volley; Right Handed

Home made Racket [Feat]:
Satoshi's control goes up by 3. (Singles only)

Growing up playing tennis [Effect]:
Satoshi gets a plus 2 to all of his stats when playing doubles. This Effect cannot be copied (Doubles only)

Winner: Yukimura 6-0 (1 Right for Sherlock)


D2:

Akutagawa Jiro (4, 6, 7, 8, 25) 23
Serve and Volley; Right Handed

-Flexible Wrist [Feat]:
Jiro’s Control and Spin are boosted by 2 points each.

-Slice Serve and Dash [Serve]:
Jiro’s Spin is boosted by 3 points and his speed is boosted by 2.

-Magic Volley [Effect]
Jiro's control is boosted by 6. If his opponent is a Defensive Baseliner, that opponent's total drops by 3 points. This Effect cannot be copied or negated.

Hiyoshi Wakashi (5, 5, 6, 6, 22) 30
Aggressive Baseliner; Right Handed

-Kobujutsu Training [Feat]:
Hiyoshi’s Power and Speed are boosted by 2 points each.

-Gekokujou [Opening Feat]:
When playing against an opponent with an base total higher than Hiyoshi's, the opponent cannot lower Hiyoshi’s stats through Effects, and each of Hiyoshi’s stats is boosted by 2 point.

-Enbu Tennis [Effect]:
The Opponent's control is lowered by 2 and Hiyoshi's Power and Speed are increased by 3 each. This Effect cannot be negated.

Vs.

Billy Cassidy (4,5,4,7, 20) 14
Serve and Volley; Right Handed

-Baker's Plan [Special Formation]:
This formation can only be used when paired with Michael Lee in Doubles 2. Billy and Michael automatically lose their match and the Opponent's players who play in Doubles 1 will have their stats lowered by 1 each points

Michael Lee (3, 7, 3, 7, 20) 13
All-rounder; Right Handed

Winner: Hiyoshi/Jirou 6-0 (Due to Bakers Plan) (2 Right for Sherlock)


S2:

Tachibana Kippei (9, 7, 9, 7, 32) 36
All-rounder; Right Handed

-Wing of Kyushu [Feat]:
Tachibana's Power and Speed are boosted by 3 points each.

-Super Rising [Effect]:
The Opponents Control and Speed are dropped by 2 each. Tachibana can activate another Effect. If the opponent uses a Serve, it is negated and the Opponent's Effect does not activate. If the Opponent's base Speed is 8 or more, this Effect is negated, but the secondary Effect still activates.

-Abare Jishi [Effect]:
Tachibana’s Power is boosted by 6.

-Moujuu no Aura [Aura]:
All of Tachibana stats are boosted by 2 points. Tachibana can activate one more Effect.

Vs.

Niou Masaharu (8, 8, 8, 9, 33) 41
All-rounder; Left Handed

-Unpredictable [Feat]:
If the opponent would use a Feat or an Effect called ‘Data Tennis’, that Feat/Effect is negated.

-Trickster of the Courts [Feat]:
When the opponent's total surpasses Niou's for the first time in a match, Their stats are lowered by 2 each

-Illusion [Effect]:
When playing Singles, Niou chooses a character whose abilities he can copy. He also takes on the Play style, Handedness of that character. Niou cannot copy Effects that say not copyable. If Niou faces the character he copies, he can only activate the Effects or Aura’s at 50% potency. This Effect cannot be copied or negated.

Using...

-Tezuka Phantom [Final Effect]:
(1)Tezuka's Spin is boosted by 18 points.
(2)If Tezuka's final Spin stat is 20 or above, the opponent's Power becomes 0.
(3)If Tezuka's total isn't at least 10 or more points above his Opponent's final total, all of his Power, Spin and Control stats become 0
(4)This Effect cannot be copied by Muga no Kyouchi, nor can it be negated by any means other than having his spin fall under 15.

Base: 32 vs. 33
Feat: 24 vs. 33 (Prediction Master has predicted 2 matches right so far, Tachibana loses 2 per stat)
Feats: 30 vs. 33 (Wing of Kyushu)
Aura: 38 vs. 33 (Moujuu no Aura)
Feat: 30 vs. 33 (Trickster of the Courts)
Effects: 30 vs. 29 (Super Rising)
Effects: 36 vs. 29 (Abare Jishi)
Final Effect: 20 vs. 47 (Tezuka Phantom, Tachibana's power becomes 0 which reduces him by 16)

Winner: Niou 6-0 (3 Right for Sherlock)


D1:

Itsuki Marehiko (2, 1, 1, 2, 4) 2
Defensive Baseliner; Right Handed

-Clam Digger [Feat]:
Itsuki's control is boosted by 2

-Sinker [Effect]:
Itsuki’s Spin becomes 0. The opponent’s Effects are negated.

Muromachi Touji (2,2,2,2,8) 3
Defensive Baseliner; Right Handed

Stare [Feat]:
Muromachi's Spin and Control are boosted by 1 point each.

Vs.

Yanagi Renji (8, 8, 8, 10, 34) 41
Defensive Baseliner; Right Handed

-Master [Feat]:
If Renji successfully uses Data Tennis to negate his Opponent's Effect or Serve, his stats go up by 2 each.

-Beast Tamer [Feat]:
When playing Doubles, Renji's control goes up by 2 and his partners stats are boosted by 1.5 each.

-Data Tennis [Effect]:
Renji's player has to guess 4 Serves/Effects/Auras before each match. When one of the chosen abilities activates against Renji, it's negated and all of that opponent's stats drop by 1 point each. Renji can use one additional Effect OR Aura. This Effect cannot be copied

Predicting rising shot, magic volley, abare jishi and rising shot.

-Kamaitachi [Effect]:
Renji’s Spin gets boosted by 8. The opponent’s speed drops by 2. If the Opponent's speed is still above 8 after the drop, this Effect is negated.


Kajimoto Takahisa (6, 3, 4, 8, 21) 20
All-rounder; Right Handed

-A Captain’s Pride [Opening Feat]:
If Kajimoto is within 1-5 points in base total lower than his opponent and his team has lost up to 2 matches, his stats go up by 2 each.

-Coordination [Feat]:
All stats go up by .5

-L Drive Serve [Serve]:
Kajimoto’s Power is boosted by 7 points, his Control is boosted by 2 points.

-Tactics [Effect]:
Kajimoto's Control goes up by 5. If his Control is above the opponent's highest base stat, The Opponent's stats are lowered by 1 each.

Winner: Renji/Kajimoto 6-0 (Renji wins on his own) (4 right for Sherlock)


S1:

Kawamura Takashi (10, 0, 4, 3, 17) 15
Aggressive Baseliner; Right Handed

-Power [Feat]:
Kawamura’s Power is boosted by 3 points.

-One Handed Hadokyuu [Effect]:
Kawamura's Power is boosted by 6 points. This effect cannot be used two rounds in a row.

-Dash Hadokyuu [Effect]:
This Effect automatically activates when the opponent's Power or total surpass Kawamura's Power/total for the first time in a match. Kawamura’s Power is boosted by 12 points. If this Effect is activated, Kawamura cannot be used in the next round. If there is no substitute for him, that match counts as a forfeit.

Vs.

Mizuki Hajime (3, 3, 4, 10, 20) 23
All-rounder; Right Handed

-Prediction Master [Opening Feat]:

Mizuki must predict a match score for S3, D2, S2, D1 and S1. For every match before Mizuki's that he gets the match score correct (with a buffer of 1 games) the opponent's after that match will lose that number per stat. When it comes time for Mizuki's own match, if all the matches before his were predicted correctly (within a buffed of 1 games), his Control is boosted by 5. If Mizuki predicts every single match correctly, his entire team will gain +2 to every stat the next round. If Mizuki's predictions were wrong for any matches (by a buffer of 1 games), his team mates of that match will lose 2 points in every stat for the next round.

The Singles 1 of Destiny!
Base: 17 vs. 20
Feats: 20 vs. 20 (Power)
Feats: 4 vs. 25 (Prediction Master)
Effects: 10 vs. 25 (One Handed Hadoukyuu)
Effects: 22 vs. 25 (Dash Hadoukyuu)

Winner: Mizuki 7-5!


Results:

Sherlock Wins it 3-2!
Amazing Round, Sherlock did indeed mind rape his sister....why does that sound so dirty.... Sherlock, stop raping your sister!. Anyhow, Due to Prediction master, all his player go up by +2 per stat in the next round! BEWARE!

Anyhow to show the mindraping abilities at play here:
The Line Up PMs I got from Sherlock and his Sister....


Okay...First of all...
Time for a score prediction!

S3:
0-6
Sis wins
D2:
0-6
Sis wins
S2:
6-0
I win
D1:
6-0
I win
S1:
7-5
I win

...Yeah.

If I know her as well as I think I do, she'll try to shut me out with Yuki/Good doubles/Tachibana.

S3: (0-6, Sis winning)
Shudou Satoshi (2,1,2,1, 6) 3
Serve and Volley; Right Handed

Home made Racket [Feat]:
Satoshi's control goes up by 3. (Singles only)

Growing up playing tennis [Effect]:
Satoshi gets a plus 2 to all of his stats when playing doubles. This Effect cannot be copied (Doubles only)

Here's how I see it: Anyone can get 6-0 against that moron.

D2: (0-6 due to autoloss)
Billy Cassidy (4,5,4,7, 20) 14
Serve and Volley; Right Handed

-Baker's Plan [Special Formation]:
This formation can only be used when paired with Michael Lee in Doubles 2. Billy and Michael automatically lose their match and the Opponent's players who play in Doubles 1 will have their stats lowered by 1 each points

Michael Lee (3, 7, 3, 7, 20) 13
All-rounder; Right Handed

PART OF THE PLAN. SUICIDE!

S2: (6-0, I win)
Niou Masaharu (8, 8, 8, 9, 33) 41
All-rounder; Left Handed

-Unpredictable [Feat]:
If the opponent would use a Feat or an Effect called ‘Data Tennis’, that Feat/Effect is negated.

-Trickster of the Courts [Feat]:
When the opponent's total surpasses Niou's for the first time in a match, Their stats are lowered by 2 each

-Illusion [Effect]:
When playing Singles, Niou chooses a character whose abilities he can copy. He also takes on the Play style, Handedness of that character. Niou cannot copy Effects that say not copyable. If Niou faces the character he copies, he can only activate the Effects or Aura’s at 50% potency. This Effect cannot be copied or negated.

Using...

-Tezuka Phantom [Final Effect]:
(1)Tezuka's Spin is boosted by 18 points.
(2)If Tezuka's final Spin stat is 20 or above, the opponent's Power becomes 0.
(3)If Tezuka's total isn't at least 10 or more points above his Opponent's final total, all of his Power, Spin and Control stats become 0
(4)This Effect cannot be copied by Muga no Kyouchi, nor can it be negated by any means other than having his spin fall under 15.

I'm hoping to play vs Tachibana.

To save you the math, Tezuka Phantom makes it like this:

Niou Masaharu (8, 26, 6, 7, 47)
Tachibana Kippei (0, 9, 14, 9, 32)

Not even counting Trickster of the courts, because I'm not sure if it includes base stats or not. Either way, Niou kills Tachibana.

D1: (6-0, I win)

Yanagi Renji (8, 8, 8, 10, 34) 41
Defensive Baseliner; Right Handed

-Master [Feat]:
If Renji successfully uses Data Tennis to negate his Opponent's Effect or Serve, his stats go up by 2 each.

-Beast Tamer [Feat]:
When playing Doubles, Renji's control goes up by 2 and his partners stats are boosted by 1.5 each.

-Data Tennis [Effect]:
Renji's player has to guess 4 Serves/Effects/Auras before each match. When one of the chosen abilities activates against Renji, it's negated and all of that opponent's stats drop by 1 point each. Renji can use one additional Effect OR Aura. This Effect cannot be copied

Predicting rising shot, magic volley, abare jishi and rising shot.

-Kamaitachi [Effect]:
Renji’s Spin gets boosted by 8. The opponent’s speed drops by 2. If the Opponent's speed is still above 8 after the drop, this Effect is negated.


Kajimoto Takahisa (6, 3, 4, 8, 21) 20
All-rounder; Right Handed

-A Captain’s Pride [Opening Feat]:
If Kajimoto is within 1-5 points in base total lower than his opponent and his team has lost up to 2 matches, his stats go up by 2 each.

-Coordination [Feat]:
All stats go up by .5

-L Drive Serve [Serve]:
Kajimoto’s Power is boosted by 7 points, his Control is boosted by 2 points.

-Tactics [Effect]:
Kajimoto's Control goes up by 5. If his Control is above the opponent's highest base stat, The Opponent's stats are lowered by 1 each.

S1: (7-5..I think. I think Mizuki is going to hit Kawamura, so the final score will be 25-24. That makes it 7-6, right? Just to make sure, I'm predicting 7-5 because the buffer can take care of that other game like this.)

Mizuki Hajime (3, 3, 4, 10, 20) 23
All-rounder; Right Handed

-Prediction Master [Opening Feat]:

Mizuki must predict a match score for S3, D2, S2, D1 and S1. For every match before Mizuki's that he gets the match score correct (with a buffer of 1 games) the opponent's after that match will lose that number per stat. When it comes time for Mizuki's own match, if all the matches before his were predicted correctly (within a buffed of 1 games), his Control is boosted by 5. If Mizuki predicts every single match correctly, his entire team will gain +2 to every stat the next round. If Mizuki's predictions were wrong for any matches (by a buffer of 1 games), his team mates of that match will lose 2 points in every stat for the next round.

If I lose, I'm megascrewed.
If I win, this will be a great advantage next round. Eh, THIS IS HOW A MAN FIGHTS. GAMBLE TIME!




moron wont stop nagging me to send it.
here it is.

Here's what I think it will happen:
He knows I will want to shut him out 3-0, so he will waste his best players in S2 and S3.

He will have thrash in S1, which is where I grab my last win. That is, assuming he doesn't screw up and I do shut him out 3-0.

S3:

Yukimura Seiichi (10, 11, 13, 10, 44) 50
All-rounder; Right Handed

-Child of God [Feat]:
Yukimura’s Speed gets boosted by 13 points.

-Serious Mode [Feat]:
Whenever the opponent surpasses Yukimura's total for the first time (this includes base totals), all of Yukimura's stats are boosted by 3 points. (Singles only)

-Yips [Effect]:
All of the opponent’s Effects and Auras are negated even if they cannot be negated with the exception of Pinnacle of Perfection and Pinnacle of Destruction. This effect cannot be copied.



D2:
Akutagawa Jiro (4, 6, 7, 8, 25) 23
Serve and Volley; Right Handed

-Flexible Wrist [Feat]:
Jiro’s Control and Spin are boosted by 2 points each.

-Slice Serve and Dash [Serve]:
Jiro’s Spin is boosted by 3 points and his speed is boosted by 2.

-Magic Volley [Effect]
Jiro's control is boosted by 6. If his opponent is a Defensive Baseliner, that opponent's total drops by 3 points. This Effect cannot be copied or negated.

Hiyoshi Wakashi (5, 5, 6, 6, 22) 30
Aggressive Baseliner; Right Handed

-Kobujutsu Training [Feat]:
Hiyoshi’s Power and Speed are boosted by 2 points each.

-Gekokujou [Opening Feat]:
When playing against an opponent with an base total higher than Hiyoshi's, the opponent cannot lower Hiyoshi’s stats through Effects, and each of Hiyoshi’s stats is boosted by 2 point.

-Enbu Tennis [Effect]:
The Opponent's control is lowered by 2 and Hiyoshi's Power and Speed are increased by 3 each. This Effect cannot be negated.


S2:

Tachibana Kippei (9, 7, 9, 7, 32) 36
All-rounder; Right Handed

-Wing of Kyushu [Feat]:
Tachibana's Power and Speed are boosted by 3 points each.

-Super Rising [Effect]:
The Opponents Control and Speed are dropped by 2 each. Tachibana can activate another Effect. If the opponent uses a Serve, it is negated and the Opponent's Effect does not activate. If the Opponent's base Speed is 8 or more, this Effect is negated, but the secondary Effect still activates.

-Abare Jishi [Effect]:
Tachibana’s Power is boosted by 6.

-Moujuu no Aura [Aura]:
All of Tachibana stats are boosted by 2 points. Tachibana can activate one more Effect.


D1:

Itsuki Marehiko (2, 1, 1, 2, 4) 2
Defensive Baseliner; Right Handed

-Clam Digger [Feat]:
Itsuki's control is boosted by 2

-Sinker [Effect]:
Itsuki’s Spin becomes 0. The opponent’s Effects are negated.

Muromachi Touji (2,2,2,2,8) 3
Defensive Baseliner; Right Handed

Stare [Feat]:
Muromachi's Spin and Control are boosted by 1 point each.


S1:

Kawamura Takashi (10, 0, 4, 3, 17) 15
Aggressive Baseliner; Right Handed

-Power [Feat]:
Kawamura’s Power is boosted by 3 points.

-One Handed Hadokyuu [Effect]:
Kawamura's Power is boosted by 6 points. This effect cannot be used two rounds in a row.

-Dash Hadokyuu [Effect]:
This Effect automatically activates when the opponent's Power or total surpass Kawamura's Power/total for the first time in a match. Kawamura’s Power is boosted by 12 points. If this Effect is activated, Kawamura cannot be used in the next round. If there is no substitute for him, that match counts as a forfeit.

Sherlock Holmes
April 03, 2010, 04:34 PM
and that's game.
Who's next?

Zatono
April 03, 2010, 05:01 PM
Ugh, I feel bad for who has to face you next Sherlock, unless it's BYE.

Kaoz
April 03, 2010, 05:08 PM
Simply amazing Sherlock, you have my respect.

Sherlock Holmes
April 03, 2010, 05:12 PM
Ugh, I feel bad for who has to face you next Sherlock, unless it's BYE.

Sai told me the bonus I get is not wasted if I face Bye. So, even if I face bye next round, whoever is my next opponent has to face my +8 team.
[hr]

Simply amazing Sherlock, you have my respect.

What? I didn't have it before? Haha.
Thought I earned that when I predicted Konomi in the Hiyoshi vs Atobe match.

Bowser
April 03, 2010, 06:12 PM
Beware Sherlock, we have introduced a 30 point gap system so 6-4s, 6-3s, 6-2s and 6-1s are possible hehehe

with a buffer of 1 games
Btw, does that mean say Mizuki predicts 6-4 in one game, but the actual result was, say 7-5 or 6-3 he still gets it right because it was within one game?

Kaoz
April 03, 2010, 06:20 PM
Yes.
6-0 counts for 6-0 and 6-1,
6-1 counts for 6-0, 6-1 and 6-2,
6-2 counts for 6-1, 6-2 and 6-3,
6-3 counts for 6-2, 6-3 and 6-4,
6-4 counts for 6-3, 6-4 and 7-5,
7-5 counts for 6-4, 7-5 and 7-6,
7-6 counts for 7-5 and 7-6.

Sherlock Holmes
April 03, 2010, 09:06 PM
Oh trees, oh flowers, why is the sky so blue? And why am I so great?

Zatono
April 03, 2010, 09:35 PM
Glad to see that sportsmanship is alive and well in the fan league. *cough*

Fayte
April 04, 2010, 11:53 AM
You guys can probably start adding all the new characters being introduced.

Kaoz
April 04, 2010, 11:58 AM
I wish we could, but we should probably wait until they really played a match, otherwise we'll just place them somewhere without knowing anything about them.

I know we (or rather you guys) did this with Kazuya, Irie and Oni but they actually had a bit screentime and I suppose as they were the first strong high schoolers to be introduced, it was a must.

However it's Sai's call in the end, at least for now.

Sai_the_Shaman
April 04, 2010, 01:43 PM
We'll wait for S3 to do all that. I want to see what these Court 3 guys are capable of and that way we have a tier ranking for them.

+ there's that mysterious Court 1 guy who seems to be ahead of Kazuya
[hr]
Singles 3:

Kite Eishirou (7, 7, 7, 7, 28)
All-rounder; Left Handed

-Omni-directional Shukuchihou [Feat]:
Kite’s Speed is boosted by 6 points and his Speed cannot be lowered.

-The Hitman [Opening Feat]:
When playing an Opponent that has a base total within 5 points, that opponent’s Effects are negated. (Singles only)

-Big Bang [Serve]:
Kite’s Power is boosted by 5 points.

-Blinding Return [Effect]:
Kite’s Power is boosted by 4 and the Opponent’s control is dropped by 3. If the opponent has a speed higher than Kite’s power, this Effect is negated.

Vs.

Tezuka Kunimitsu (8, 12, 9, 11, 40) 45
All-rounder; Left Handed

-My Aaaaaaaaaaarm… [Feat]:
Tezuka loses in a tie.

-Zeroshiki Serve [Serve]:
Tezuka’s Spin is boosted by 10 points. This Serve can only be negated by Sanada if he successfully chains Rin, Ka and Rai. This Serve cannot be copied or negated in any other way.

-Zeroshiki Drop Shot [Effect]:
(1)Tezuka’s Spin stat is boosted depending on the opponent’s playstyle. All-rounder->6 points; Aggressive Baseliner->5 points, Defensive Baseliner->7 points, Serve and Volley->3 points. (Singles only)
(2)Tezuka’s Spin is boosted depending on his opponents' playstyles as displayed in (1). This boost is divided by 2. (Doubles only)

-Tezuka Zone [Final Effect]:
(1) Tezuka's Spin is boosted by 6 points.
(2) If the opponent's Spin is lower than Tezuka's, his Control is halved.
(3) This Effect is negated when Tezuka's Spin drops below 1/2 of his base Spin.
(4) Tezuka may activate one more Effect or Aura that isn't Tezuka Phantom.
(5) This cannot be copied by Muga no Kyouchi

Base: 28 vs. 40
Feats: 34 vs. 40 (Omni-directional Shukuchihou)
Serve: 34 vs. 50 (Zero-Shiki Serve)
Serve: 39 vs. 50 (Big Bang Serve)
Effect: 43 vs. 47 (Blinding Return)
Effect: 39.5 vs. 53 (Tezuka Zone)
Effect: 39.5 vs. 59 (Zero-Shiki Drop)

Winner: Tezuka 6-0



Doubles 2:

Momoshiro Takeshi (7, 5, 5, 5, 22)
Aggressive Baseliner; Right Handed

-Instinct [Feat]:
The opponent’s total drops by 2 and if he would add any points through an effect, only two-thirds the points are added.

-Bullet Serve [Serve]
Momoshiro's power is boosted by 2 points.

-Dunk Smash [Effect]:
Momoshiro's Power is boosted by 5 points. Each of the opponent’s stats drops by 1 point.


Kamio Akira (4, 1, 9, 4, 18)
Defensive Baseliner; Right Handed

-Rhythm [Feat]:
Kamio’s Speed is boosted by 5 points. When playing Singles, Kamio loses in a tie.

-Sonic Bullet [Effect]:
Kamio’s Speed increases by 2 and if an Opponent would try to drop his speed, it adds to Kamio’s Spin instead.

-Moujuu no Aura [Aura]:
Kamio's Speed is boosted by 6 points. Kamio can use one more Effect.

-Counter Punch Power Formation [Formation]:
This formation can only be used by a pair that a base total of 25 or higher. This can only be used by a pair consisting of an Aggressive Baseliner and a Defensive Baseliner. The Opposing pair both lose +3 to their control stats. The Defensive baseliner gains +3 to speed and the Aggressive Baseliner gains +3 to power.

Level 1:
Bonus: +2 points are added to the pair’s total

Vs.

Akutsu Jin (9, 4, 8, 6, 27) 30
Aggressive Baseliner; Right Handed

-Overseas Training [Feat]:
Akutsu’s stats are boosted by 2 point each.

-Flexibility [Feat]:
Akutsu’s Control is boosted by 3 points.

Sengoku Kiyosumi (5, 5, 6, 6, 22) 25
All-rounder; Right Handed

-Lucky! [Feat]:
If the opponents final total of points is even, Sengoku gets boosted 5 points. If the opponent final total of points is odd, Sengoku loses 2 points.

-Vision [Feat]:
The opponent’s Speed drops by 3 points.

-Kohou [Serve]:
Sengoku’s Power is boosted by 3 points. Sengoku This Effect cannot be negated by any other Feats/Formations/Effects/Auras.

-Dunk Smash [Effect]:
Sengoku's Power is boosted by 5 points. Each of the opponent’s stats drops by 1 point.

-Classic Formation [Formation]:
This Formation can only be used by an All-rounder. Players in this pair cannot have their Effects negated.

Base: 40 vs. 49
Boost: 42 vs. 49
Feats: 42 vs. 57 (Overseas Training)
Feats: 42 vs. 60 (Flexibility)
Feats: 39 vs. 60 (Vision, only affect Momo due to Kamio's Sonic Bullet)
Feats: 41 vs. 56 (Instinct and Rythm)
Formations: 47 vs. 50 (Counter Punch Power vs. Classic)
Serve: 49 vs. 50 (Bullet Serve)
Serve: 49 vs. 53 (Kouhou)
Aura+Effect: 60 vs. 53 (Moujuu no Aura + Sonic Bullet + 3 to Kamio's spin due to Sonic Bullet absorbing Visions reductiona nd turning it to spin)
Effect: 65 vs. 45 (Dunk Smash - Momo)
Effect: 57 vs. 48 (Dunk Smash - Sengoku lowered by Instinct)
Final Feat: 57 vs. 46 (Lucky not in Sengoku's favor)

Winner: Momoshiro/Kamio 7-5 (disregarding the 10 rule here just because it doesnt make sense for this match lol)



Singles 2:

Oni Juujirou (15, 9, 13, 13, 50)
Aggressive Baseliner; Right Handed

-The Gate Keeper of Hell [Feat]:
If the opponent is on a lower court than Oni, Oni’s Power is boosted by 5

-Ten at a Time [Feat]
Oni’s Speed, Power and Control are boosted by 10 each.

-Power [Feat]:
Oni’s Power increases by 3.

-Black Jack Knife [Effect]:
Oni’s Power gets boosted by 15 and the opponent’s Effects are nullified. If the opponent has a Spin stat of 10 or more, this effect is negated. This effect cannot be copied.

Vs.

Kisarazu Ryou (2, 2, 6, 3, 13) 7
Defensive Baseliner; Right Handed

-Hornet Dance [Feat]:
Ryou’s Speed is boosted by 3 points.

-Sky High Volley [Effect]:
Ryou’s Spin is boosted by 3 points, if the opponent’s playstle is Serve and Volley, Spin is boosted by 5 points instead.

No Point in Calculating this...

Winner: Oni 6-0



Doubles 1:

Wakato Hiroshi (4, 4, 4, 7, 19)
All-rounder; Right Handed

-Coordination [Feat]:
All stats go up by .5

-Change Over! [Feat]:
Wakato has to choose one player before the match, his playstyle and dominant hand change accordingly. Depending on whether the copied playstyle has an advantage/disadvantage against the opponent's playstyle the following bonus is applied:
-Advantage -> +3 to all stats
-Neutral -> +0
-Disadvantage -> -1.5 to all stats
The order of advantages is:
-Serve&Volley advantage vs Defensive Baseliner
-Defensive Baseliner advantage vs Aggressive Baseliner
-Aggressive Baseliner advantage vs Serve&Volley
-All-rounder always counts as Neutral
In Doubles, the bonuses are added up for both opponents.

Choosing Serve and Volley

-Buggy Whip Shot [Effect]:
Wakato's Spin is boosted by 3 points.

Amane Hikaru (7, 4, 4, 4, 19)
Aggressive Baseliner; Right Handed

-Power [Feat]:
Amane’s Power is boosted by 3 points.

-Long Racket [Feat]:
Amane’s Speed is boosted by 3 points and if the opponent uses an Effect that would increase his Power, that Effect is negated.

-Pun Killer [Effect]:
If the opponent has a higher base total, they lose 0.5 points per stat and Amane gains +2 to his control.

-Aggressive Formation [Formation]:
This Formation can only be used by a Serve and Volley player or an Aggressive Baseliner. When partnered with another Serve and Volley player or an Aggressive Baseliner, the team's total points are boosted by 7. If the match would end in a tie, this team loses instead.

Vs.

Fuji Shuusuke (5, 10, 6, 10, 31) 45
Defensive Baseliner; Right Handed

-Prodigy [Feat]:
Fuji’s stats cannot be decreased.

-Unmotivated [Feat]:
When Fuji plays against an opponent with a weaker base total (in Doubles both pair's totals are taken into account), all of Fuji's stats drop by 2 points. This Feat is negated when Fuji participates in a decisive match.

-Serious Mode [Feat]:
When the Opponent surpasses Fuji's total for the first time, Fuji's stats go up by 2 each. This does not count if the Opponent's Base Total is higher than Fuji's.

-Never-ending Evolution [Feat]:
When one of Fuji’s effects got negated, the opponent’s Spin is halved. In doubles this applies to the opponent who negated Fuji’s effect.

-Closed Eyes [Effect]
Fuji's stats are boosted 1.5 points each. If he would face an opponent using Illusion, the opponents copied Effects/Auras are only applied at 50%. Fuji can use one more Effect.

-Hoshi Hanabi [Effect]:
This Effect cannot be used. It triggers automatically once Hecatoncheiros is negated. Fuji's Spin is boosted by 6 and the opponent’s Control and Speed are lowered by 5 each. This Effect can neither be copied nor can it be negated.

Saeki Kojirou (2, 2, 2, 5, 11) 16
Serve and Volley; Left Handed

-Childhood Friend [Feat]:
If Fuji participates in the match, Saeki’s stats are boosted by 2 points each.

-Analyze [Feat]:
If Saeki is playing Singles the opponent's control drops by 2 points. If Saeki is playing doubles, his partners control goes up by 2 and both opponents drop by 2 each.

-Vision [Feat]:
The opponent’s Speed drops by 2 points.

-Mark [Effect]:
This Effect can only be used in Doubles. If the opponent with the lower base total has a speed of 5 or below Saeki negates the effect of the opponent with the lower base total.

Fuji/Saeki
-Perfect Combination [Feat]:
All stats of both players are boosted by 1 point and their Effects activate regardless of any conditions.

-Counter Punch Volley Formation [Formation]:
This formation can only be used by a pair that has a base total of 25 or higher. This can only be used by a pair consisting of a Serve and Volleyer and a Defensive Baseliner. The Opposing pair both lose +3 to their control stats. The Defensive baseliner gains +3 to speed and the Serve and Volleyer gains +2 to control and +1 to spin


Base: 38 vs. 42
Boost: 40 vs. 42
Feats: 42 vs. 42 (Coordination)
Feats: 54 vs. 42 (Change Over! Neutral to Saeki, +3 to all against Fuji)
Feats: 54. vs. 50 (Serious Mode)
Feats: 50 vs. 50 (Vision)
Feats: 46 vs. 53 (Analyze)
Feats: 45 vs. 61 (Childhood Friend)
Feats: 52 vs. 61 (Amane's Feats)
Formations: 53 vs. 67 (Counter Punch Volley vs. Aggressive)
No Point in doing Effects....

Winner: Fuji/Saeki 6-0



Singles 1:

Ibu Shinji (3, 7, 4, 4, 18)
Defensive Baseliner; Right Handed

-Silent Killer [Feat]
If the opponents stats are dropped, Shinji's stats go up by the amount dropped

-Kick Serve [Serve]:
Shinji’s Spin is boosted by 2 points. If he plays against someone with the same hand, his opponent's control is lowered by 1.

-Spot [Effect]:
Each of the opponent’s stats drops by 2 points. (Singles only)

Ibu Shinji +1 to Spin and +1 to Control

Vs.

Fuji Yuuta (1, 2, 1, 2, 6) 7
Aggressive Baseliner; Left Handed

-Lefty Killer [Feat]:
When playing a lefty, each of Yuuta’s stats is boosted by 4 points.

-Super Rising [Effect]:
The Opponents Control and Speed are dropped by 2 each. Yuuta can activate another Effect. If the opponent uses a Serve, it is negated and the Opponent's Effect does not activate. If the Opponent's base Speed is 8 or more, this Effect is negated, but the secondary Effect still activates.

-W Twist Spin [Effect]:
Yuuta’s Spin is boosted by 10 points. If the opponent is a lefty, that opponent’s Power drops by 4 points.

Base: 20 vs. 6
Serve negated by Effect: 16 vs. 6 (Kick negated by Super Rising)
Effect: 16 vs. 16 (W Twist Spin)

Winner: Draw, Shinji is saved by the points Kuwa bought for him.



Results:

Match is a Draw 2-2. Both players have Reserves, if they want to Play an Alt match to settle this, please let me know...

pikafire87
April 04, 2010, 08:01 PM
Well, now i know why Sherlock wanted the prediction master. sooo goood man. you got mad props.

javimgol
April 05, 2010, 05:03 AM
I'm back, and my team is even awesomer(?) than last season :I keep 2 almost auto-wins, Irie and Golden Pair, and my dear Kaneda, my secret dream called Krauser is true, Yagyyu is also great (do you want to trade, Sherlock?) and the other two are just pure fun.I will miss my dear Cancer Gakutoh, but losing Mr.Loss Shiraishi (5 matches, 5 defeats) is really great.

Sai and Sherlock won,of course, Zatono won (first victory, congratulations) and a tie...let's see my match vs Ken

Sai_the_Shaman
April 05, 2010, 02:02 PM
Single 3

Kaidoh Kaoru (5, 7, 5, 5, 22) 30
Defensive Baseliner; Right Handed

-Stamina [Feat]:
Kaidoh wins if he ties or the opponent’s total is within 3 points of Kaidoh’s.

-Straight or Curved? [Opening Effect]:
The user chooses before the match whether he will use Gyro Laser or Tornado Snake. The opponent must predict which of the 2 the user is going to use. If the opponent is correct, his Speed is boosted by 2 points, if he is wrong his Speed drops by 4 points.

-Tornado Snake [Effect]:
Kaidoh’s Spin is boosted by 7 points and the Opponent's control is lowered by 2.

-Devil Mode [Final Aura]:
This Aura cannot be chosen. This Aura automatically activates if the opponent’s final total is higher than Kaidoh’s, Kaidoh’s Power and Speed increase by 4 points each. If Kaidoh is playing Doubles with someone whom he has a support level of 3 or higher with, this effect is negated.

Vs.

Irie Kanata (12, 15, 13, 15, 55) 55
Defensive Baseliner; Right Handed

-Vision [Feat]
The Opponent's Speed is dropped by 2

-Unshakable Precision [Feat]
Irie's Stats cannot be dropped by an Effect or Aura and any that would attempt to drop his Control drop his their Control instead.

-Patience [Feat]
The user can choose to force all of his Serves, Effects and Aura's to resolve last (After all of the Opponent's Effects and Auras). If they do, none of the Opponents Effects and Auras can be negated by Irie. Irie resolves all of his Serves, Effects and Auras at 200% potency.

-Warning Shot [Serve]
Irie's Control is boosted by 5 and the Opponent's speed is dropped by 2.

-One Shot Kill [Effect]
Irie's Control is boosted by 10. All of the Opponent's stats are dropped by 2. This Cannot be Copied or Negated.


no point to calculate this

Winner: Irie 6-0



Double 2

Kita Ichiuma (2, 2, 2, 1, 7) 4
Offensive Baseliner; Right Handed

-Doubles Expert [Feat]:
When playing doubles, if partnered with Nitobe, Kita is able to invoke any formation, regardless of prerequisites as long as it is not one that requires a play style prerequisite

-Part of the Plan [Effect]:
When playing Doubles 2 with Nitobe, all of Kita's stats are boosted by 2 points.


Nitobe Inakichi (1, 2, 2, 2, 7) 4
Defensive Baseliner; Right Handed

-Budding Doubles Abilities [Feat]:
When playing doubles, if partnered with Kite, Nitobe's control is boosted by 2 points.

-Part of the Plan [Effect]:
When playing Doubles 2 with Kita, all of Nitobe's stats are boosted by 2 points.

Due to Doubles Expert,
-Synchro Formation [Formation]:
This Formation can only be used by a Pair that has a Tier Level of 5 or higher and is using Synchro. The Opposing Pair's stats are dropped by 2 each. If the opposing pair would use a Feat, Effect or Aura to predict either player of this pair, that ability is nullified. This Formation cannot be nullified.

Vs.

Kaneda Ichirou (2, 2, 2, 3, 9) 5
Defensive Baseliner; Right Handed

-Tactician [Feat]:
When playing Doubles, Kaneda’s stats are boosted by 2 points each. Also, the team can use any standard Formation regardless of that Formation’s conditions.

-Drop Volley [Effect]:
Kaneda's Control and Spin are increased by 1 each.

Aoi Kentarou (2, 2, 2, 2, 8) 4
Aggressive Baseliner; Right Handed

-Thrill Seeker [Final Feat]:
If opponent’s total is within 5 points, each of Aoi’s stats is boosted by 2 points.

-Cord Ball [Effect]:
Each of the opponent’s stats drops by 2 points. If Thrill Seeker was activated, they drop by 3 points instead.

-Synchro Formation [Formation]:
This Formation can only be used by a Pair that has a Tier Level of 5 or higher and is using Synchro. The Opposing Pair's stats are dropped by 2 each. If the opposing pair would use a Feat, Effect or Aura to predict either player of this pair, that ability is nullified. This Formation cannot be nullified.

Base: 14 vs. 17
Boost: 18 vs. 17
FeatS: 20 vs. 17 (Budding Doubles Abilities)
Feats: 20 vs. 25 (Tactician)
Feats: 20 vs. 33 (Thrill Seeker)
Formations: 4 vs. 17 (2x Synchro Formation)
Effects: 20 vs. 17 (2x Part of the Plan)
Effects: 0 vs. 17 (Cord Ball)

Winner: Kaneda/Aoi 6-0



Single 2

Tooyama Kintarou (14, 2, 12, 10, 38) 50
Aggressive Baseliner; Right Handed

-Wild Boy [Feat]:
If the opponent uses an Effect or Aura, Kintarou’s Speed and Power are boosted by 5 points each.

-5 Shots at Once [Feat]
Kintarou's Speed, Power and Control are boosted by 5 each.

-Super Rookies of East and West [Feat]:
If the opponent is Echizen, the match automatically ends in a tie.

-Daisharin Yama Arashi [Final Effect]:
(1)Kintarou’s Power is boosted by 15 points. Then, if the opponent’s total is within 3 points of Kintarou’s, Kintarou wins.
(2)If Kintarou's final Power exceeds his opponent's final Power by 8 or more, that opponent cannot play the next round.
(3) Daisharin Yama Arashi after effect only affects the opponent with the higher Power stat (Doubles).

Vs.

Liliadent Krauser (7, 6, 6, 7, 26) 28
All-rounder; Right Handed

-Devil [Final Feat]:
If the opponent’ Power is within 5 levels of Krauser’s, each of the opponent’s stats drops by 2.

-Crucify [Final Effect]:
If the opponent’s Speed is within 2 points of Krauser’s, Krauser automatically wins. This Effect is negated if the Opponent has a base total of 20 or more than Krasuer. This Effect cannot be copied. (Singles only)

Base: 38 vs. 26
Feats: 48 vs. 26 (Wild Boy)
Feats: 62 vs. 26 (5 at a time)
Effects: 77 vs. 26 (Daisharin Yama Arashi)


Winner: Kintarou 6-0, Krauser cannot be used next round.



Doubles 1

Kikumaru Eiji (4, 1, 10, 4, 19) 25
Serve and Volley; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Oishi, all stat boosts Kikumaru would receive are doubled and cannot be prevented.

-Acrobatic Play [Feat]:
Kikumaru’s Speed is boosted by 2 points. Kikumaru’s Effects cannot be negated.

-Vision [Feat]:
The opponent’s Speed drops by 4 points.

-Synchro [Aura]:
All of the Kikumaru's stats are boosted by 3 points and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Oishi Shuuichirou(2, 4, 2, 4, 12) 25
Defensive Baseliner; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Kikumaru, Oishi's stats cannot drop and all stat boosts he would receive are doubled.

-Doubles Master [Feat]:
Oishi's Control and Speed are boosted by 2 points each. Additionally, If he has a Tier level with his partner, their highest base stat is boosted by 4 points, if there is more than one highest stat, the points are spread equally. This/those stat(s) cannot be decreased. (Doubles only)

-Synchro [Aura]:
All of the Oishi's stats are boosted by 3 points and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.

-Synchro Formation [Formation]:
This Formation can only be used by a Pair that has a Tier Level of 5 or higher and is using Synchro. The Opposing Pair's stats are dropped by 2 each. If the opposing pair would use a Feat, Effect or Aura to predict either player of this pair, that ability is nullified. This Formation cannot be nullified.

Vs.

Shishido Ryou (3, 2, 7, 3, 15) 19
Defensive Baseliner; Right Handed

-Teleport Dash [Feat]:
Shishido’s Speed is boosted by 4 points.

-Super High Speed Rising Counter [Effect]:
(1) If the opponent uses an Serve, that Serve is negated and the opponent’s Speed drops by 3 points. The Opponent may not use their Secondary Effect. If used against an Effect that Effect's potency is cut by 50%.
(2) Shishido and his Partner cannot have their Effects negated. (Doubles only)

-Inducement Formation [Formation]:
This Formation can only be activated when Ootori is the partner. Any Standard Formation the other Pair uses is negated and the Speed of both opponents’ drops by 5 points.


Ootori Choutarou (5, 0, 5, 4, 14) 16
Serve and Volley; Right Handed

-Reliable:
When playing doubles with Shishido, Ootori's stats cannot drop.

-Neo Scud Serve [Serve]:
Ootori’s Power is boosted by 8 points. If Ootori or his team would tie with an opponent, they win instead.


No point here...GP gets a 96 point increase alone from just Synchro being multiplied by GP feat and Ace Pair
Winner: Golden Pair 6-0



Results:

Jav win 3-1

[hr]
Round 1 is finished.

Round 2 begins on Friday.

Certain things will be changing for Round 2 to adjust for certain super over powered things.

Things already nerfed:
- Jimmies - nerfed way down, as you can see from the match I had with pikafire87....

Other things changed:
- The buffer is going to change form 10 to 30 for an auto 6-0.

Things to Discuss:
- Aoi's Cord Ball, with Thrill Seeker, it gives an auto -24 in doubles...This needs to be nerfed.

- With the Change in scoring, to be a buffer of 30, Mizuki's preiction master becomes very difficult to use. Who would mind giving Sherlock a buffer of 2 for it?

- Anyone me boosting Yamato in the BYE team?

- Since we all have 8 characters now, how about we don't have draws. any match that ends with a Draw will have an auto tie breaker with the 2 reserves. If those two draw then....we calc it as a draw?

- Character trading periods and betting. Like last season, does anyone want to make an optional ante rule for their matches?

That's all I can really think of right now.

Zatono
April 05, 2010, 02:06 PM
If you boost Yamato, you're probably going to have to put him on Irie's level, right? That'd probably make the BYE team unbeatable..

KuwabaraTheMan
April 05, 2010, 02:46 PM
No draws sounds good to me, given that everyone has reserve players.

For Aoi's Cord Ball, why not make it only apply to the stronger player? It would fit with Aoi's personality of aiming for battles with strong opponents.

Keep the buffer at 1 game for Mizuki. It should be difficult to use, especially since getting things right gives a huge advantage.

Sherlock Holmes
April 05, 2010, 03:02 PM
No draws sounds good to me, given that everyone has reserve players.

For Aoi's Cord Ball, why not make it only apply to the stronger player? It would fit with Aoi's personality of aiming for battles with strong opponents.

Keep the buffer at 1 game for Mizuki. It should be difficult to use, especially since getting things right gives a huge advantage.

There's a very big difference between difficult and outright impossible to use.

It was already near impossible to activate his effect like this, with the new scoring system it is even MORE impossible to use it. I think that either I should get the 2 buffer thing, or the scoring system shouldn't change.

Thrill seeker only activates if the total is close. No need to nerf it.

No draws is good for me.


- Character trading periods and betting. Like last season, does anyone want to make an optional ante rule for their matches?

Oh yeah. I'm up for it.

Go on and give Yamato a boost. BYE being a beast is funny.

Kaoz
April 05, 2010, 03:07 PM
Cord Ball is way too strong at the moment, maybe the drop should be lower in doubles as a cord ball is not THAT much of an advantage there (at least one net player usually).

I think the buffer should stay at 1. Otherwise the odds of getting it correct are too high for the result on gets out of it.

Yamato... actually we know nothing about him, maybe we should take him out of the BYE team and put one of those high schoolers in that play in the D2 match (in 2 months that is...). Until then using some other decent character to replace him would maybe be the best thing... actually I don't really care.

No draw? Fine why not.

Sai_the_Shaman
April 05, 2010, 03:07 PM
Oh and one more thing, I'm changing synchro formation to being non usable at all by a non synchro user....

That was the point in making it in the first place...

Sherlock Holmes
April 05, 2010, 03:20 PM
If you want to keep the buffer at 1, then let's not change the scoring system okay?

Zatono
April 05, 2010, 03:27 PM
For Mizuki....if you're going to keep the buffer at 1, and still increase the points to 30, then you should probably make it so that Sherlock's characters get a larger point boost if he manages to predict everything right. Perhaps 3 points to every stat instead of 2? Maybe even 4 considering that I think the difficulty has jumped up pretty damn far.

(Not sure why I'm saying this, since it only puts me at a disadvantage)

Sai_the_Shaman
April 05, 2010, 03:28 PM
the scoring system is being changed because right now the scores are either super close or 6-0.

Plus it's the only thing bowser wants changed ^^

the only other compensation I can give is to up the boost

Bowser
April 05, 2010, 03:37 PM
The only reason why scoring system was upgraded to 30 because it was more realistic and to make Prediction harder. I mean, lets face it, most the matches are either gonna be 6-0, 7-5, 7-6 or the odd 6-4s. All he would have to do was predict 6-1s and 7-5s for guarantees.

We could give two guesses for Sherlock instead of buffer.

Sai_the_Shaman
April 05, 2010, 03:43 PM
Match ups for R2 since Sherlock is an anal nancy and wants to over analyze his matchup

pikafire87 vs. Zatono
KuwabaraTheMan vs. Sherlock Holmes
Jane Marple vs. javimgol
SaitheShaman vs. chaosmaster1991
-Ken- vs. BYE
[hr]
I'm fine with removing the buffer entirely and giving 2 predictions

Kaoz
April 05, 2010, 03:48 PM
I'd rather have the buffer to be honest, it feels more realistic that way.

Sherlock Holmes
April 05, 2010, 03:49 PM
The buffer pretty much gives me 3 predictions.

Ex: Predict 7-5
Counts for:

7-5
7-6
6-4

Two predictions would make it even harder than the buffer.

Keep 1 prediction+buffer and make it 3 points instead of 2. Then feel free to make it as hard as you want.

javimgol
April 05, 2010, 04:10 PM
Thrill Seeker is really very difficult to activate. I don't know who was the previous user of Aoi, but I'm sure ha can confirm it. And in doubles, it has really very low chances, pure stadistic.
Cord Ball+Thrill Seeker is simply too good, everybody agrees with it. But it's just the same as Mizuki's Super Bonus, awesome if it work but really very difficult to make it true.

In any case, we could discuss the nerf. But I think it's not fair, Aoi without Thrill Seeker would have a cost/value relation too bad.

Sai_the_Shaman
April 05, 2010, 04:13 PM
I'm not talking about getting rid of thrill seeker and cord ball. I think like chaos said, it should be either singles only or a lower boost in doubles or it needs to have a weakness to speed.

Bowser
April 05, 2010, 04:56 PM
Well...its rather reasonable but this has to be one of Sherlocks plan for advantage gaining. Thats 12 points if he gets everything right and we all know what Sherlock is capable of...ah what the hell i dont really care xD, Sai decides.

Sherlock Holmes
April 05, 2010, 05:19 PM
Well...its rather reasonable but this has to be one of Sherlocks plan for advantage gaining. Thats 12 points if he gets everything right and we all know what Sherlock is capable of...ah what the hell i dont really care xD, Sai decides.

Oh c'mon, do you think everything I do is part of a plan?

Am I Aizen now?

Sai_the_Shaman
April 05, 2010, 05:22 PM
everything you do is part of a plan, this is proven...

At the very least I know this for a fact.

Sherlock Holmes
April 05, 2010, 05:37 PM
When did you start thinking it wasn't a part of a plan?
...I mean...Uh...

Kaoz
April 05, 2010, 05:51 PM
Sherlock having complicated and well thought out plans? That's ridculous ^^

javimgol
April 06, 2010, 08:40 AM
In my match VS Jane Marple (aka Second Account of Sherlock, I want real proofs), both Kawamura and my Krauser can not play,no? If we tie, it will be a real tie,'cause we don't have a reserve player, or would Kawamura play VS Krauser, both handicaped in a weird way?

Sai_the_Shaman
April 06, 2010, 12:08 PM
alright, made a bunch of character changes.

Aoi

Completely over hauled Cord Ball

-Cord Ball [Final Effect]:
The opponent’s Speed and Control stats drops by [10 - Opponent's Final speed] point each. If Thrill Seeker was activated, they drop by [15 - Opponent's Final speed] points instead. When playing Doubles, this affects only baseliners.


Minami Kentarou

nerfed Sign play and added a Jimi feat

-Jimi [Feat]:
When playing doubles with Higashikata, all stats boosts are doubled

-Reliable [Feat]:
When playing doubles, Higashikata's stats cannot be dropped

-Sign Play [Effect]:
When playing Doubles with Higahitaka, the stats of the stronger opponent are lowered by 2 each and his Effects are added at -1 is they would boost his stats.

-Play on Target [Formation]:
This Formation can only be used when playing with Higashikata, the stats of the stronger opponent are lowered by 2 points each and the weaker opponent has his Effects negated.


Higashitaka Masami

nerfed Sign play and added a Jimi feat

-Jimi [Feat]:
When playing doubles with Minami, all stat boosts are doubled

-Aiming for the Top [Feat]:
When playing doubles, Higashikata's stats all go up by 1 each.

-Sign Play [Effect]:
When playing Doubles with Minami, the stats of the weaker opponent are lowered by 2 each and his Effects are added at -1 if they would boost his stats.


Hirakoba Rin

Changed the negate cutoff form 3 to 4.

-Giant Habu [Final Effect]:
Rin’s Spin is boosted by 8. If the opponent would use an Effect to increase his power, that Effect is negated and his speed and control are dropped by 2 each. This Effect may also be used as a Serve. If this Effect is used as a Serve, it is negated if the Opponent lowers Rin's spin by 4 or more through any ability. If it is negated in this way, Rin loses automatically. If it is not negated, it acts like a Serve and Rin may use one more Effect that isn't this one.


Akutsu Jin

Overhaul on sliding
-Sliding [Final Effect]:
Akutsu’s speed is boosted by 5 and his Opponent's Effects are negated. If any of his opponent's Final stats are higher than Akutsu's Final speed, their Effects are not negated. In Double's this only affects the stronger Opponent.


Ootori Choutarou

added a Silver Pair Feat

-Silver Pair [Feat]:
When playing Doubles with Shishido, All stat boosts are doubled


Shishido Ryou

added a Silver Pair Feat

-Silver Pair [Feat]:
When playing Doubles with Choutarou, All stat boosts are doubled


Chinen Hiroshi

To make Chinen still beat Aoi, his speed stat was boosted

Chinen Hiroshi (4, 4, 6, 4, 18) 6


I also changed the buffer to 30 for game count. Still undecided as to what we should do to compensate Mizuki.

Any characters I missed for changes???

Bowser
April 06, 2010, 12:45 PM
The opponent’s Speed and Control stats drops by [10 - Opponent's Final speed] point each. If Thrill Seeker was activated, they drop by [15 - Opponent's Final speed] points instead. When playing Doubles, this affects only baseliners.

So in theory, if the opponents final speed is say 15, 10-15 would be -5 but then it drops (so minus) minus 5 and minus minus is plus so does that mean its plus 5 XD

To compensate Mizuki, a buffer of two or either +3 to every stat and keep the buffer of one. You either make it easier or make it harder for riskier moves. Personally, I think Sherlock would like the +3.

Sai_the_Shaman
April 06, 2010, 01:40 PM
per Chaos,

Updated Fuji a bit too


Fuji Shuusuke (5, 10, 6, 10, 31) 45
Defensive Baseliner; Right Handed

-Prodigy [Feat]:
Fuji’s stats cannot be decreased.

-Unmotivated [Feat]:
When Fuji plays against an opponent with a weaker base total (in Doubles both pair's totals are taken into account), all of Fuji's stats drop by 2 points. This Feat is negated when Fuji participates in a decisive match.

-Serious Mode [Feat]:
When the Opponent surpasses Fuji's total for the first time, Fuji's stats go up by 2 each. This does not count if the Opponent's Base Total is higher than Fuji's. In a decisive match, Fuji's stats go up regardless of prerequisites.

-Never-ending Evolution [Feat]:
When one of Fuji’s Counters is negated, the next counter activates. The Order is Triple Counter -> 4th Counter -> 5th Counter -> 6th Counter

-Closed Eyes [Effect]
Fuji's stats are boosted 1.5 points each. If he would face an opponent using Illusion, the opponents copied Effects/Auras are only applied at 50%. Fuji can use one more Effect.

-Evolved Triple Counter[Effect]:
Depending on Fuji's opponent, one of either Houou Gaeshi, Kirin Otoshi or Hakuryuu activates, in Doubles the stronger opponent's play style decides which one activates. If the Opponent's Speed is 10 or more than Fuji's Spin, this Effect is negated.
- When none of the other two activate -> Houou Gaeshi
- When the Opponent's highest stat is Power -> Kirin Otoshi
- When the Opponent's Play style is Serve and Volley -> Hakuryuu

-Houou Gaeshi:Fuji's spin is boosted by 6 and the Opponent's Speed and Control drop by 4 If the Opponent's Spin is 0, this Effect is negated.

-Kirin Otoshi:The Opponent's Effect is negated. This is negated when the Opponents Power exceeds Fuji's by 10 or more

-Hakuryuu: Fuji's Spin is boosted by 8 and the Opponents Speed and Control drop by 2 each.

-4th Counter - Kagero Zutsumi [Effect]:
If an Opponent would add points to his Spin stat through an Effect, those points are not added. If a boost was prevented this way, that Opponent's Spin becomes 0 and the Opponent's Speed is halved.

-5th Counter - Hecatonchires no Monban [Effect]:
Fuji's Spin stat becomes doubled. If the opponent's Spin or Power are equal to or higher than Fuji's Spin, this Effect is negated.

-6th Counter - Hoshi Hanabi [Effect]:
Fuji's Spin is boosted by 5 and the opponent’s Control and Speed are lowered by 2.5 each. If this Effect activates as a result of never ending evolution, the boost and stat drops are each doubled. This Effect can neither be copied nor can it be negated.


Any other changes people would like to submit for approval need to be submit to me by End of Thursday. Next chance wont be till after Round 3.

javimgol
April 06, 2010, 04:04 PM
When this changes will be applied? I already sent my line-up, and I did it thinking in the previous Aoi and not the bad player he is going to become

Sherlock Holmes
April 06, 2010, 04:27 PM
The only thing I think is bad about the new Aoi is that his effect should be an Opening Feat, and Thrill Seeker a Final Feat.

...Because logically, he only gets thrilled after using the cord ball.

javimgol
April 06, 2010, 04:33 PM
The only thing I think is bad about the new Aoi is that his effect should be an Opening Feat, and Thrill Seeker a Final Feat.

...Because logically, he only gets thrilled after using the cord ball.
He gets thrilled because he always lose in purpose the first 4 or 5 games (he isn't a genius, as Niou, so he shouldn't do that)

Sai_the_Shaman
April 06, 2010, 04:50 PM
Made alterations to Aoi. He isn't as strong as before, but it's accurate to his character imo.

Aoi Kentarou (2, 2, 2, 2, 8) 4
Aggressive Baseliner; Right Handed

-Thrill Seeker [Final Feat]:
If opponent’s total after he uses his first Serve or Effect is within 10 points of Aoi's, each of Aoi’s stats is boosted by 2 points.

-Cord Ball [Final Effect]:
Aoi's Control is boosted by 2. The opponent’s Speed stat drops by [10 - Opponent's Final speed] point each. If Thrill Seeker was activated, they drop by [15 - Opponent's Final speed] points instead. When playing Doubles, this affects only baseliners.
[hr]
in other new jav, you still have time to change your line up. since these are R2 changes. I only posted pairing early cause Sherlock wanted to see them.

Zatono
April 06, 2010, 08:33 PM
When does Round 2 actually start then? I'm kind of eager to see if what I did will work..

Bowser
April 06, 2010, 08:42 PM
Oh the game does work, its been calculated that Atobe would beat Sanada by 0.25 points depending on the circumstances haha

pikafire87
April 06, 2010, 09:03 PM
its not fair that atobe can beat sanada. its just not fair lol

Sai_the_Shaman
April 07, 2010, 12:52 AM
Round 2 Officially starts on Friday Zatono. People are welcome to send line ups and if I get both parties I will calculate them. But, Round two is still being finalized since I know there were some character gripes from Round 1.

THe next two characters I know I need to update are Kite (need more power) and Mizuki (comp for the new scoring)
[hr]

its not fair that atobe can beat sanada. its just not fair lol

stop whining, no proof that he can't!

I say there's a reason Oni made Atobe captain!
[hr]
Okay last round of changes. No more after this!

Sanada Gen’ichirou

Complete overhaul to actually make Emperor plausible.

-Emperor [Feat]:
Sanada's player has to choose an activation order for all of Sanada's Effects. The Effects resolve in that order as long as Sanada's total is lower than his opponent's. Once Sanada's Total is higher or the activation order finishes, Emperor is resolved. In and Rai must always resolve second to last and last. If after the Opponent's final Effect or Aura and Sanada's total is lower, he may activate the next Effect in his activation order as long as he has not already activated all of them. This Feat cannot be copied or negated.

-5 Shots at Once [Feat]:
Sanada's Speed, Power and Control are boosted by 5 each.

-Fuu [Final Effect]:
Sanada's Power and Spin go up by 2 and the Opponent's speed drops by 5. If the Opponents Speed is still 8 or more, this Effect is negated

-Rin [Final Effect]:
The opponent's Spin is halved. If the Opponent's power is 10 or more, this Effect is negated

-Ka [Effect]:
Sanada’s Power is boosted by 6 points and the opponent's Effects are negated. If the Opponent's Control is 7 or more, this Effect is negated.

-Zan [Effect]:
Sanada's Control is boosted by 4 points and if his Opponent's would boost their stats through an Effect, that Effect is negated. If his Opponent's control is 8 or more, this Effect is negated.

-In [Effect]:
If the Opponent would try to use a Feat, Effect or Aura to predict Sanada in anyway, that Feat, Effect or Aura is negated. Sanada can activate one additional Effect.

-Rai [Effect]:
Sanada’s Spin increases by 5 points, his Power increases by 7 points and his Speed increases by 8 points. Sanada's Speed cannot be lowered at all. This Effect is not affected by Hyakuren Jitoku no Kiwami. If Hyakuren Jitoku no Kiwami is used against Rai, it is negated. Any Effect the Opponent uses that resolves after this Effect and boosts the opponents own stats is negated.


Yukimura Seiichi

I'm really only adding this cause it felt wrong that I did it for All the other, might as well give Yuki his confirmed 2 at one time

-2 Shots at Once [Feat]:
Yukimura's Power, Speed and Control go up by 2 each.



Kite Eishirou

-The Hitman [Feat]:
As long as Kite's Speed is greater than his Opponent's, his Opponent's Serves or Effects are negated (Singles only)

-Big Bang [Serve]:
Kite’s Power is boosted by 8 points.


Mizuki Hajime

I've decided rather than give Sherlock more predictions or a larger buffer, both of which would give him a ridiculous advantage that we all know he would spam, I've lowered the disadvantage of being wrong by .5 (which means 2 less in total per character) and I raised the advantage you could gain to +4 per stat. Let's see if you actually try using this again!

Mizuki must predict a match score for S3, D2, S2, D1 and S1. For every match before Mizuki's that he gets the match score correct (with a buffer of 1 games) the opponent's after that match will lose that number per stat. When it comes time for Mizuki's own match, if all the matches before his were predicted correctly (within a buffed of 1 games), his Control is boosted by 5. If Mizuki predicts every single match correctly, his entire team will gain +4 to every stat the next round. If Mizuki's predictions were wrong for any matches (by a buffer of 1 games), his team mates of that match will lose 1.5 points in every stat for the next round.

-Ken-
April 07, 2010, 04:22 AM
Just wondering, it's probably going to be for next season. But can Mizuki defeat any middle schoolers who is in 6th court or above in singles? Because he lose to someone from 7th court, so it look like he shouldn't be able to.

Kaoz
April 07, 2010, 09:10 AM
Well, he might go even with the likes of Amane and Chinen, unsure about Kamio and Rin; he shouldn't stand a chance against the rest though... maybe Kikumaru or Sengoku but that's about it I think.

Sherlock Holmes
April 07, 2010, 09:58 AM
I've decided rather than give Sherlock more predictions or a larger buffer, both of which would give him a ridiculous advantage that we all know he would spam, I've lowered the disadvantage of being wrong by .5 (which means 2 less in total per character) and I raised the advantage you could gain to +4 per stat. Let's see if you actually try using this again!

Mizuki must predict a match score for S3, D2, S2, D1 and S1. For every match before Mizuki's that he gets the match score correct (with a buffer of 1 games) the opponent's after that match will lose that number per stat. When it comes time for Mizuki's own match, if all the matches before his were predicted correctly (within a buffed of 1 games), his Control is boosted by 5. If Mizuki predicts every single match correctly, his entire team will gain +4 to every stat the next round. If Mizuki's predictions were wrong for any matches (by a buffer of 1 games), his team mates of that match will lose 1.5 points in every stat for the next round.

Haha...Haha...HAHAHA!
I love this. I'm so going to use that again. WATCH OUT KUWABARA!

javimgol
April 07, 2010, 12:47 PM
Just a thought in the matches VS BYE
Does the copiying abilities like Muga or Guess Who works? Mizuki's predictions affect for the next match?

Also, English Sherlock-made pair needs a very good nerf. His Formation and Billy's Bullrope and Shotgun Volley are too awesome to be true. In any case, I still think that he just want them to auto-loss and make Mizuki's predictions true...

Sherlock Holmes
April 07, 2010, 01:15 PM
why would you want to nerf them? They haven't even gotten a win yet. And I think that -8 points against an opposite pair is fair for an AUTOLOSS.

They are only good if you know how to plan. Yes I know how to plan well enough to abuse them, but nerfing them for me using them too well is not really fair. Give me any character and I'll abuse the hell outta him.

Sai_the_Shaman
April 07, 2010, 01:18 PM
you can copy bye if you've faced him.

As for English pair, of course that's why Sherlock wants Billy to have that formation...but Sherlock spent his extra points to buy it and the formation itself is not that powerful, so there's no reason not to let him have it.

As for Bullrope, it stays the same since Billy is useless anyhow in singles. Shotgun Volley I'm changing to:

-Shotgun Volley[Opening Effect]:
Billy Control is increased by 3 and the Opponent with the lowest speed has his Effects negated when playing Doubles. If the Opponent's speed would be higher than Billy's this Effect is negated. (Doubles only)

Sherlock Holmes
April 07, 2010, 03:45 PM
That is a bit too big of a nerf, and as you said it yourself, he is useless in singles. Can he get a stat boost of 1 or 2 in speed to make up for it?

javimgol
April 07, 2010, 03:53 PM
That is a bit too big of a nerf, and as you said it yourself, he is useless in singles. Can he get a stat boost of 1 or 2 in speed to make up for it?

I agree.Even 3 or 4 points. The key point is The Super Cancel in Doubles that Billy does.

Sai_the_Shaman
April 08, 2010, 12:26 AM
modified Billy's stats.

Billy Cassidy (4, 5, 9, 4, 22)
[hr]
I formation and Australian formation have proved ridiculously strong. When I calculate them out its just fucked up...

Hence I'm cutting the boosts in half for them

Sherlock Holmes
April 08, 2010, 03:18 PM
So, when does round 2 officially start again?

Also, people, one hint:
I learned most of my prediction skills by playing Pokemon competitively.

Kaoz
April 08, 2010, 03:29 PM
Friday.

Bowser
April 08, 2010, 03:55 PM
I learned most of my prediction skills by playing Pokemon competitively.


Oh damn, I think I know what Sherlock is talking about now XD

javimgol
April 08, 2010, 04:18 PM
Bowser, why you didn't get a team this season? I'm really expecting a match of you VS Sherlock, master VS disciple

Bowser
April 08, 2010, 06:06 PM
It's a hassle, I'm dealing with exams left right and centre XD...and it hurts my brains just thinking about a team. I might consider it if I ever get a chance later one though XD]

Playing pkmn competitively =O...Sherlock you're not one of those annoying peeps online right?

Actually...perhaps I should take over the bye team hehe

Sai_the_Shaman
April 08, 2010, 06:43 PM
haha, if you want to be bye, you're welcome to. chaos is the one currently controlling it.
[hr]
Tis a bit early as it isn't quite Friday...but here's the first match of R2 anyhow!

S3

Kirihara Akaya (7, 8, 8, 7, 30) 40
Aggressive Baseliner; Right Handed

-Intense Concentration [Feat]:
Kirihara's stats cannot drop through Effects.

-Knuckle Serve [Serve]:
Kirihara's Spin and Power go up by 2 each, Each of the opponent’s stats besides Spin drops by 1.

-Danger Mode [Aura]:
If the Opponents base total is higher than Kirihara's, Kirihara's Power and Speed are boosted by 1 point each. This aura cannot be copied or negated. Should any Effect Kirihara use be negated, this Aura activate automatically.

-One footed Split Step [Effect]:
Kirihara’s Speed is boosted by 2 points. Kirihara can activate one more Effect OR Aura.

-Devil Mode [Final Aura]:
This Aura cannot be chosen. This Aura activates automatically if the opponent’s final total is higher than Kirihara’s and he has activated Danger Mode. Kirihara’s Power and Speed increase by 5 points each and his opponents speed goes down by 2. This cannot be copied or negated.

Vs.

Chitose Senri (7, 7, 7, 11, 32) 36
All-rounder; Left Handed

I have +3 on Chitose's spin thanks to points (not added yet)

-Wing of Kyushu [Feat]:
Chitose's Spin and Control are boosted by 3 points each.

-Kamikakushi Serve [Serve]:
Chitose’s Spin is boosted by 3 points. The Opponent's Control is dropped by 3 if their speed is not at least 8

-Muga no Kyouchi [Aura]:
Chitose's stats are all boosted by 1 each and he can choose to use any Serve and Effect of a player his school has faced or that is on his team. If the opponent is more than 10 points higher than Chitose’s, his stats are lowered by 1 each instead of boosted. If Copying a Serve, the user may not use one of his own serves.

-Disarming Effect on People [Effect]:
If the Opponent's Base stats are higher than Yamato's their stats are lowered by 1 each and their Effects are negated.


Base: 30 vs. 35
Feats: 30 vs. 41
Serves: 30 vs. 44 (Kamikakushi, Kirihara's speed is high enough, stats don't drop)
Serves: 34 vs. 41 (Knuckle Serve)
Effects: 36 vs. 41 (One Footed Split Step)
Aura: 40 vs. 41 (Danger Mode)
Aura: 50 vs. 39 (Devil Mode)
Aura: 50 vs. 43 (Muga no Kyouchi - Effect does not Activate as the conditions are not met)


Winner: Kirihara 7-5



D2

Mukahi Gakuto (1, 2, 6, 2, 11) 5
Serve and Volley; Right Handed

-Acrobatic Play [Feat]:
Gakuto’s Speed is boosted by 3 points. Gakuto’s Effects cannot be negated.

-Breathless [Feat]:
Gakuto loses in a tie.

-Moon Salute [Effect]:
Gakuto’s Spin is boosted by 5 points.

Oshitari Yuushi (5, 7, 5, 8, 25) 31
All-rounder; Right Handed

-Sealed Heart [Feat]:
If the opponent would use an ability that prevents Oshitari's Effect to activate at 100% or would negate his Effect, that ability is negated.

-Strategist [Effect]:
If Oshitari plays Doubles, all of his stats are boosted by 2 points.

Tier Lv. 2: Bonus: +4 points are added to the pair’s total

-Australian Formation [Formation]:
This formation can only be used by a pair of 2 All Rounders or a Serve and Volley and a Baseliner or a combination of an All Rounder and either a Serve and Volley or Baseliner that has a base total of 30 or more and a Minimum Tier Level of 2. The Pair using this formation receives a boost of [0.5(Tier Level x (Combined Base Total/Opponent's Highest Level Player's Base Total))] to their total.

Vs.

Konjiki Koharu (4, 5, 5, 7, 21)
Defensive Baseliner; Right Handed

-Comedy Tennis [Feat]:
When playing doubles with Hitouji, the weaker opponents control drops by 3.

-IQ Tennis [Final Feat]:
If an opponent would add points to any of his stats through an Effect, those points are added at -2. If an opponent would decrease any of Koharu's points through an Effect, those drops are applied at +1.

-Distraction [Effect]:
When playing Doubles with Hitouji, the stats of the stronger opponent are lowered by 1 point each.

Hitouji Yuuji (4, 5, 5, 7, 21) 23
Defensive Baseliner; Left Handed

-Comedy Tennis [Feat]:
When playing doubles with Koharu, the stronger opponents control drops by 3.

-Voice Imitation [Effect]:
When playing Doubles, the opposing team’s Formations and Support Bonuses are negated. Hitouji can activate one more Effect. This Effect cannot be copied.

-Copycat [Effect]:
When Playing Doubles, Hitouji copies the same Effect the opponent with the higher total uses. This Effect cannot be copied.

There's also +10 from the level 4 support tier, and
Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Using:
-I-Formation [Formation]:
This Formation can only be used by a pair that has a support level of 3 or higher. This pair’s Effects cannot be negated. The Pair using this formation lowers the opponents stats by [0.5 (Tier Level x (Combined Base Total/Opponent's Base Total))]

Winner: Comedy Pair 6-0 (There is no point, the fact Comedy Pair is a level 4 means I formation almsot lowers Oshitari and Gakuto to nothing)



S2

Ishida Tetsu (7, 0, 4, 4, 15) 13
Aggressive Baseliner; Right Handed

-Power [Feat]:
Ishida’s Power is boosted by 3 points.

-One Handed Hadokyuu [Effect]
Ishida’s Power is boosted by 6 points. This effect cannot be used two rounds in a row.

-Moujuu no Aura [Aura]:
Ishida's Power is boosted by 6 points. Ishida can use one more Effect.

Vs.

Shirashi Kuranosuke (9, 9, 9, 9, 36) 43
All-rounder; Left Handed

-Ecstasy [Feat]:
(1) Whenever the opponent surpasses Shiraishi's total for the first time (this includes base totals), all of Shiraishi's stats are boosted by 2 points. (Singles only)

-Bible Tennis [Feat]:
All of Shiraishi's stats go up by 2 each. If an Opponent would use a Serve or Effect, it is only 25% effective. If a Technique has an auto-negate function, it is activated even if the requirements are not met.

-Entaku Shot [Effect]:
Shiraishi’s Spin is boosted by 7 points.

Winner: Shiraishi 6-0 SLAUGHTER!



D1

Ishida Gin (11, 3, 6, 5, 25) 25
Aggressive Baseliner; Left Handed

-Fated Rival [Feat]:
If the opponent is Kawamura, Gin loses automatically. (Singles only)

-Hadoukyuu Master [Feat]:
If the opponent uses an Effect with Hadoukyuu in its name, that Effect is negated.

-108 Styles of Hadoukyuu [Effect]:
Gin's Power is boosted by 10 points. If this Effect is negated, Gin automatically reactivates it one more time with an additional +4. When this Effect is reactivated, it cannot be negated. If this Effect is copied by a user that has less that 10 Power, That user may not be used in his next round.

Oshitari Kenya (5, 1, 10, 5, 21) 15
Defensive Baseliner; Right Handed

-The Speedster of Naniwa [Feat]:
Kenya’s Speed is boosted by 8 points.

-NO Speed NO Life [Final Feat]:
If the opponent’s Speed is higher than Kenya's, Kenya’s Speed is boosted by 4 points.

-Speed Tennis [Effect]
If the opponent increases his speed, Kenya increases his own speed by the same amount. This Effect cannot be copied.

Tier Lv. 2: Bonus: +4 points are added to the pair’s total

-Counter Punch Power Formation [Formation]:
This formation can only be used by a pair that a base total of 25 or higher. This can only be used by a pair consisting of an Aggressive Baseliner and a Defensive Baseliner. The Opposing pair both lose +3 to their control stats. The Defensive baseliner gains +3 to speed and the Aggressive Baseliner gains +3 to power.

vs.

Kiraku Yasuyuki (5, 3, 4, 8, 20)
All-rounder; Right Handed

-Arrogance [Feat]:
When playing against an opponent with a lower base total, Kiraku’s stats drop by 0.5 point each.

-Passion [Feat]:
When playing against an opponent with a higher base total, Kiraku’s stats are boosted by 2 point each.

-Strategic Play [Effect]:
The player has to choose one stat. That stat is boosted by 5 points. Kiraku loses when he ties.

Choosing power.

Sakurai Masaya (1, 2, 1, 3, 7)
Defensive Baseliner; Right Handed

-Fudoumine's Shadow Assassin [Feat]
All of Sakurai's stats go up by .5

-Tactician [Effect]:
When playing Doubles, Sakurai’s stats are boosted by 2 points each. This Effect cannot be copied

-No Formation - Low Level [Formation]:
This Formation can only be used by two characters that both have a total of 15 or higher. The highest stat of each character is boosted by 2 points.

Base: 46 vs. 27
Boost: 50 vs. 27
Feats: 58 vs. 27 (Speedster of Naniwa)
Feats: 58 vs. 35 (Passion)
Feats: 58 vs. 37 (Shadow Assassin)
Formations: 64 vs. 35 (Counter Power vs. No Form)
Effects: 74 vs. 35 (108 Hadoukyuu)
Effects: 74 vs. 40 (Strategic Play)
Effects: 74 vs. 48 (Tactician)
Effects: 78.5 vs. 48 (Speed Tennis)

Winner: Gin/Kenya 6-0 (Heh...almost exactly 30 away)



S1

Sanada Gen’ichirou (10, 10, 10, 10, 40) 50
All-rounder; Right Handed

-Emperor [Feat]:
Sanada's player has to choose an activation order for all of Sanada's Effects. The Effects resolve in that order as long as Sanada's total is lower than his opponent's. Once Sanada's Total is higher or the activation order finishes, Emperor is resolved. In and Rai must always resolve second to last and last. If after the Opponent's final Effect or Aura and Sanada's total is lower, he may activate the next Effect in his activation order as long as he has not already activated all of them. This Feat cannot be copied or negated.

-5 Shots at Once [Feat]:
Sanada's Speed, Power and Control are boosted by 5 each.

-Fuu [Final Effect]:
Sanada's Power and Spin go up by 2 and the Opponent's speed drops by 5. If the Opponents Speed is still 8 or more, this Effect is negated

-Ka [Effect]:
Sanada’s Power is boosted by 6 points and the opponent's Effects are negated. If the Opponent's Control is 7 or more, this Effect is negated.

-Rai [Effect]:
Sanada’s Spin increases by 5 points, his Power increases by 7 points and his Speed increases by 8 points. Sanada's Speed cannot be lowered at all. This Effect is not affected by Hyakuren Jitoku no Kiwami. If Hyakuren Jitoku no Kiwami is used against Rai, it is negated. Any Effect the Opponent uses that resolves after this Effect and boosts the opponents own stats is negated.

-Black Aura [Opening Aura]:
This Aura cannot be activated manually. this automatically activates after Emperor finishes resolving. If the opponent’s total is still higher than Sanada’s, Sanada’s Power gets doubled and the Opponent's stats drop by 2 each.

In the order of Fuu, Ka, Rai

Vs.

Inui Sadaharu(6, 4, 6, 9, 25)
Serve and Volley; Right Handed

Inui has +3 to power due to points (not added yet)

-Waterfall [Serve]:
Inui’s Power is boosted by 5 points. If Inui or his team would tie with an opponent, they win instead.

Negating 'Gathering Data' to use:
-Super Training [Feat]:
This Feat is negated unless it's triggered by Gathering Data's effect. Inui's Power, Control and Speed are boosted by 2 points each and Inui can activate either Rising Shot OR Jack Knife.

-Jack Knife [Effect]:
Inui’s Power is boosted by 7 points and the opponent’s Effect is nullified. If the opponent has a Spin stat of 7 or more or if his Power is still greater than Inui’s, this Effect is negated.

Base: 40 vs. 25
Feats: 55 vs. 25 (5 Shots)
Feats: 55 vs. 31 (Super Training)
Serve: 55 vs. 36 (Waterfall)
Effects: 57 vs. 31 (Fuu)
Effects: 57 vs. 31 (Jack Knife is negated)

Winner: Sanada 6-3 (Sanada was so nice...he gave Inui 3 games...with Rai its instant 6-0)


Results:

pikafire87 wins 3-2!

Zatono
April 08, 2010, 07:21 PM
For Singles 3, is there a reason that Muga didn't raise Chitose's stats? I mean, it wouldn't change the outcome of the match, but I'm just wondering.

Bowser
April 08, 2010, 08:11 PM
I mean, it wouldn't change the outcome of the match, but I'm just wondering.

I think thats the reason...if it was me I woulda added it for the sake of it anyway...

Sai_the_Shaman
April 08, 2010, 09:44 PM
it's cause I forgot about that boost ^^;;

I'll fix it....
[hr]
fixed

Bowser
April 11, 2010, 06:15 PM
Sai V Chaos

Single 3:
Kevin Smith (8, 7, 7, 8, 30) 33
All-rounder; Left Handed

-Spartan Training [Feat]:
Kevin's Power and Speed go up by 2 each

-Rivals [Feat]:
When Kevin plays a first year or second year his power gets boosted by 3. (Singles only)

-Muga no Kyouchi [Aura]:
Kevin stats are all boosted by 1 each and he can choose to use any Serve and Effect of a player his team has faced or that is on his team. If the opponent has a total of more than 5 higher than Kevin's, his stats are lowered by 1 each instead of boosted. If Copying a Serve, the user may not use one of his own serves.

-Tannhauser Serve [Serve]:
Atobe's Spin is boosted by 5 points and his Power is boosted by 3 points. If the opponent’s Power is lower than Atobe's afterward, all of his stats drop by 1 point each. If this would be used against Atobe by an Opponent copying it, Atobe negates the copied one. If the Opponent's Spin or Control are at least 10 or more, their stats do not drop.

-Rai [Effect]:
Sanada’s Spin increases by 5 points, his Power increases by 7 points and his Speed increases by 8 points. Sanada's Speed cannot be lowered at all. This Effect is not affected by Hyakuren Jitoku no Kiwami. If Hyakuren Jitoku no Kiwami is used against Rai, it is negated. Any Effect the Opponent uses that resolves after this Effect and boosts the opponents own stats is negated.

V

Tezuka Kunimitsu (8, 12, 9, 11, 40) 45
All-rounder; Left Handed

-My Aaaaaaaaaaarm… [Feat]:
Tezuka loses in a tie.

-Unprecedented Strength [Feat]:
If Tezuka's player decides to activate any of Tezuka's Pinnacles, he has to choose an activation order for them. The Auras resolve in the chosen order as long as Tezuka's total is lower than his opponent's. (Singles only)

-Zeroshiki Serve [Serve]:
Tezuka’s Spin is boosted by 10 points. This Serve can only be negated by if Sanada successfully chains Rin, Ka and Rai. This Serve cannot be copied or negated in any other way.

-Tezuka Zone [Final Effect]:
(1) Tezuka's Spin is boosted by 6 points.
(2) If the opponent's Spin is lower than Tezuka's, his Control is halved.
(3) This Effect is negated when Tezuka's Spin drops below 1/2 of his base Spin.
(4) Tezuka may activate one more Effect or Aura that isn't Tezuka Phantom.
(5) This cannot be copied by Muga no Kyouchi

-Hyakuren Jitoku no Kiwami [Aura]:
If your opponent adds points to either his Power or Spin stat through a Serve, Effect or Aura, add twice of those points to Tezuka's Power/Spin stat.

-Saiki Kanpatsu no Kiwami [Aura]:
The player has to choose one Effect OR Aura from every player of the opposing team. If that ability is used against Tezuka, it is negated and the opponent's highest stat drops by 8 points. If two or more stats tie as the highest stat, the dropping points are divided equally. (Singles only)

Unprecedented Strength:
1.) PoHW
2.) PoGW

Saiki:
Atobe->WoI
Kevin->Muga
Marui->Myougi
Jackal->Nezumi HanaBEAT
Kabaji-> -
Minami->Sign Play
Higashitaka->Sign Play
Sakuno->Cheer

Base: 30 V 40
Spartan: 34 V 40
ZeroShiki: 34 V 50
Tezuka Zone: 30 V 56
Muga (I conclude muga should be used first before the two doors):
34 V 52
Tannhauser: 42 V 52(Tezukas stats doesn't drop because his spin is 27)
Rai: 62 V 52 (Hyakuren not activated, Saiki activated)
Saiki: 22 V 56

Technically if Tezuka uses Hyakuren after Tezuka Zone, his stats therefore wouldn't than Kevins. Then Kevin would proceed to use Rai and win but...with logic, Muga comes before two doors so...

Winner: Tezuka, 6-0!


Double 2:
Minami Kentarou (2, 2, 2, 4, 10) 12
Defensive Baseliner; Right Handed

-Jimi [Feat]:
When playing doubles with Higashikata, all stats boosts are doubled

-Reliable [Feat]:
When playing doubles, Higashikata's stats cannot be dropped

-Sign Play [Effect]:
When playing Doubles with Higahitaka, the stats of the stronger opponent are lowered by 2 each and his Effects are added at -1 is they would boost his stats.

Higashitaka Masami (3, 2, 2, 3, 10) 12
Aggressive Baseliner; Right Handed

-Jimi [Feat]:
When playing doubles with Minami in, all stat boosts are doubled

-Aiming for the Top [Feat]:
When playing doubles, Higashikata's stats all go up by 1 each.

-Sign Play [Effect]:
When playing Doubles with Minami, the stats of the weaker opponent are lowered by 2 each and his Effects are added at -1 if they would boost his stats.


Level 4:
Bonus: +10 points are added to the pair’s total
Both players gain the Feat:

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points.

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

-Adaptation Formation [Formation]:
This formation can only be used by a pair with a Tier Level of 4 or more. When facing a pair with a higher combined level, their Formation boosts are cut by 50%. When facing a pair of a lower combined level, the opposing pair's Formation point boosts are nullified and the pair's stats are boosted by 1 each.

V

Sengoku Kiyosumi (5, 5, 6, 6, 22) 25
All-rounder; Right Handed

-Lucky! [Feat]:
If the opponents final total of points is even, Sengoku gets boosted 5 points. If the opponent final total of points is odd, Sengoku loses 2 points.

-Vision [Feat]:
The opponent’s Speed drops by 3 points.

-Kohou [Serve]:
Sengoku’s Power is boosted by 3 points. Sengoku This Effect cannot be negated by any other Feats/Formations/Effects/Auras.

-Dunk Smash [Effect]:
Sengoku's Power is boosted by 5 points. Each of the opponent’s stats drops by 1 point.


Yanagisawa Shinya(2, 2, 3, 3, 10)
All-rounder; Right Handed

-Dane! [Feat]:
If the opponent uses an Effect that would add points to a stat, only half of those points are added instead.

-Special Training [Effect]:
The player has to name an Effect or Aura before the match begins. If the an opponent uses that Effect/Aura, it is negated and all of Yanagisawa's stats are boosted by 2 points.

Special Traning->Sign Play (both are cancelled as they have the same name, just saying)

-Classic Formation [Formation]:
This Formation can only be used by an All-rounder. Players in this pair cannot have their Effects negated.

Base: 20 V 32
Level 4: 30 V 32
Strategy: 48 V 32
Aiming for the top: 56 V 32
Vision: 54 V 32 (Minami's speed is now 0 instead of -1)
Covering: 64 V 32 -Boost for Higa not Minami since Higa can't drop stats
Adaption Formation: 80 V 32 (Since Sengoku pair has a lower combined total)
Kohou: 80 V 35
Special Training: 80 V 43
Covering (Minami Boost): 90 V 43 (since Sign Play got negated)
Dunk Smash: 86 V 48
Lucky: 86 V 53

You're probably thinking - how the hell did this happen? Well my friend, the Jimmies has this cunning feat called Jimi, where all stat boost double, coupled with Higashitakas ability not to drop in stat. Perhaps a bit broken still?

Winner: Minami, Higashitaka Pair, 6-0!

Single 2:
Atobe Keigo (6, 7, 7, 10, 30) 45
All-rounder; Right Handed

-Insight [Feat]:
Atobe's Control is boosted by 4 points, the opponent's final Spin is halved and if he would add any points through an Effect or Aura, only half the points are added.

-The King [Feat]:
Atobe's Control is boosted by 3 points. As long as Atobe's Control is higher than his opponent's, his Effects cannot be negated. (Singles only)

-Hyoutei Chant [Feat]:
When playing in a decisive match, all of his stats are boosted by 1 points.

-Super Attack Style [Final Feat]:
If the opponent's final total is higher than Atobe's, all of Atobe's stats are boosted by 2 points. In doubles, this applies to both team's totals.

-Tannhauser Serve [Serve]:
Atobe's Spin is boosted by 5 points and his Power is boosted by 3 points. If the opponent’s Power is lower than Atobe's afterward, all of his stats drop by 1 point each. If this would be used against Atobe by an Opponent copying it, Atobe negates the copied one. If the Opponent's Spin or Control are at least 10 or more, their stats do not drop.

-Koori no Sekai [Final Effect]:
If the opponent’s total is within 10 points, their Speed, Power and Control drop by 3 points each. This Effect can only be negated if Atobe's Control drops below 50% of its base value or if Insight is negated. This Effect cannot be copied by Muga no Kyouchi.

V

Akutsu Jin (9, 4, 8, 6, 27) 30
Aggressive Baseliner; Right Handed

-Overseas Training [Feat]:
Akutsu’s stats are boosted by 2 point each.

-Flexibility [Feat]:
Akutsu’s Control is boosted by 3 points.

-Sliding [Final Effect]:
Akutsu’s speed is boosted by 5 and his Opponent's Effects are negated. If any of his opponent's Final stats are higher than Akutsu's Final speed, their Effects are not negated. In Double's this only affects the stronger Opponent.

I'd pay to see that in the manga lol.

Base: 30 V 27
Overseas Training: 30 V 35
Flexibility: 30 V 38
Insight: 34 V 38
The King: 37 V 38
Tannhauser: 45 V 38
Sliding: 45 V 43
Koori no Sekai: 45 V 34

Winner: Atobe, 7-5!

Double 1:
Marui Bunta (3, 5, 4, 10, 22) 31
Serve and Volley; Right Handed

-Volley Expert [Feat]:
When playing Doubles, Bunta’s Spin, Speed and Control are boosted by 2 points each.

-Sticking to Formation [Feat]:
When paired with Jackal in Doubles, Bunta's Spin goes up by 3

-Myougi [Opening Effect]:
The user chooses before the match whether he will use Tsunawatari, Tecchuu Atte or Jikansa Jigoku. The opponent must predict which of the 3 the user is going to use. If the opponent is correct, the effect is only activated at 50% potency. If the opponent it activates at 100%.

-Jikansa Jigoku:
This Effect can only be activated through Myougi. The opponent's Speed drops by 4 points and Bunta’s Power is boosted by 2


Jackal Kuwahara (6, 3, 9, 4, 22) 30
Defensive Baseliner; Right Handed

-Positive Defense [Feat]:
Jackal's Speed is boosted by 3 points.

-Sticking to Formation [Feat]:
When playing Doubles with Bunta, Jackal’s Speed is boosted by 5 points.

-4 Lungs [Feat]:
If the match would end in a tie or within 3 points of Jackal's final score, Jackal wins.

-Fire Serve [Serve]:
Jackal's Power is boosted by 2 points and he can activate an additional Effect OR Aura.

-Nezumi HanaBEAT [Final Effect]:
Jackal's Speed is boosted by 2 points. The Opponent's Effect is negated if their highest stat is not above Jackals Speed.


Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points.

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.


-Australian Formation [Formation]:
This formation can only be used by a pair of 2 All Rounders or a Serve and Volley and a Baseliner or a combination of an All Rounder and either a Serve and Volley or Baseliner that has a base total of 30 or more and a Minimum Tier Level of 2. The Pair using this formation receives a boost of [0.5 (Tier Level x (Combined Base Total/Opponent's Highest Level Player's Base Total))] to their total.

V

Fuji Shuusuke (5, 10, 6, 10, 31) 45
Defensive Baseliner; Right Handed

-Prodigy [Feat]:
Fuji’s stats cannot be decreased.

-Unmotivated [Feat]:
When Fuji plays against an opponent with a weaker base total (in Doubles both pair's totals are taken into account), all of Fuji's stats drop by 2 points. This Feat is negated when Fuji participates in a decisive match.

-Serious Mode [Feat]:
When the Opponent surpasses Fuji's total for the first time, Fuji's stats go up by 2 each. This does not count if the Opponent's Base Total is higher than Fuji's. In a decisive match, Fuji's stats go up regardless of prerequisites.

-Never-ending Evolution [Feat]:
When one of Fuji’s Counters is negated, the next counter activates. The Order is Triple Counter -> 4th Counter -> 5th Counter -> 6th Counter

-Closed Eyes [Effect]
Fuji's stats are boosted 1.5 points each. If he would face an opponent using Illusion, the opponents copied Effects/Auras are only applied at 50%. Fuji can use one more Effect.

-6th Counter - Hoshi Hanabi [Effect]:
Fuji's Spin is boosted by 5 and the opponent’s Control and Speed are lowered by 2.5 each. If this Effect activates as a result of never ending evolution, the boost and stat drops are each doubled. This Effect can neither be copied nor can it be negated.


Saeki Kojirou (2, 2, 2, 5, 11) 16
Serve and Volley; Left Handed

-Childhood Friend [Feat]:
If Fuji participates in the match, Saeki’s stats are boosted by 2 points each.

-Analyze [Feat]:
If Saeki is playing Singles the opponent's control drops by 2 points. If Saeki is playing doubles, his partners control goes up by 2 and both opponents drop by 2 each.

-Vision [Feat]:
The opponent’s Speed drops by 2 points.

-Mark [Effect]:
This Effect can only be used in Doubles. If the opponent with the lower base total has a speed of 5 or below Saeki negates the effect of the opponent with the lower base total.


Fuji/Saeki
-Perfect Combination [Feat]:
All stats of both players are boosted by 1 point and their Effects activate regardless of any conditions.


-Counter Punch Volley Formation [Formation]:
This formation can only be used by a pair that has a base total of 25 or higher. This can only be used by a pair consisting of a Serve and Volleyer and a Defensive Baseliner. The Opposing pair both lose +3 to their control stats. The Defensive baseliner gains +3 to speed and the Serve and Volleyer gains +2 to control and +1 to spin.

When Ace Pair is activated, I dont think theres much hope...

Base: 44 V 42
Serious Mode: 44 V 50
Child Hood Friend: 44 V 58
Level 5: 59 V 58 (Ace Pair activated)
Strategy: 71 V 58
Volley Expert: 83 V 58
STF: 99 V 58
Positive Defence: 105 V 58
Analyse: 89 V 60
Vision: 85 V 60
Covering: 105 V 60
Perfect Combo: 105 V 68
Fire Serve: 109 V 68
Australian Formation: 112 V 68
Counter Puncher: 107 V 68 (Jackals control is 0 now lmao)
Jikansa Jigoku: 111 V 60
Closed Eyes: 111 V 66
Hoshi Hanabi: 101 V 71
Nezumi Hanabeat: 105 V 71 (sorry but Jackals speed was 30+)

Winner: Marui, Jackal Pair. 6-0!

Result:
Game and Match! Sai's team, 3-1!


If you want to forfeit Double 2 and show Single 1, just say so XD

PS: Chaos, is it fine if I take control of Bye?

Sai_the_Shaman
April 11, 2010, 07:05 PM
Bye is yours Bowser. Send me Bye's line up.

Heh, the Jimmies are still powerful.... Well I won't throw the match since I don't think it was anything overwhelmingly ridiculous (like reducing your opponents to almost 0). I will nerf them once more after this round though, since that's when the next series of changes will take place.... (God, game balancing is a tough job >.>...well hopefull by the time S3 starts all the balancing issue will have occurred and we'll have a lot more characters...a lot of low tier characters need to be made mid tier and there need to be a lot more options in low tier. )

Too bad about Kevin losing...Should of had him copy In also...that was my own hindsight...


Anyhow Time for Sherlock vs. Kuwabara

Prior Boost to all characters on Sherlocks Team
+2 to all stats (old boost because he was still using the old prediction when he earned it)

Mizuki's prediction:

Mizuki's player must predict his opponent's lineup. He must guess the character's exact positions. When guessing his own opponent correctly, Mizuki's Control is boosted by 8 points and his opponent's Effects are negated (Singles Only). When guessing another player's opponent correctly, that opponent's Effects are negated and your character's Control is boosted by 4. When Mizuki's predictions are wrong, the player on his side loses 1 point per stat for that match. If Mizuki predicts his own opponent incorrectly, he loses 4 Control and his Effects are negated.

S3: Oni
D2: Amane/Wakato
S2: Kite
D1: Momo/Kamio
S1: Shinji



Singles 3:

Kite Eishirou (7, 7, 7, 7, 28)
All-rounder; Left Handed

-Omni-directional Shukuchihou [Feat]:
Kite’s Speed is boosted by 6 points and his Speed cannot be lowered.

-The Hitman [Feat]:
As long as Kite's Speed is greater than his Opponent's, his Opponent's Serves or Effects are negated (Singles only)

-Big Bang [Serve]:
Kite’s Power is boosted by 8 points.

-Blinding Return [Effect]:
Kite’s Power is boosted by 4 and the Opponent’s control is dropped by 3. If the opponent has a speed higher than Kite’s power, this Effect is negated.

Vs.

Niou Masaharu (8, 8, 8, 9, 33) 41
All-rounder; Left Handed

Prior Boost to all characters on Sherlocks Team
+2 to all stats (old boost because he was still using the old prediction when he earned it)

-Unpredictable [Feat]:
If the opponent would use a Feat or an Effect called ‘Data Tennis’, that Feat/Effect is negated.

-Trickster of the Courts [Feat]:
When the opponent's total surpasses Niou's for the first time in a match, Their stats are lowered by 2 each

-Illusion [Effect]:
When playing Singles, Niou chooses a character whose abilities he can copy. He also takes on the Play style, Handedness of that character. Niou cannot copy Effects that say not copyable. If Niou faces the character he copies, he can only activate the Effects or Aura’s at 50% potency. This Effect cannot be copied or negated.

Copying...


-Tezuka Phantom [Final Effect]:
(1)Tezuka's Spin is boosted by 18 points.
(2)If Tezuka's final Spin stat is 20 or above, the opponent's Power becomes 0.
(3)If Tezuka's total isn't at least 10 or more points above his Opponent's final total, all of his Power, Spin and Control stats become 0
(4)This Effect cannot be copied by Muga no Kyouchi, nor can it be negated by any means other than having his spin fall under 15.

Base: 28 vs. 33
Boost: 28 vs. 41 (Mizuki's Prediction)
Feats: 34 vs. 41 (Omni-directional Shukuchihou)
Serves: 42 vs. 41 (Big Bang)
Feat: 34 vs. 41 (Trickster of the Courts)
Effects: 38 vs. 37 (Blinding Return)
Effects: 21 vs. 55 (Tezuka Phantom - Kite's power goes to 0)

Winner: Niou 6-0



Doubles 2:


Wakato Hiroshi (4, 4, 4, 7, 19)
All-rounder; Right Handed

-Coordination [Feat]:
All stats go up by .5

-Change Over! [Feat]:
Wakato has to choose one player before the match, his playstyle and dominant hand change accordingly. Depending on whether the copied playstyle has an advantage/disadvantage against the opponent's playstyle the following bonus is applied:
-Advantage -> +3 to all stats
-Neutral -> +0
-Disadvantage -> -1.5 to all stats
The order of advantages is:
-Serve&Volley advantage vs Defensive Baseliner
-Defensive Baseliner advantage vs Aggressive Baseliner
-Aggressive Baseliner advantage vs Serve&Volley
-All-rounder always counts as Neutral
In Doubles, the bonuses are added up for both opponents.
Choosing Aggressive Baseliner

-Buggy Whip Shot [Effect]:
Wakato's Spin is boosted by 3 points.


Amane Hikaru (7, 4, 4, 4, 19)
Aggressive Baseliner; Right Handed

-Power [Feat]:
Amane’s Power is boosted by 3 points.

-Long Racket [Feat]:
Amane’s Speed is boosted by 3 points and if the opponent uses an Effect that would increase his Power, that Effect is negated.

-Pun Killer [Effect]:
If the opponent has a higher base total, they lose 0.5 points per stat and Amane gains +2 to his control.

Level 1:
Bonus: +2 points are added to the pair’s total

-Aggressive Formation [Formation]:
This Formation can only be used by a Serve and Volley player or an Aggressive Baseliner. When partnered with another Serve and Volley player or an Aggressive Baseliner, the team's total points are boosted by 7. If the match would end in a tie, this team loses instead.

Vs.

Hirakoba Rin (5, 8, 5, 7, 25) 26
All-rounder; Right Handed

Prior Boost to all characters on Sherlocks Team
+2 to all stats (old boost because he was still using the old prediction when he earned it)

-Shukuchihou [Feat]:
Rin’s Speed is boosted by 3 points.

-Giant Habu [Final Effect]:
Rin’s Spin is boosted by 8. If the opponent would use an Effect to increase his power, that Effect is negated and his speed and control are dropped by 2 each. This Effect may also be used as a Serve. If this Effect is used as a Serve, it is negated if the Opponent lowers Rin's spin by 4 or more through any ability. If it is negated in this way, Rin loses automatically. If it is not negated, it acts like a Serve and Rin may use one more Effect that isn't this one.

(Not using it as a serve)

Mizuki Hajime (3, 3, 4, 10, 20) 23
All-rounder; Right Handed

Prior Boost to all characters on Sherlocks Team
+2 to all stats (old boost because he was still using the old prediction when he earned it)

-Prediction Master [Opening Feat]:
Choose One.
Mizuki's player must predict his opponent's lineup. He must guess the character's exact positions. When guessing his own opponent correctly, Mizuki's Control is boosted by 8 points and his opponent's Effects are negated (Singles Only). When guessing another player's opponent correctly, that opponent's Effects are negated and your character's Control is boosted by 4. When Mizuki's predictions are wrong, the player on his side loses 1 point per stat for that match. If Mizuki predicts his own opponent incorrectly, he loses 4 Control and his Effects are negated.


-Data Tennis [Opening Effect]:
Mizuki must predict before the match which player will use which Effect or Aura, If Mizuki's Opponent uses an Effect or Aura he has used before in this Season and Mizuki correctly guesses what that Effect is then Mizuki's control and spin go up by 4 each. If Mizuki does not guess the Effect or Aura correctly, but it is an Effect or Aura that player has used before in this season, his Control and Spin are boosted by 2 each. If the Effect or Aura is neither, Mizuki's stats are lowered by 1 each. This Effect cannot be copied

Guessing:
The effects they used on round 1. I don't really have any choice to guess here. I'm guessing everything they used on r1(they each used 1 effect so...yeah)

Base: 48 vs. 45
Boost: 48 vs. 61 (Prediction)
Boost: 50 vs. 61 (Tier 1)
Feats: 50 vs. 69 (Prediction Master - Effects Negated for Amane and Wakato)
Feats: 50 vs. 72 (Shukuchihou)
Feats: 52 vs. 72 (Coordination)
Feats: 55 vs. 72 (Long Racket)
Feats: 58 vs. 72 (Power)
Formations: 65 vs. 72 (Aggreesive vs. None)
Effects: 65 vs. 80 (Giant Habu)
Effects: 65 vs. 88 (Data Tennis)

Winner: Mizuki/Rin 7-5



Singles 2:

Oni Juujirou (15, 9, 13, 13, 50)
Aggressive Baseliner; Right Handed

-The Gate Keeper of Hell [Feat]:
If the opponent is on a lower court than Oni, Oni’s Power is boosted by 5

-Ten at a Time [Feat]
Oni’s Speed, Power and Control are boosted by 10 each.

-Power [Feat]:
Oni’s Power increases by 3.

Vs.
Yanagi Renji (8, 8, 8, 10, 34) 41
Defensive Baseliner; Right Handed

-Master [Feat]:
If Renji successfully uses Data Tennis to negate his Opponent's Effect or Serve, his stats go up by 2 each.

-Beast Tamer [Feat]:
When playing Doubles, Renji's control goes up by 2 and his partners stats are boosted by 1.5 each.

-Data Tennis [Effect]:
Renji's player has to guess 4 Serves/Effects/Auras before each match. When one of the chosen abilities activates against Renji, it's negated and all of that opponent's stats drop by 1 point each. Renji can use one additional Effect OR Aura. This Effect cannot be copied

-Cicada [Effect]:
(1)Renji’s Spin stat is boosted by 8. Depending on the opponent’s play style. The Opponent's Speed stats drops by: All-rounder->2 points; Aggressive Baseliner->1 points, Defensive Baseliner->3 points, Serve and Volley->0 points. In Doubles this Effects both players on the opposing side.

Effects he is predicting:
Spot
Big Bang

Base: 50 vs. 34
Boost: 50 vs. 42
Feats: 55 vs. 42 (Gate Keeper of Hell - Renji is a Loser, has no court number)
Feats: 85 vs. 42 (10 Shot at Once)
Effects: 81 vs. 50 (Cicada)

Winner: Oni 6-0 (Without even using Black Jackknife!)



Doubles 2

Momoshiro Takeshi (7, 5, 5, 5, 22)
Aggressive Baseliner; Right Handed

-Instinct [Feat]:
The opponent’s total drops by 2 and if he would add any points through an effect, only two-thirds the points are added.

-Bullet Serve [Serve]
Momoshiro's power is boosted by 2 points.

-Dunk Smash [Effect]:
Momoshiro's Power is boosted by 5 points. Each of the opponent’s stats drops by 1 point.

Kamio Akira (4, 1, 9, 4, 18)
Defensive Baseliner; Right Handed

-Rhythm [Feat]:
Kamio’s Speed is boosted by 5 points. When playing Singles, Kamio loses in a tie.

-Sonic Bullet [Effect]:
Kamio’s Speed increases by 2 and if an Opponent would try to drop his speed, it adds to Kamio’s Spin instead.

-Moujuu no Aura [Aura]:
Kamio's Speed is boosted by 6 points. Kamio can use one more Effect.

Level 1:
Bonus: +2 points are added to the pair’s total

-Counter Punch Power Formation [Formation]:
This formation can only be used by a pair that a base total of 25 or higher. This can only be used by a pair consisting of an Aggressive Baseliner and a Defensive Baseliner. The Opposing pair both lose +3 to their control stats. The Defensive baseliner gains +3 to speed and the Aggressive Baseliner gains +3 to power.

vs.

Billy Cassidy (4, 5, 9, 4, 22) 14
Serve and Volley; Right Handed

-English[Feat]
When playing against a character who can speak English fluently, Billy gets boosted by 5 points(Singles only)
[Charaters who speak English: Ryoma, Kevin, Ryoga, Krauser, Richard, Michael Lee, Renji, Yagyuu]

-Quick Draw [Feat]
Should the opponent use an ability to boost their speed, Billy boosts his own speed by 3

-Bull Rope Serve[Serve]:
Billy's Spin is increased by 3 and his stats cannot be decreased by effects when playing singles.

-Shotgun Volley[Opening Effect]:
Billy Control is increased by 3 and the Opponent with the lowest speed has his Effects negated when playing Doubles. If the Opponent's speed would be higher than Billy's this Effect is negated. (Doubles only)


Michael Lee (3, 7, 3, 7, 20) 13
All-rounder; Right Handed

-Kung Fu Reflexes [Feat]:
Michael's speed and power go up by 2 each

-Analyze [Feat]:
If the opponent uses an effect which boosts his control, Michael's control goes up by 2.

-Invisible Swing [Effect]:
The opponent's control goes down by 3

Using:
-Australian Formation [Formation]:
This formation can only be used by a pair of 2 All Rounders or a Serve and Volley and a Baseliner or a combination of an All Rounder and either a Serve and Volley or Baseliner that has a base total of 30 or more and a Minimum Tier Level of 2. The Pair using this formation receives a boost of [0.5 (Tier Level x (Combined Base Total/Opponent's Highest Level Player's Base Total))] to their total.

Base: 40 vs. 42
Boost: 42 vs. 46 (Tier 1 vs. Tier 2)
Boost: 42 vs. 62 (Mizuki's Pediction)
Feats: 42 vs. 62 (Instinct)
Feats: 47 vs. 62 (Rhythm)
Feats: 47 vs. 65 (Quick Draw)
Feats: 47 vs. 69 (Kung Fu Reflexes)
Formations: 53 vs. 79 (Counter Power vs. Aussie)
Serve: 47 vs. 82 (Bull Rope Serve)
Serve: 49 vs. 82 (Bullet Serve)
Effects: 49 vs. 84 (Invisible Swing minus 1 from Instinct)
Effects: 49 vs. 84 (Kamio's Speed is higher than Billy's, Shotgun Volley negated)
Aura: 55 vs. 84 (Moujuu no Aura)

Winner: Billy/Michael 6-4



Results:

Winner: Sherlock 3-1! No Boost to his team next round because he used a different Prediction. Next Opponent doesn't need to worry ^^

Sherlock Holmes
April 11, 2010, 08:45 PM
DAMN
Missed one match. The last one was Shinji though wasn't it? If I had flipped Niou and Renji I would have gotten 3-0.

KuwabaraTheMan
April 11, 2010, 09:07 PM
DAMN
Missed one match. The last one was Shinji though wasn't it? If I had flipped Niou and Renji I would have gotten 3-0.

I was counting on you thinking that I would put Oni and Kite in different spots than last time. I miscalculated on Doubles, which killed me.

You wouldn't have won 3-0, though. Kite would beat Renji, because his speed gets higher than Renji's, causing Hitman to negate his effects. He then boosts up to a higher total than him.

Sherlock Holmes
April 11, 2010, 09:18 PM
I was counting on you thinking that I would put Oni and Kite in different spots than last time. I miscalculated on Doubles, which killed me.

You wouldn't have won 3-0, though. Kite would beat Renji, because his speed gets higher than Renji's, causing Hitman to negate his effects. He then boosts up to a higher total than him.

Sai told me there would be a no negated clause in Data Tennis.

Either way, he would go up to 46.
Renji starts at 34.
Goes up 8 from Mizuki last round
42
Goes up 4 from Mizuki this round
46
your effect is negated, you go down to 42, I stay at 46.

Just Mizuki would be enough to make Renji beat Kite. I figured that at the most you could take two wins, with my super boost and all.
Still, that was close. Even predicting things correctly, I gotta thank my Godboost for this victory.

Both my doubles got +24 lol.

KuwabaraTheMan
April 11, 2010, 09:23 PM
Sai told me there would be a no negated clause in Data Tennis.

Either way, he would go up to 46.
Renji starts at 34.
Goes up 8 from Mizuki last round
42
Goes up 4 from Mizuki this round
46
your effect is negated, you go down to 42, I stay at 46.

Just Mizuki would be enough to make Renji beat Kite. I figured that at the most you could take two wins, with my super boost and all.
Still, that was close. Even predicting things correctly, I gotta thank my Godboost for this victory.

Both my doubles got +24 lol.

Yes, if you predicted him with Mizuki you would have won. Without that, Renji was an auto-loss. I figured that you wouldn't expect Oni and Kite to be in the same position as last time, so Renji was a guaranteed victory for me.

Your boost from last round made you quite formidable this round, however. I knew going in that it gave me a very slim hope of actually pulling out a win.

Sherlock Holmes
April 11, 2010, 09:49 PM
Yeah, but no matter where I put Renji, I'd predict him facing Kite, since that's the only prediction he could benefit from.

I actually didn't look at your past lineup to avoid WIFOMING myself.

Sai_the_Shaman
April 11, 2010, 10:38 PM
A Fun Match full of Rapage in all the matchups....

Ken vs. BYE!

Single 3

Echizen Ryoma (9, 11, 12, 13, 45) 50
All-rounder; Left Handed

-Prince of Tennis [Feat]:
If the opponent is Ryoga, Echizen automatically wins.

-Doubles Loser [Feat]:
When playing Doubles, Echizen cannot activate any Effects or Auras and his stats as well as the stats of his partner are halved. This part is negated when Ah-Un Formation is used.

-5 Shots at Once [Feat]
Echizen's Speed, Power and Control are boosted by 5 each.

-Vision [Feat]
The Opponent's Speed is dropped by 3 points

-Twist Serve [Serve]:
Echizen’s Spin is boosted by 3 points. His opponent's control is lowered by 2.

-Ten'imuhou no Kiwami [Final Aura]:
Echizen's stats are boosted by 2 each for 5 points of difference between him and his opponent’s final total. If his opponent’s base is more than 25 points lower than him, Echizen wins automatically. Echizen can activate one more Effect after activating this Aura. This Aura cannot be copied or negated. This Aura Negates Yips. (Singles only)

-Samurai Drive [Effect]:
Echizen Spin is boosted by 10 and the Opponent's control is dropped by the difference between his and Echizen's Control. This effect is negated if the opponent’s Speed stats are at least double Ryoma's final spin stat. This effect cannot be copied by anyone nor can it be negated.

Vs.

Kadowaki Satoru (3, 3, 2, 4, 12) (Yes, Kadowaki)
All Rounder, Right Handed

Undeserved Arrogance [Feat]:
If Kadowaki is facing an Opponent with a higher base total than him, his Total drop by 5.

Secret Camp Training [Feat]:
If facing an Opponnent from the Winners Group, Kadowaki's stats are boosted by 2 each.

Super Tennis [Opening Effect]:
If Kadowaki's base stats are lower than the Opponent, his stats are boosted by 2 each.If his stats are still not within 5 points of the Opponent's after this boost, he automatically loses the match.

Winner: Echizen Ryoma 6-0, not that it wouldnt be 6-0 without Super Tennis' effect of autoloss


Doubles 2

Kita Ichiuma (2, 2, 2, 1, 7) 4
Offensive Baseliner; Right Handed

-Doubles Expert [Feat]:
When playing doubles, if partnered with Nitobe, Kita is able to invoke any formation, regardless of prerequisites as long as it is not one that requires a play style prerequisite

-Part of the Plan [Effect]:
When playing Doubles 2 with Nitobe, all of Kita's stats are boosted by 2 points.


Nitobe Inakichi (1, 2, 2, 2, 7) 4
Defensive Baseliner; Right Handed

-Budding Doubles Abilities [Feat]:
When playing doubles, if partnered with Kita, Nitobe's control is boosted by 2 points.

-Part of the Plan [Effect]:
When playing Doubles 2 with Kita, all of Nitobe's stats are boosted by 2 points.

Due to Doubles Expert,
-I-Formation [Formation]:
This Formation can only be used by a pair that has a support level of 3 or higher. This pair’s Effects cannot be negated. The Pair using this formation lowers the opponents stats by [0.5 (Tier Level x (Combined Base Total/Opponent's Base Total))] each

Level 2:
Bonus: +4 points are added to the pair’s total

Vs.

Kitamura Wataru (5, 5, 5, 5, 20)
All Rounder, Right Handed

-Doubles Strategist[Feat]:
Kitamura's partner has each of his stats boosted by 2 points.

-Strategic Play [Effect]:
The player has to choose one stat. That stat is boosted by 5 points. Kitamura loses when he ties.

Chooses Control


Zaizen Hikaru (6, 7, 6, 6, 25)
All-rounder; Left Handed

-Arrogance [Feat]:
When playing an opponent with lower lv, Zaizen’s Control and Power drop by 0.5 point each for every weaker opponent.

-Genius [Feat]:
If the opponent uses an Effect, it is added at 50%. If Zaizen plays doubles, this Feat affects the opponent with the higher base total. Zaizen's stats are boosted by the 50% not gained by the opponent.

-Tactile Volley [Effect]
Zaizen's stats are boosted by 1.5 points each.

-Classic Formation [Formation]:
This Formation can only be used by an All-rounder. Players in this pair cannot have their Effects negated.

Base: 14 vs. 45
Boost: 18 vs. 45
Feats: 18 vs. 53 (Doubles Strategist)
Feats: 18 vs. 51 (Arrogance)
Feats: 20 vs. 51 (Budding Doubles)
Formations: 20 vs. 47 (I formation lowers by .3 each stat, I rounded up to .5)
Effects: 20 vs. 53 (Tactile Volley)
Effects: 32 vs. 57 (Part of the Plan x2. One is affected by Genius)
Effects: 32 vs. 62 (Strategic Play)

Winner: Zaizen/Kitamura 6-0


Single 2

Tooyama Kintarou (14, 2, 12, 10, 38) 50
Aggressive Baseliner; Right Handed

-Wild Boy [Feat]:
If the opponent uses an Effect or Aura, Kintarou’s Speed and Power are boosted by 5 points each.

-5 Shots at Once [Feat]
Kintarou's Speed, Power and Control are boosted by 5 each.

-Super Rookies of East and West [Feat]:
If the opponent is Echizen, the match automatically ends in a tie.

-Daisharin Yama Arashi [Final Effect]:
(1)Kintarou’s Power is boosted by 15 points. Then, if the opponent’s total is within 3 points of Kintarou’s, Kintarou wins.
(2)If Kintarou's final Power exceeds his opponent's final Power by 8 or more, that opponent cannot play the next round.
(3) Daisharin Yama Arashi after effect only affects the opponent with the higher Power stat (Doubles).

Vs.

Tokugawa Kazuya (15, 15, 15, 15, 60) 60
All-rounder; Right Handed

-Killing Glance [Feat]:
Each of the opponent’s stats drops by 1.5.

-Ten at a Time [Feat]
Kazuya’s Speed, Power and Control are boosted by 10 each.

-Intimidation [Effect]:
The opponent’s Control and Power drop by 5 points each. This effect cannot be copied.

Base: 38 vs. 60
Feats: 53 vs. 90 (5 shots vs. 10 shots)
Feats: 47 vs. 90 (Killing Glance)
Feats: 57 vs. 90 (Wild Boy)
Effects: 47 vs. 90 (Intimidation)
Effects: 62 vs. 90 (Daisharin Yama Arashi)

Winner: Kazuya 6-4 (Eh? guess secret camp training Kintarou can keep up with Kazuya lol. Granted We don't know any of Kazuya's real abilities)


Doubles 1

Shishido Ryou (3, 2, 7, 3, 15) 19
Defensive Baseliner; Right Handed

-Teleport Dash [Feat]:
Shishido’s Speed is boosted by 4 points.

-Super High Speed Rising Counter [Effect]:
(1) If the opponent uses an Serve, that Serve is negated and the opponent’s Speed drops by 3 points. The Opponent may not use their Secondary Effect. If used against an Effect that Effect's potency is cut by 50%.
(2) Shishido and his Partner cannot have their Effects negated. (Doubles only)

-Inducement Formation [Formation]:
This Formation can only be activated when Ootori is the partner. Any Standard Formation the other Pair uses is negated and the Speed of both opponents’ drops by 5 points.


Ootori Choutarou (5, 0, 5, 4, 14) 16
Serve and Volley; Right Handed

-Reliable [Feat]:
When playing doubles with Shishido, Ootori's stats cannot drop.

-Neo Scud Serve [Serve]:
Ootori’s Power is boosted by 8 points. If Ootori or his team would tie with an opponent, they win instead.

Vs.

Takase Masato (6, 6, 6, 6, 24)
All Rounder, Right Handed

-Doubles Strategist[Feat]:
Takase's partner has each of his stats boosted by 2 points.

Echizen Ryoga (18, 17, 18, 17, 70) 65
All-rounder; Right Handed

-The Strongest [Feat]:
Ryoga’s Power, Speed and Control get boosted by 10 points each.

-Twist Serve [Serve]:
Ryoga's Spin is boosted by 3 points. If he plays against someone with the same hand, his opponent's control is lowered by 2.

-Purple Electric Aura [Aura]:
If the opponent would use a Serve, Effect or Aura, It is negated and he cannot use any secondary Effects or Auras. All of your Opponent's Stats drop by 5 each and their Effects are Negated.

-Double Singles Formation [Formation]
This Formation can only be used by a pair with no tier level. They must have a combined base total of 50 or more. Each Player in the Pair cannot have their Feats, Effects, or Aura's negated. Their highest stats are boosted by 5 each.

Base: 29 vs. 94
Feats: 29 vs. 124 (The Strongest)
Feats: 29 vs. 132 (Doubles Strategist)
Feats: 33 vs. 132 (Teleport Dash)

Not gonna bother calculating anymore.

Winner by a wind fall: Ryoga/Takase 6-0 (This is a rape if I ever saw one)



Results:

Winner: BYE! 3-1

Kaoz
April 12, 2010, 12:46 AM
My my what a shame... Sai how dare you to disgrace the King and put him into S2?

Anyway I need to concentrate more when I make these line-ups...

Sai_the_Shaman
April 12, 2010, 12:52 AM
heh, concentrate more eh? Didn't you take like 2 days to figure out you only had a 22% chance of winning.... >.>;;

Face it...I have LUCK! NOTHING BEATS LUCK!!! MUWAHAHAHA lol

heh, be glad I didn't have Kevin Copy In too, or Tezuka would've been screwed lol.

Kaoz
April 12, 2010, 12:55 AM
Well yes that's true but I was too stuck on one idea from the beginning so I didn't see a much better line-up with which I'd have had a 50% chance to win.

Bowser
April 12, 2010, 07:11 AM
Super bye team...

Just like to say I put Yamato in reserves Sai, can my super uuber team still get the boost for next round =S
[hr]
I'd like to add, I would've lost to Ken if I didn't realise I had Zaizen and Shinjou...I was gonna put Yamato in Single 3 and Kadowaki in Single 1 =/...but then I changed it completely. Yay. Just need to wait for a Yamato boost now mwahaha

Sai_the_Shaman
April 16, 2010, 11:19 AM
Hahah, I completely forgot about Yamato's reserve Feat.
[hr]
Making a 1 day leeway since Sherlock told me ahead of time that his sister was at camp and wouldn't be back till tonight. Jane, please send me your line up by end of tomorrow or I will need to DQ you
[hr]
scratch that, I kept thinking she had 5 days. You have 7 so until end of Friday ^^
[hr]
Last match of R2. R3 to be posted later today.

Jane Marple vs. javigmol

S3:

Yukimura Seiichi (10, 11, 13, 10, 44) 50
All-rounder; Right Handed

-Child of God [Feat]:
Yukimura’s Speed gets boosted by 13 points.

-Serious Mode [Feat]:
Whenever the opponent surpasses Yukimura's total for the first time (this includes base totals), all of Yukimura's stats are boosted by 3 points. (Singles only)

-Yips [Effect]:
All of the opponent’s Effects and Auras are negated even if they cannot be negated with the exception of Pinnacle of Perfection and Pinnacle of Destruction. This effect cannot be copied.

Vs.

S3 Kaneda
Victory VS Muromachi, Ann or Itsuki
Kaneda Ichirou (2, 2, 2, 3, 9) 5
Defensive Baseliner; Right Handed

-Tactician [Feat]:
When playing Doubles, Kaneda’s stats are boosted by 2 points each. Also, the team can use any standard Formation regardless of that Formation’s conditions.

-Drop Volley [Effect]:
Kaneda's Control and Spin are increased by 1 each.


Winner: Yukimura 6-0



D2:

Akutagawa Jiro (4, 6, 7, 8, 25) 23
Serve and Volley; Right Handed

-Flexible Wrist [Feat]:
Jiro’s Control and Spin are boosted by 2 points each.

-Slice Serve and Dash [Serve]:
Jiro’s Spin is boosted by 3 points and his speed is boosted by 2.

-Magic Volley [Effect]
Jiro's control is boosted by 6. If his opponent is a Defensive Baseliner, that opponent's total drops by 3 points. This Effect cannot be copied or negated.


Tachibana An (0, 1, 0, 1, 2) 1
All-rounder; Right Handed

-A Girl? [Feat]:
When playing Singles, all of the opponent’s stats drop by 1 points each.

-Nii-san [Feat]:
If the opponent is Tachibana Kippei, An automatically wins. (Singles only)

-Cheer! [Effect]:
If An plays doubles her teammate gains 1 point to every stat. (Doubles only)


Vs.

Irie Kanata (12, 15, 13, 15, 55) 55
Defensive Baseliner; Right Handed

-Vision [Feat]
The Opponent's Speed is dropped by 2

-Unshakable Precision [Feat]
Irie's Stats cannot be dropped by an Effect or Aura and any that would attempt to drop his Control drops their Control instead.

-Patience [Feat]
The user can choose to force all of his Serves, Effects and Aura's to resolve last (After all of the Opponent's Effects and Auras). If they do, none of the Opponents Effects and Auras can be negated by Irie. Irie resolves all of his Serves, Effects and Auras at 200% potency.

-Warning Shot [Serve]
Irie's Control is boosted by 5 and the Opponent's speed is dropped by 2.

-One Shot Kill [Effect]
Irie's Control is boosted by 10. All of the Opponent's stats are dropped by 2. This Cannot be Copied or Negated.

Yagyuu Hiroshi (8, 5, 9, 9, 31) 38
Serve and Volley; Right Handed

-The Gentleman [Feat]:
Yagyuu gets boosted by 2 point in every stat, whereas the opponent’s highest stat drops by 2.

-Losing Reputation [Feat]:
This Feat doesn't activate except for when the opponent's total surpasses Yagyuu's for the first time in a match. If this Feat activates, 'The Gentleman''s effect is halved. All of the opponent's stats drop by 2 points each and Yagyuu's Spin is boosted by 3 points.

-Laser Beam [Effect]:
Yagyuu’s Power is boosted by 7. The Opponent's speed is lowered by 3.

-Counter Punch Volley Formation [Formation]:
This formation can only be used by a pair that has a base total of 25 or higher. This can only be used by a pair consisting of a Serve and Volleyer and a Defensive Baseliner. The Opposing pair both lose +3 to their control stats. The Defensive baseliner gains +3 to speed and the Serve and Volleyer gains +2 to control and +1 to spin.

Winner: Irie/Yagyuu 6-0



S2:

Tachibana Kippei (9, 7, 9, 7, 32) 36
All-rounder; Right Handed

-Wing of Kyushu [Feat]:
Tachibana's Power and Speed are boosted by 3 points each.

-Super Rising [Effect]:
The Opponents Control and Speed are dropped by 2 each. Tachibana can activate another Effect. If the opponent uses a Serve, it is negated and the Opponent's Effect does not activate. If the Opponent's base Speed is 8 or more, this Effect is negated, but the secondary Effect still activates.

-Abare Jishi [Effect]:
Tachibana’s Power is boosted by 6.

-Moujuu no Aura [Aura]:
All of Tachibana stats are boosted by 2 points. Tachibana can activate one more Effect.

Vs.

Aoi Kentarou (2, 2, 2, 2, 8) 4
Aggressive Baseliner; Right Handed

-Thrill Seeker [Final Feat]:
If opponent’s total is within 5 points, each of Aoi’s stats is boosted by 2 points.

-Cord Ball [Effect]:
Each of the opponent’s stats drops by 2 points. If Thrill Seeker was activated, they drop by 3 points instead.

Winner: Tachibana 6-0



D1:

Itsuki Marehiko (2, 1, 1, 2, 4) 2
Defensive Baseliner; Right Handed

-Clam Digger [Feat]:
Itsuki's control is boosted by 2

-Sinker [Effect]:
Itsuki’s Spin becomes 0. The opponent’s Effects are negated.

Muromachi Touji (2,2,2,2,8) 3
Defensive Baseliner; Right Handed

Stare [Feat]:
Muromachi's Spin and Control are boosted by 1 point each.

vs.

Kikumaru Eiji (4, 1, 10, 4, 19) 25
Serve and Volley; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Oishi, all stat boosts Kikumaru would receive are doubled and cannot be prevented.

-Acrobatic Play [Feat]:
Kikumaru’s Speed is boosted by 2 points. Kikumaru’s Effects cannot be negated.

-Vision [Feat]:
The opponent’s Speed drops by 4 points.

-Synchro [Aura]:
All of the Kikumaru's stats are boosted by 3 points and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Oishi Shuuichirou(2, 4, 2, 4, 12) 25
Defensive Baseliner; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Kikumaru, Oishi's stats cannot drop and all stat boosts he would receive are doubled.

-Doubles Master [Feat]:
Oishi's Control and Speed are boosted by 2 points each. Additionally, If he has a Tier level with his partner, their highest base stat is boosted by 4 points, if there is more than one highest stat, the points are spread equally. This/those stat(s) cannot be decreased. (Doubles only)

-Synchro [Aura]:
All of the Oishi's stats are boosted by 3 points and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.

-Synchro Formation [Formation]:
This Formation can only be used by a Pair that has a Tier Level of 5 or higher and is using Synchro. The Opposing Pair's stats are dropped by 2 each. If the opposing pair would use a Feat, Effect or Aura to predict either player of this pair, that ability is nullified. This Formation cannot be nullified.

Winner: GP 6-0



S1:

Hiyoshi Wakashi (5, 5, 6, 6, 22) 30
Aggressive Baseliner; Right Handed

-Kobujutsu Training [Feat]:
Hiyoshi’s Power and Speed are boosted by 2 points each.

-Gekokujou [Opening Feat]:
When playing against an opponent with an base total higher than Hiyoshi's, the opponent cannot lower Hiyoshi’s stats through Effects, and each of Hiyoshi’s stats is boosted by 2 point.

-Enbu Tennis [Effect]:
The Opponent's control is lowered by 2 and Hiyoshi's Power and Speed are increased by 3 each. This Effect cannot be negated.

Vs.

Akazawa Yoshirou (4, 2, 2, 2, 10) 5
Victory VS Muromachi, Ann or Itsuki
All-rounder; Right Handed

-Singles Expert [Feat]:
When playing Singles, each of Akazawa’s stats is boosted by 1 point.

-Blur Ball [Effect]:
Akazawa's Spin is increased by 2. The opponent’s Control drops by 2 points. If the Opponent has the Feat "Vision", that Feat is negated and their Control and Speed drop by 2 each.

Base: 22 vs. 10
Feats: 26 vs. 14
Effects: 30 vs. 14

Winner: Hiyoshi 6-3


Results:

Winner Jane Marple 3-2

Bowser
April 16, 2010, 12:53 PM
ooo...Jav thought D2 would be Level 5 pair...and made double 2 super strong but neglected the singles :S

Sai_the_Shaman
April 16, 2010, 01:21 PM
Round 3

EDIT: for got Zat and pikafire

1) javigmol vs. KuwabaraTheMan
2) Sherlock Holmes vs. chaosemaster1991
3) Jane Marple vs. -Ken-
4) SaitheShaman vs. Zatono
5) pikafire87 vs. Bye

javimgol
April 17, 2010, 02:18 PM
Hahah, I completely forgot about Yamato's reserve Feat.
<hr noshade size="1">
Making a 1 day leeway since Sherlock told me ahead of time that his sister was at camp and wouldn't be back till tonight. Jane, please send me your line up by end of tomorrow or I will need to DQ you
<hr noshade size="1">
scratch that, I kept thinking she had 5 days. You have 7 so until end of Friday ^^
<hr noshade size="1">
Last match of R2. R3 to be posted later today.

Jane Marple vs. javigmol

S3:

Yukimura Seiichi (10, 11, 13, 10, 44) 50
All-rounder; Right Handed

-Child of God [Feat]:
Yukimura’s Speed gets boosted by 13 points.

-Serious Mode [Feat]:
Whenever the opponent surpasses Yukimura's total for the first time (this includes base totals), all of Yukimura's stats are boosted by 3 points. (Singles only)

-Yips [Effect]:
All of the opponent’s Effects and Auras are negated even if they cannot be negated with the exception of Pinnacle of Perfection and Pinnacle of Destruction. This effect cannot be copied.

Vs.

S3 Kaneda
Victory VS Muromachi, Ann or Itsuki
Kaneda Ichirou (2, 2, 2, 3, 9) 5
Defensive Baseliner; Right Handed

-Tactician [Feat]:
When playing Doubles, Kaneda’s stats are boosted by 2 points each. Also, the team can use any standard Formation regardless of that Formation’s conditions.

-Drop Volley [Effect]:
Kaneda's Control and Spin are increased by 1 each.


Winner: Yukimura 6-0



D2:

Akutagawa Jiro (4, 6, 7, 8, 25) 23
Serve and Volley; Right Handed

-Flexible Wrist [Feat]:
Jiro’s Control and Spin are boosted by 2 points each.

-Slice Serve and Dash [Serve]:
Jiro’s Spin is boosted by 3 points and his speed is boosted by 2.

-Magic Volley [Effect]
Jiro's control is boosted by 6. If his opponent is a Defensive Baseliner, that opponent's total drops by 3 points. This Effect cannot be copied or negated.


Tachibana An (0, 1, 0, 1, 2) 1
All-rounder; Right Handed

-A Girl? [Feat]:
When playing Singles, all of the opponent’s stats drop by 1 points each.

-Nii-san [Feat]:
If the opponent is Tachibana Kippei, An automatically wins. (Singles only)

-Cheer! [Effect]:
If An plays doubles her teammate gains 1 point to every stat. (Doubles only)


Vs.

Irie Kanata (12, 15, 13, 15, 55) 55
Defensive Baseliner; Right Handed

-Vision [Feat]
The Opponent's Speed is dropped by 2

-Unshakable Precision [Feat]
Irie's Stats cannot be dropped by an Effect or Aura and any that would attempt to drop his Control drops their Control instead.

-Patience [Feat]
The user can choose to force all of his Serves, Effects and Aura's to resolve last (After all of the Opponent's Effects and Auras). If they do, none of the Opponents Effects and Auras can be negated by Irie. Irie resolves all of his Serves, Effects and Auras at 200% potency.

-Warning Shot [Serve]
Irie's Control is boosted by 5 and the Opponent's speed is dropped by 2.

-One Shot Kill [Effect]
Irie's Control is boosted by 10. All of the Opponent's stats are dropped by 2. This Cannot be Copied or Negated.

Yagyuu Hiroshi (8, 5, 9, 9, 31) 38
Serve and Volley; Right Handed

-The Gentleman [Feat]:
Yagyuu gets boosted by 2 point in every stat, whereas the opponent’s highest stat drops by 2.

-Losing Reputation [Feat]:
This Feat doesn't activate except for when the opponent's total surpasses Yagyuu's for the first time in a match. If this Feat activates, 'The Gentleman''s effect is halved. All of the opponent's stats drop by 2 points each and Yagyuu's Spin is boosted by 3 points.

-Laser Beam [Effect]:
Yagyuu’s Power is boosted by 7. The Opponent's speed is lowered by 3.

-Counter Punch Volley Formation [Formation]:
This formation can only be used by a pair that has a base total of 25 or higher. This can only be used by a pair consisting of a Serve and Volleyer and a Defensive Baseliner. The Opposing pair both lose +3 to their control stats. The Defensive baseliner gains +3 to speed and the Serve and Volleyer gains +2 to control and +1 to spin.

Winner: Irie/Yagyuu 6-0



S2:

Tachibana Kippei (9, 7, 9, 7, 32) 36
All-rounder; Right Handed

-Wing of Kyushu [Feat]:
Tachibana's Power and Speed are boosted by 3 points each.

-Super Rising [Effect]:
The Opponents Control and Speed are dropped by 2 each. Tachibana can activate another Effect. If the opponent uses a Serve, it is negated and the Opponent's Effect does not activate. If the Opponent's base Speed is 8 or more, this Effect is negated, but the secondary Effect still activates.

-Abare Jishi [Effect]:
Tachibana’s Power is boosted by 6.

-Moujuu no Aura [Aura]:
All of Tachibana stats are boosted by 2 points. Tachibana can activate one more Effect.

Vs.

Aoi Kentarou (2, 2, 2, 2, 8) 4
Aggressive Baseliner; Right Handed

-Thrill Seeker [Final Feat]:
If opponent’s total is within 5 points, each of Aoi’s stats is boosted by 2 points.

-Cord Ball [Effect]:
Each of the opponent’s stats drops by 2 points. If Thrill Seeker was activated, they drop by 3 points instead.

Winner: Tachibana 6-0



D1:

Itsuki Marehiko (2, 1, 1, 2, 4) 2
Defensive Baseliner; Right Handed

-Clam Digger [Feat]:
Itsuki's control is boosted by 2

-Sinker [Effect]:
Itsuki’s Spin becomes 0. The opponent’s Effects are negated.

Muromachi Touji (2,2,2,2,8) 3
Defensive Baseliner; Right Handed

Stare [Feat]:
Muromachi's Spin and Control are boosted by 1 point each.

vs.

Kikumaru Eiji (4, 1, 10, 4, 19) 25
Serve and Volley; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Oishi, all stat boosts Kikumaru would receive are doubled and cannot be prevented.

-Acrobatic Play [Feat]:
Kikumaru’s Speed is boosted by 2 points. Kikumaru’s Effects cannot be negated.

-Vision [Feat]:
The opponent’s Speed drops by 4 points.

-Synchro [Aura]:
All of the Kikumaru's stats are boosted by 3 points and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Oishi Shuuichirou(2, 4, 2, 4, 12) 25
Defensive Baseliner; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Kikumaru, Oishi's stats cannot drop and all stat boosts he would receive are doubled.

-Doubles Master [Feat]:
Oishi's Control and Speed are boosted by 2 points each. Additionally, If he has a Tier level with his partner, their highest base stat is boosted by 4 points, if there is more than one highest stat, the points are spread equally. This/those stat(s) cannot be decreased. (Doubles only)

-Synchro [Aura]:
All of the Oishi's stats are boosted by 3 points and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.

-Synchro Formation [Formation]:
This Formation can only be used by a Pair that has a Tier Level of 5 or higher and is using Synchro. The Opposing Pair's stats are dropped by 2 each. If the opposing pair would use a Feat, Effect or Aura to predict either player of this pair, that ability is nullified. This Formation cannot be nullified.

Winner: GP 6-0



S1:

Hiyoshi Wakashi (5, 5, 6, 6, 22) 30
Aggressive Baseliner; Right Handed

-Kobujutsu Training [Feat]:
Hiyoshi’s Power and Speed are boosted by 2 points each.

-Gekokujou [Opening Feat]:
When playing against an opponent with an base total higher than Hiyoshi's, the opponent cannot lower Hiyoshi’s stats through Effects, and each of Hiyoshi’s stats is boosted by 2 point.

-Enbu Tennis [Effect]:
The Opponent's control is lowered by 2 and Hiyoshi's Power and Speed are increased by 3 each. This Effect cannot be negated.

Vs.

Akazawa Yoshirou (4, 2, 2, 2, 10) 5
Victory VS Muromachi, Ann or Itsuki
All-rounder; Right Handed

-Singles Expert [Feat]:
When playing Singles, each of Akazawa’s stats is boosted by 1 point.

-Blur Ball [Effect]:
Akazawa's Spin is increased by 2. The opponent’s Control drops by 2 points. If the Opponent has the Feat "Vision", that Feat is negated and their Control and Speed drop by 2 each.

Base: 22 vs. 10
Feats: 26 vs. 14
Effects: 30 vs. 14

Winner: Hiyoshi 6-3


Results:

Winner Jane Marple 3-2


Holy crap, I lost. I told my stategy to Sherlock (creating a Super D2), if he told that to Jane Marple, I was screwed. I will trust him
If Jane guessed all her alone, simply congratulations. I can not dare to lost more matches in the league, that's all

Guess Who, the 2nd, permits Yagyyu to learn a Serve?

Sherlock Holmes
April 17, 2010, 07:10 PM
Holy crap, I lost. I told my stategy to Sherlock (creating a Super D2), if he told that to Jane Marple, I was screwed. I will trust him
If Jane guessed all her alone, simply congratulations. I can not dare to lost more matches in the league, that's all

Guess Who, the 2nd, permits Yagyyu to learn a Serve?

Nope, didn't tell her. More importantly, if I had told her, she wouldn't have believed me.

Also I figured you were lying to me hoping I'd tell her about it haha.

javimgol
April 17, 2010, 08:05 PM
ooo...Jav thought D2 would be Level 5 pair...and made double 2 super strong but neglected the singles :S
With Jiro and Hiyoshi as a pair, my line-up had a 100% chances of winning. Both doubles were mine and my three singles could beat Ann, Muromachi and Itsuki, and one of those 3 should have played Singles...
Knowing that both lose Kawamura and Krauser, and Krauser>Kawamura, her having a line-up with Jiro-Hiyoshi in Doubles, and Yuki and Tachibana in Singles, because Tachibana>Yagyyu was logic...

But she is Sherlock's sister,after all,and 'cause she was mindrapped in the first match, I underated her

Bowser
April 19, 2010, 05:24 PM
Heh, Sai, I just want to say before I post the lineup of you VS Zatono - you weren't the only one who realised the "Blitz flaw".

Single 3:Inui Sadaharu(6, 4, 6, 9, 25)
Serve and Volley; Right Handed

Inui has +3 to power due to points (not added yet)

-Waterfall [Serve]:
Inui’s Power is boosted by 5 points. If Inui or his team would tie with an opponent, they win instead.

Negating 'Gathering Data' to use:
-Super Training [Feat]:
This Feat is negated unless it's triggered by Gathering Data's effect. Inui's Power, Control and Speed are boosted by 2 points each and Inui can activate either Rising Shot OR Jack Knife.

-Jack Knife [Effect]:
Inui’s Power is boosted by 7 points and the opponent’s Effect is nullified. If the opponent has a Spin stat of 7 or more or if his Power is still greater than Inui’s, this Effect is negated.

V

Kevin Smith (8, 7, 7, 8, 30) 33
All-rounder; Left Handed

-Spartan Training [Feat]:
Kevin's Power and Speed go up by 2 each

-Rivals [Feat]:
When Kevin plays a first year or second year his power gets boosted by 3. (Singles only)

-Muga no Kyouchi [Aura]:
Kevin stats are all boosted by 1 each and he can choose to use any Serve and Effect of a player his team has faced or that is on his team. If the opponent has a total of more than 5 higher than Kevin's, his stats are lowered by 1 each instead of boosted. If Copying a Serve, the user may not use one of his own serves.

-Tannhauser Serve [Serve]:
Atobe's Spin is boosted by 5 points and his Power is boosted by 3 points. If the opponent’s Power is lower than Atobe's afterward, all of his stats drop by 1 point each. If this would be used against Atobe by an Opponent copying it, Atobe negates the copied one. If the Opponent's Spin or Control are at least 10 or more, their stats do not drop.

-One footed Split Step [Effect]:
Kirihara’s Speed is boosted by 2 points. Kirihara can activate one more Effect OR Aura.

-Closed Eyes [Effect]
Fuji's stats are boosted 1.5 points each. If he would face an opponent using Illusion, the opponents copied Effects/Auras are only applied at 50%. Fuji can use one more Effect.

-In [Effect]:
If the Opponent would try to use a Feat, Effect or Aura to predict Sanada in anyway, that Feat, Effect or Aura is negated. Sanada can activate one additional Effect.

-Rai [Effect]:
Sanada’s Spin increases by 5 points, his Power increases by 7 points and his Speed increases by 8 points. Sanada's Speed cannot be lowered at all. This Effect is not affected by Hyakuren Jitoku no Kiwami. If Hyakuren Jitoku no Kiwami is used against Rai, it is negated. Any Effect the Opponent uses that resolves after this Effect and boosts the opponents own stats is negated.

Sai activates Muga Blitz. Inui had no hope even though he got boosted to 46.

Winner: Kevin, 6-0!


Double 2:Kiraku Yasuyuki (5, 3, 4, 8, 20)
All-rounder; Right Handed

-Arrogance [Feat]:
When playing against an opponent with a lower base total, Kiraku’s stats drop by 0.5 point each.

-Passion [Feat]:
When playing against an opponent with a higher base total, Kiraku’s stats are boosted by 2 point each.

-Strategic Play [Effect]:
The player has to choose one stat. That stat is boosted by 5 points. Kiraku loses when he ties.

Choosing power.

Sakurai Masaya (1, 2, 1, 3, 7)
Defensive Baseliner; Right Handed

-Fudoumine's Shadow Assassin [Feat]
All of Sakurai's stats go up by .5

-Tactician [Effect]:
When playing Doubles, Sakurai’s stats are boosted by 2 points each. This Effect cannot be copied

-No Formation - Low Level [Formation]:
This Formation can only be used by two characters that both have a total of 15 or higher. The highest stat of each character is boosted by 2 points.

V

Minami Kentarou (2, 2, 2, 4, 10) 12
Defensive Baseliner; Right Handed

-Jimi [Feat]:
When playing doubles with Higashikata, all stats boosts are doubled

-Reliable [Feat]:
When playing doubles, Higashikata's stats cannot be dropped

-Sign Play [Effect]:
When playing Doubles with Higahitaka, the stats of the stronger opponent are lowered by 2 each and his Effects are added at -1 is they would boost his stats.

Higashitaka Masami (3, 2, 2, 3, 10) 12
Aggressive Baseliner; Right Handed

-Jimi [Feat]:
When playing doubles with Minami in, all stat boosts are doubled

-Aiming for the Top [Feat]:
When playing doubles, Higashikata's stats all go up by 1 each.

-Sign Play [Effect]:
When playing Doubles with Minami, the stats of the weaker opponent are lowered by 2 each and his Effects are added at -1 if they would boost his stats.


Level 4:
Bonus: +10 points are added to the pair’s total
Both players gain the Feat:

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points.

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

No need to do calculations, Sign Play pretty much does the job.

Winner: Minami, Higashikata pair, 6-0!


Single 2:Chitose Senri (7, 7, 7, 11, 32) 36
All-rounder; Left Handed

I have +3 on Chitose's spin thanks to points (not added yet)

-Wing of Kyushu [Feat]:
Chitose's Spin and Control are boosted by 3 points each.

-Muga no Kyouchi [Aura]:
Chitose's stats are all boosted by 1 each and he can choose to use any Serve and Effect of a player his school has faced or that is on his team. If the opponent is more than 10 points higher than Chitose’s, his stats are lowered by 1 each instead of boosted. If Copying a Serve, the user may not use one of his own serves.

-Knuckle Serve [Serve]:
Kirihara's Spin and Power go up by 2 each, Each of the opponent’s stats besides Spin drops by 1.

-One footed Split Step [Effect]:
Kirihara’s Speed is boosted by 2 points. Kirihara can activate one more Effect OR Aura.

-Rai [Effect]:
Sanada’s Spin increases by 5 points, his Power increases by 7 points and his Speed increases by 8 points. Sanada's Speed cannot be lowered at all. This Effect is not affected by Hyakuren Jitoku no Kiwami. If Hyakuren Jitoku no Kiwami is used against Rai, it is negated. Any Effect the Opponent uses that resolves after this Effect and boosts the opponents own stats is negated.

V

Singles 2
Kabaji Munehiro (8, 3, 7, 4, 22) 23
None; Right Handed

-Simple-Minded [Feat]:
If Kabaji plays singles, he copies the Effect or Aura of whomever he plays. If he plays doubles, he copies the same Serve, Effects or Auras of the opponent with the higher base total.

This is just like Tezuka V Kabaji XD

Base: 35 V 22
Feats: 41 V 22
Aura: 45 V 26
Knuckle Serve: 46 V 26
OFSplit Step: 48 V 28
Rai: 68 V 48

Winner: Chitose, 6-4!

Double 1:Konjiki Koharu (4, 5, 5, 7, 21)
Defensive Baseliner; Right Handed

-Comedy Tennis [Feat]:
When playing doubles with Hitouji, the weaker opponents control drops by 3.

-IQ Tennis [Final Feat]:
If an opponent would add points to any of his stats through an Effect, those points are added at -2. If an opponent would decrease any of Koharu's points through an Effect, those drops are applied at +1.

-Distraction [Effect]:
When playing Doubles with Hitouji, the stats of the stronger opponent are lowered by 1 point each.

Hitouji Yuuji (4, 5, 5, 7, 21) 23
Defensive Baseliner; Left Handed

-Comedy Tennis [Feat]:
When playing doubles with Koharu, the stronger opponents control drops by 3.

-Voice Imitation [Effect]:
When playing Doubles, the opposing team’s Formations and Support Bonuses are negated. Hitouji can activate one more Effect. This Effect cannot be copied.

-Copycat [Effect]:
When Playing Doubles, Hitouji copies the same Effect the opponent with the higher total uses. This Effect cannot be copied.

There's also +10 from the level 4 support tier, and
Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Using:
-I-Formation [Formation]:
This Formation can only be used by a pair that has a support level of 3 or higher. This pair’s Effects cannot be negated. The Pair using this formation lowers the opponents stats by [Tier Level x (Combined Base Total/Opponent's Base Total)]

V

Marui Bunta (3, 5, 4, 10, 22) 31
Serve and Volley; Right Handed

-Volley Expert [Feat]:
When playing Doubles, Bunta’s Spin, Speed and Control are boosted by 2 points each.

-Sticking to Formation [Feat]:
When paired with Jackal in Doubles, Bunta's Spin goes up by 3

-Myougi [Opening Effect]:
The user chooses before the match whether he will use Tsunawatari, Tecchuu Atte or Jikansa Jigoku. The opponent must predict which of the 3 the user is going to use. If the opponent is correct, the effect is only activated at 50% potency. If the opponent it activates at 100%.

-Jikansa Jigoku:
This Effect can only be activated through Myougi. The opponent's Speed drops by 4 points and Bunta’s Power is boosted by 2


Jackal Kuwahara (6, 3, 9, 4, 22) 30
Defensive Baseliner; Right Handed

-Positive Defense [Feat]:
Jackal's Speed is boosted by 3 points.

-Sticking to Formation [Feat]:
When playing Doubles with Bunta, Jackal’s Speed is boosted by 5 points.

-4 Lungs [Feat]:
If the match would end in a tie or within 3 points of Jackal's final score, Jackal wins.

-Fire Serve [Serve]:
Jackal's Power is boosted by 2 points and he can activate an additional Effect OR Aura.

-Nezumi HanaBEAT [Final Effect]:
Jackal's Speed is boosted by 2 points. The Opponent's Effect is negated if their highest stat is not above Jackals Speed.


Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points.

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.

Base: 42 V 44
Level: 52 V 59
Strategy: 58 V 71
Comedy: 58 V 65
Covering: 58 V 85
Other Feats: 58 V 119
Formations: 58 V 91
Distraction: 58 V 87
Voice Imitation: 58 V 63
IQ Tennis: 59 V 59 (all effects except copycat used)
Copycat: 61 V 59 (copied NezumiHanabeat!)

Ouch...I Formation and Voice Imitation killed everything. If only Nezumi Hanabeat could've been used...too bad it was a final effect though.

Winner: Koharu, Yuuji, 7-6!

Single 1:Shirashi Kuranosuke (9, 9, 9, 9, 36) 43
All-rounder; Left Handed

-Ecstasy [Feat]:
(1) Whenever the opponent surpasses Shiraishi's total for the first time (this includes base totals), all of Shiraishi's stats are boosted by 2 points. (Singles only)

-Bible Tennis [Feat]:
All of Shiraishi's stats go up by 2 each. If an Opponent would use an Effect, it is only 25% effective. If a Technique has an auto-negate function, it is activated even if the requirements are not met.

-Entaku Shot [Effect]:
Shiraishi’s Spin is boosted by 7 points.

V

Atobe Keigo (6, 7, 7, 10, 30) 45
All-rounder; Right Handed

-Insight [Feat]:
Atobe's Control is boosted by 4 points, the opponent's final Spin is halved and if he would add any points through an Effect or Aura, only half the points are added.

-The King [Feat]:
Atobe's Control is boosted by 3 points. As long as Atobe's Control is higher than his opponent's, his Effects cannot be negated. (Singles only)

-Hyoutei Chant [Feat]:
When playing in a decisive match, all of his stats are boosted by 1 points.

-Super Attack Style [Final Feat]:
If the opponent's final total is higher than Atobe's, all of Atobe's stats are boosted by 2 points. In doubles, this applies to both team's totals.

-Tannhauser Serve [Serve]:
Atobe's Spin is boosted by 5 points and his Power is boosted by 3 points. If the opponent’s Power is lower than Atobe's afterward, all of his stats drop by 1 point each. If this would be used against Atobe by an Opponent copying it, Atobe negates the copied one. If the Opponent's Spin or Control are at least 10 or more, their stats do not drop.

-Koori no Sekai [Final Effect]:
If the opponent’s total is within 10 points, their Speed, Power and Control drop by 3 points each. This Effect can only be negated if Atobe's Control drops below 50% of its base value or if Insight is negated. This Effect cannot be copied by Muga no Kyouchi.

Mmm...ecstacy!

Base: 36 V 30
Bible: 44 V 30
Insight: 44 V 34
King: 44 V 37
Hyoutei: 44 V 41
Super Attack: 44 V 49
Ecstacy: 52 V 49
Tannhauser: 52 V 57
Entaku: 55.5 V 57
Koori no Sekai: 53.25 V 57
Insight (secondary): 45 V 57

Winner: Atobe, 7-5!

Results:Winner: Sai, 3-2!

Sai_the_Shaman
April 19, 2010, 05:40 PM
Haha awesome match!

Though... He can't copy Moujuu no Aura, Muga only copies Serves and Effects. Moujuu no Aura...is an Aura lol.

Either way, he wins that match still.

I still can't believe champion pair lost. I call foul on that! lol hahahah.

Kaoz
April 19, 2010, 05:40 PM
Bunta/Jackal losing to another pair than GP is... rather unexpected.

Sherlock, when you don't win our match it's because you outsmarted yourself.

Zatono
April 19, 2010, 06:09 PM
Darn...I knew I should of put Chitose in S1...but I was scared that Sai would put Atobe in S2 and beat Shiraishi. Psh, Shiraishi should be able to beat Atobe anyway, the man beat Fuji!

Sai_the_Shaman
April 19, 2010, 06:23 PM
Ha! Don't under estimate Atobe, he's the man who beat Kantou Sanada! AND! he was chosen for Singles 1 against Court 3 by Oni himself!

Zatono
April 19, 2010, 06:30 PM
That's probably because Oni is desperately hoping that the game gets finished before S1 can happen! Shiraishi should get a +3 bonus with Bible Tennis D:

Or maybe Super Attack Style should be final Aura or something, because it does say final total, and with his base being kind of low to start with, what are the chances of it not activating against most high tier opponents?

Kaoz
April 20, 2010, 01:28 AM
Super Attack Style should definately nit being an Aura as it simply isn't, when doing that Atobe changes his playstyle, he could play like that from the beginning if he wanted to. Nevertheless you are partly right, we're gonna change the timing of it's activation to make it similar to Ecstasy.

About the stats, when we developed Super Attack Style, we already lowered his base from 40 down to 31, he needed a small boost at that time anyway, so we ended up changing him to the way he is now.

Sai_the_Shaman
April 21, 2010, 12:14 PM
S3

Irie Kanata (12, 15, 13, 15, 55) 55
Defensive Baseliner; Right Handed

-Vision [Feat]
The Opponent's Speed is dropped by 2

-Unshakable Precision [Feat]
Irie's Stats cannot be dropped by an Effect or Aura and any that would attempt to drop his Control drops their Control instead.

-Patience [Feat]
The user can choose to force all of his Serves, Effects and Aura's to resolve last (After all of the Opponent's Effects and Auras). If they do, none of the Opponents Effects and Auras can be negated by Irie. Irie resolves all of his Serves, Effects and Auras at 200% potency.

-Warning Shot [Serve]
Irie's Control is boosted by 5 and the Opponent's speed is dropped by 2.

-One Shot Kill [Effect]
Irie's Control is boosted by 10. All of the Opponent's stats are dropped by 2. This Cannot be Copied or Negated.

Vs.

Ibu Shinji (3, 7, 4, 4, 18)
Defensive Baseliner; Right Handed

-Silent Killer [Feat]
If the opponents stats are dropped, Shinji's stats go up by the amount dropped

-Kick Serve [Serve]:
Shinji’s Spin is boosted by 2 points. If he plays against someone with the same hand, his opponent's control is lowered by 1.

-Spot [Effect]:
Each of the opponent’s stats drops by 2 points. (Singles only)

Winner: Irie 6-0



D2

Kikumaru Eiji (4, 1, 10, 4, 19) 25
Serve and Volley; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Oishi, all stat boosts Kikumaru would receive are doubled and cannot be prevented.

-Acrobatic Play [Feat]:
Kikumaru’s Speed is boosted by 2 points. Kikumaru’s Effects cannot be negated.

-Vision [Feat]:
The opponent’s Speed drops by 4 points.

-Synchro [Aura]:
All of the Kikumaru's stats are boosted by 3 points and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Oishi Shuuichirou(2, 4, 2, 4, 12) 25
Defensive Baseliner; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Kikumaru, Oishi's stats cannot drop and all stat boosts he would receive are doubled.

-Doubles Master [Feat]:
Oishi's Control and Speed are boosted by 2 points each. Additionally, If he has a Tier level with his partner, their highest base stat is boosted by 4 points, if there is more than one highest stat, the points are spread equally. This/those stat(s) cannot be decreased. (Doubles only)

-Synchro [Aura]:
All of the Oishi's stats are boosted by 3 points and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.

-Synchro Formation [Formation]:
This Formation can only be used by a Pair that has a Tier Level of 5 or higher and is using Synchro. The Opposing Pair's stats are dropped by 2 each. If the opposing pair would use a Feat, Effect or Aura to predict either player of this pair, that ability is nullified. This Formation cannot be nullified.

Vs.

Doubles 2:
Momoshiro Takeshi (7, 5, 5, 5, 22)
Aggressive Baseliner; Right Handed

-Instinct [Feat]:
The opponent’s total drops by 2 and if he would add any points through an effect, only two-thirds the points are added.

-Bullet Serve [Serve]
Momoshiro's power is boosted by 2 points.

-Dunk Smash [Effect]:
Momoshiro's Power is boosted by 5 points. Each of the opponent’s stats drops by 1 point.

Kamio Akira (4, 1, 9, 4, 18)
Defensive Baseliner; Right Handed

-Rhythm [Feat]:
Kamio’s Speed is boosted by 5 points. When playing Singles, Kamio loses in a tie.

-Sonic Bullet [Effect]:
Kamio’s Speed increases by 2 and if an Opponent would try to drop his speed, it adds to Kamio’s Spin instead.

-Moujuu no Aura [Aura]:
Kamio's Speed is boosted by 6 points. Kamio can use one more Effect.

Level 1:
Bonus: +2 points are added to the pair’s total
-Counter Punch Power Formation [Formation]:
This formation can only be used by a pair that a base total of 25 or higher. This can only be used by a pair consisting of an Aggressive Baseliner and a Defensive Baseliner. The Opposing pair both lose +3 to their control stats. The Defensive baseliner gains +3 to speed and the Aggressive Baseliner gains +3 to power.

Winner: Golden Pair 6-0



S2

Yagyuu Hiroshi (8, 5, 9, 9, 31) 38
Serve and Volley; Right Handed

-The Gentleman [Feat]:
Yagyuu gets boosted by 2 point in every stat, whereas the opponent’s highest stat drops by 2.

-Losing Reputation [Feat]:
This Feat doesn't activate except for when the opponent's total surpasses Yagyuu's for the first time in a match. If this Feat activates, 'The Gentleman''s effect is halved. All of the opponent's stats drop by 2 points each and Yagyuu's Spin is boosted by 3 points.

-Laser Beam [Effect]:
Yagyuu’s Power is boosted by 7. The Opponent's speed is lowered by 3.

Vs.

Kite Eishirou (7, 7, 7, 7, 28)
All-rounder; Left Handed

-Omni-directional Shukuchihou [Feat]:
Kite’s Speed is boosted by 6 points and his Speed cannot be lowered.

-The Hitman [Feat]:
As long as Kite's Speed is greater than his Opponent's, his Opponent's Serves or Effects are negated (Singles only)

-Big Bang [Serve]:
Kite’s Power is boosted by 8 points.

-Blinding Return [Effect]:
Kite’s Power is boosted by 4 and the Opponent’s control is dropped by 3. If the opponent has a speed higher than Kite’s power, this Effect is negated.

Base: 31 vs. 28
Feats: 39 vs. 26 (The Gentleman, all of Kite's stats are the same, each lowers by .5 for equal division)
Feats: 39 vs. 32 (Omni Shukuchihou Kite's Speed is now 12.5, Yagyuu's is 11, Hitman is in effect)
Serves: 39 vs. 40 (Big Bang Serve Kite's Power is 14.5)
Feats: 38 vs. 33 (Losing Reputation, -4 to Yagyuu and +1 (.25 each) to Kite, then -2 each to Kite and boost Yagyuu's Spin by 3. Kite's Speed is now 10.75 vs. Yagyuu's 10, still higher, Hitman is still in Effect...just barely...)
Effects: 35 vs. 36 (Blinding Return, Kite's Power is currently higher than Yagyuu's cause of Big Bang, so Kite +4, Yagyuu -3. No negation)

Winner: Kite 7-6! (By a smidgin...)



D1

Kaneda Ichirou (2, 2, 2, 3, 9) 5
Defensive Baseliner; Right Handed

-Tactician [Feat]:
When playing Doubles, Kaneda’s stats are boosted by 2 points each. Also, the team can use any standard Formation regardless of that Formation’s conditions.

-Drop Volley [Effect]:
Kaneda's Control and Spin are increased by 1 each.

Aoi Kentarou (2, 2, 2, 2, 8) 4
Aggressive Baseliner; Right Handed

-Thrill Seeker [Final Feat]:
If opponent’s total after he uses his first Serve or Effect is within 10 points of Aoi's, each of Aoi’s stats is boosted by 2 points.

-Cord Ball [Final Effect]:
Aoi's Control is boosted by 2. The opponent’s Speed stat drops by [10 - Opponent's Final speed] point each. If Thrill Seeker was activated, they drop by [15 - Opponent's Final speed] points instead. When playing Doubles, this affects only baseliners.

-Double Singles Formation [Formation]
This Formation can only be used by a pair with no tier level. They must have a combined base total of 50 or more. Each Player in the Pair cannot have their Feats, Effects, or Aura's negated. Their highest stats are boosted by 5 each.

Vs.

Amane Hikaru (7, 4, 4, 4, 19)
Aggressive Baseliner; Right Handed

-Power [Feat]:
Amane’s Power is boosted by 3 points.

-Long Racket [Feat]:
Amane’s Speed is boosted by 3 points and if the opponent uses an Effect that would increase his Power, that Effect is negated.

-Pun Killer [Effect]:
If the opponent has a higher base total, they lose 0.5 points per stat and Amane gains +2 to his control.

Wakato Hiroshi (4, 4, 4, 7, 19)
All-rounder; Right Handed

-Coordination [Feat]:
All stats go up by .5

-Change Over! [Feat]:
Wakato has to choose one player before the match, his playstyle and dominant hand change accordingly. Depending on whether the copied playstyle has an advantage/disadvantage against the opponent's playstyle the following bonus is applied:
-Advantage -> +3 to all stats
-Neutral -> +0
-Disadvantage -> -1.5 to all stats
The order of advantages is:
-Serve&Volley advantage vs Defensive Baseliner
-Defensive Baseliner advantage vs Aggressive Baseliner
-Aggressive Baseliner advantage vs Serve&Volley
-All-rounder always counts as Neutral
In Doubles, the bonuses are added up for both opponents.
Serve and Volley

-Buggy Whip Shot [Effect]:
Wakato's Spin is boosted by 3 points.

Level 1:
Bonus: +2 points are added to the pair’s total
-Aggressive Formation [Formation]:
This Formation can only be used by a Serve and Volley player or an Aggressive Baseliner. When partnered with another Serve and Volley player or an Aggressive Baseliner, the team's total points are boosted by 7. If the match would end in a tie, this team loses instead.

Base: 17 vs. 38
Feats: 17 vs. 41 (Power)
Feats: 17 vs. 44 (Long Racket)
Feats: 17 vs. 46 (Coordination)
Feats: 17 vs. 52 (Change Over!)
Boost: 17 vs. 54 (Tier 1 Boost....late, but it doesnt matter...)
Feats: 25 vs. 54 (Tactician)
Formations: 35 vs. 61 (double SIngles vs. Aggressive)
Effects: 35 vs. 64 (Buggy Whip Shot)
Effects: 37 vs. 64 (Drop Volley)
Effects: 39 vs. 58 (Cord Ball, Effects Amane)

Winner: Amane/Wakato 6-4



S1

Liliadent Krauser (7, 6, 6, 7, 26) 28
All-rounder; Right Handed

-Devil [Final Feat]:
If the opponent’ Power is within 5 levels of Krauser’s, each of the opponent’s stats drops by 2.

-Demonic Appearance [Aura]:
Krauser's Power and Speed are boosted by 3 points each. This Aura cannot be copied, neither can it be negated, nor can this boost be cancelled.

Vs.

Oni Juujirou (15, 9, 13, 13, 50)
Aggressive Baseliner; Right Handed

-The Gate Keeper of Hell [Feat]:
If the opponent is on a lower court than Oni, Oni’s Power is boosted by 5

-Ten at a Time [Feat]
Oni’s Speed, Power and Control are boosted by 10 each.

-Power [Feat]:
Oni’s Power increases by 3.

-Black Jack Knife [Effect]:
Oni’s Power gets boosted by 15 and the opponent’s Effects are nullified. If the opponent has a Spin stat of 10 or more, this effect is negated. This effect cannot be copied.

Winner: Oni 6-0


Results:

Kuwabara with a lucky win in S2. 3-2

javimgol
April 21, 2010, 12:31 PM
S3

Irie Kanata (12, 15, 13, 15, 55) 55
Defensive Baseliner; Right Handed

-Vision [Feat]
The Opponent's Speed is dropped by 2

-Unshakable Precision [Feat]
Irie's Stats cannot be dropped by an Effect or Aura and any that would attempt to drop his Control drops their Control instead.

-Patience [Feat]
The user can choose to force all of his Serves, Effects and Aura's to resolve last (After all of the Opponent's Effects and Auras). If they do, none of the Opponents Effects and Auras can be negated by Irie. Irie resolves all of his Serves, Effects and Auras at 200% potency.

-Warning Shot [Serve]
Irie's Control is boosted by 5 and the Opponent's speed is dropped by 2.

-One Shot Kill [Effect]
Irie's Control is boosted by 10. All of the Opponent's stats are dropped by 2. This Cannot be Copied or Negated.

Vs.

Ibu Shinji (3, 7, 4, 4, 18)
Defensive Baseliner; Right Handed

-Silent Killer [Feat]
If the opponents stats are dropped, Shinji's stats go up by the amount dropped

-Kick Serve [Serve]:
Shinji’s Spin is boosted by 2 points. If he plays against someone with the same hand, his opponent's control is lowered by 1.

-Spot [Effect]:
Each of the opponent’s stats drops by 2 points. (Singles only)

Winner: Irie 6-0



D2

Kikumaru Eiji (4, 1, 10, 4, 19) 25
Serve and Volley; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Oishi, all stat boosts Kikumaru would receive are doubled and cannot be prevented.

-Acrobatic Play [Feat]:
Kikumaru’s Speed is boosted by 2 points. Kikumaru’s Effects cannot be negated.

-Vision [Feat]:
The opponent’s Speed drops by 4 points.

-Synchro [Aura]:
All of the Kikumaru's stats are boosted by 3 points and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Oishi Shuuichirou(2, 4, 2, 4, 12) 25
Defensive Baseliner; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Kikumaru, Oishi's stats cannot drop and all stat boosts he would receive are doubled.

-Doubles Master [Feat]:
Oishi's Control and Speed are boosted by 2 points each. Additionally, If he has a Tier level with his partner, their highest base stat is boosted by 4 points, if there is more than one highest stat, the points are spread equally. This/those stat(s) cannot be decreased. (Doubles only)

-Synchro [Aura]:
All of the Oishi's stats are boosted by 3 points and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.

-Synchro Formation [Formation]:
This Formation can only be used by a Pair that has a Tier Level of 5 or higher and is using Synchro. The Opposing Pair's stats are dropped by 2 each. If the opposing pair would use a Feat, Effect or Aura to predict either player of this pair, that ability is nullified. This Formation cannot be nullified.

Vs.

Doubles 2:
Momoshiro Takeshi (7, 5, 5, 5, 22)
Aggressive Baseliner; Right Handed

-Instinct [Feat]:
The opponent’s total drops by 2 and if he would add any points through an effect, only two-thirds the points are added.

-Bullet Serve [Serve]
Momoshiro's power is boosted by 2 points.

-Dunk Smash [Effect]:
Momoshiro's Power is boosted by 5 points. Each of the opponent’s stats drops by 1 point.

Kamio Akira (4, 1, 9, 4, 18)
Defensive Baseliner; Right Handed

-Rhythm [Feat]:
Kamio’s Speed is boosted by 5 points. When playing Singles, Kamio loses in a tie.

-Sonic Bullet [Effect]:
Kamio’s Speed increases by 2 and if an Opponent would try to drop his speed, it adds to Kamio’s Spin instead.

-Moujuu no Aura [Aura]:
Kamio's Speed is boosted by 6 points. Kamio can use one more Effect.

Level 1:
Bonus: +2 points are added to the pair’s total
-Counter Punch Power Formation [Formation]:
This formation can only be used by a pair that a base total of 25 or higher. This can only be used by a pair consisting of an Aggressive Baseliner and a Defensive Baseliner. The Opposing pair both lose +3 to their control stats. The Defensive baseliner gains +3 to speed and the Aggressive Baseliner gains +3 to power.

Winner: Golden Pair 6-0



S2

Yagyuu Hiroshi (8, 5, 9, 9, 31) 38
Serve and Volley; Right Handed

-The Gentleman [Feat]:
Yagyuu gets boosted by 2 point in every stat, whereas the opponent’s highest stat drops by 2.

-Losing Reputation [Feat]:
This Feat doesn't activate except for when the opponent's total surpasses Yagyuu's for the first time in a match. If this Feat activates, 'The Gentleman''s effect is halved. All of the opponent's stats drop by 2 points each and Yagyuu's Spin is boosted by 3 points.

-Laser Beam [Effect]:
Yagyuu’s Power is boosted by 7. The Opponent's speed is lowered by 3.

Vs.

Kite Eishirou (7, 7, 7, 7, 28)
All-rounder; Left Handed

-Omni-directional Shukuchihou [Feat]:
Kite’s Speed is boosted by 6 points and his Speed cannot be lowered.

-The Hitman [Feat]:
As long as Kite's Speed is greater than his Opponent's, his Opponent's Serves or Effects are negated (Singles only)

-Big Bang [Serve]:
Kite’s Power is boosted by 8 points.

-Blinding Return [Effect]:
Kite’s Power is boosted by 4 and the Opponent’s control is dropped by 3. If the opponent has a speed higher than Kite’s power, this Effect is negated.

Base: 31 vs. 28
Feats: 39 vs. 26 (The Gentleman, all of Kite's stats are the same, each lowers by .5 for equal division)
Feats: 39 vs. 32 (Omni Shukuchihou Kite's Speed is now 12.5, Yagyuu's is 11, Hitman is in effect)
Serves: 39 vs. 40 (Big Bang Serve Kite's Power is 14.5)
Feats: 38 vs. 33 (Losing Reputation, -4 to Yagyuu and +1 (.25 each) to Kite, then -2 each to Kite and boost Yagyuu's Spin by 3. Kite's Speed is now 10.75 vs. Yagyuu's 10, still higher, Hitman is still in Effect...just barely...)
Effects: 35 vs. 36 (Blinding Return, Kite's Power is currently higher than Yagyuu's cause of Big Bang, so Kite +4, Yagyuu -3. No negation)

Winner: Kite 7-6! (By a smidgin...)



D1

Kaneda Ichirou (2, 2, 2, 3, 9) 5
Defensive Baseliner; Right Handed

-Tactician [Feat]:
When playing Doubles, Kaneda’s stats are boosted by 2 points each. Also, the team can use any standard Formation regardless of that Formation’s conditions.

-Drop Volley [Effect]:
Kaneda's Control and Spin are increased by 1 each.

Aoi Kentarou (2, 2, 2, 2, 8) 4
Aggressive Baseliner; Right Handed

-Thrill Seeker [Final Feat]:
If opponent’s total after he uses his first Serve or Effect is within 10 points of Aoi's, each of Aoi’s stats is boosted by 2 points.

-Cord Ball [Final Effect]:
Aoi's Control is boosted by 2. The opponent’s Speed stat drops by [10 - Opponent's Final speed] point each. If Thrill Seeker was activated, they drop by [15 - Opponent's Final speed] points instead. When playing Doubles, this affects only baseliners.

-Double Singles Formation [Formation]
This Formation can only be used by a pair with no tier level. They must have a combined base total of 50 or more. Each Player in the Pair cannot have their Feats, Effects, or Aura's negated. Their highest stats are boosted by 5 each.

Vs.

Amane Hikaru (7, 4, 4, 4, 19)
Aggressive Baseliner; Right Handed

-Power [Feat]:
Amane’s Power is boosted by 3 points.

-Long Racket [Feat]:
Amane’s Speed is boosted by 3 points and if the opponent uses an Effect that would increase his Power, that Effect is negated.

-Pun Killer [Effect]:
If the opponent has a higher base total, they lose 0.5 points per stat and Amane gains +2 to his control.

Wakato Hiroshi (4, 4, 4, 7, 19)
All-rounder; Right Handed

-Coordination [Feat]:
All stats go up by .5

-Change Over! [Feat]:
Wakato has to choose one player before the match, his playstyle and dominant hand change accordingly. Depending on whether the copied playstyle has an advantage/disadvantage against the opponent's playstyle the following bonus is applied:
-Advantage -> +3 to all stats
-Neutral -> +0
-Disadvantage -> -1.5 to all stats
The order of advantages is:
-Serve&Volley advantage vs Defensive Baseliner
-Defensive Baseliner advantage vs Aggressive Baseliner
-Aggressive Baseliner advantage vs Serve&Volley
-All-rounder always counts as Neutral
In Doubles, the bonuses are added up for both opponents.
Serve and Volley

-Buggy Whip Shot [Effect]:
Wakato's Spin is boosted by 3 points.

Level 1:
Bonus: +2 points are added to the pair’s total
-Aggressive Formation [Formation]:
This Formation can only be used by a Serve and Volley player or an Aggressive Baseliner. When partnered with another Serve and Volley player or an Aggressive Baseliner, the team's total points are boosted by 7. If the match would end in a tie, this team loses instead.

Base: 17 vs. 38
Feats: 17 vs. 41 (Power)
Feats: 17 vs. 44 (Long Racket)
Feats: 17 vs. 46 (Coordination)
Feats: 17 vs. 52 (Change Over!)
Boost: 17 vs. 54 (Tier 1 Boost....late, but it doesnt matter...)
Feats: 25 vs. 54 (Tactician)
Formations: 35 vs. 61 (double SIngles vs. Aggressive)
Effects: 35 vs. 64 (Buggy Whip Shot)
Effects: 37 vs. 64 (Drop Volley)
Effects: 39 vs. 58 (Cord Ball, Effects Amane)

Winner: Amane/Wakato 6-4



S1

Liliadent Krauser (7, 6, 6, 7, 26) 28
All-rounder; Right Handed

-Devil [Final Feat]:
If the opponent’ Power is within 5 levels of Krauser’s, each of the opponent’s stats drops by 2.

-Demonic Appearance [Aura]:
Krauser's Power and Speed are boosted by 3 points each. This Aura cannot be copied, neither can it be negated, nor can this boost be cancelled.

Vs.

Oni Juujirou (15, 9, 13, 13, 50)
Aggressive Baseliner; Right Handed

-The Gate Keeper of Hell [Feat]:
If the opponent is on a lower court than Oni, Oni’s Power is boosted by 5

-Ten at a Time [Feat]
Oni’s Speed, Power and Control are boosted by 10 each.

-Power [Feat]:
Oni’s Power increases by 3.

-Black Jack Knife [Effect]:
Oni’s Power gets boosted by 15 and the opponent’s Effects are nullified. If the opponent has a Spin stat of 10 or more, this effect is negated. This effect cannot be copied.

Winner: Oni 6-0


Results:

Kuwabara with a lucky win in S2. 3-2


NOOOO.
My only damn chance of losing with my line-up was Shinji in S3. I had an 66% chances of winning the match....I'm really screwed

In any case, about that S2...that couldn't be a tie? I lost because of 0.75 points...(without that 0.75, Laser Beam would have appeared and I would have won)

Sai_the_Shaman
April 21, 2010, 12:47 PM
unfortunately yes jav... I was kinda shocked as well....

but it's due to Kite not having any highest stat. Had he had a highest stat the numbers wouldn't have been so weird.... but, .75 rounded gets him 11 to your 10, so even if I rounded, it wouldn't have changed it.

KuwabaraTheMan
April 21, 2010, 02:45 PM
Everything turned out as I had planned. I knew that Kite would beat Yagyuu, so I was aiming for that match from the start.

I figured that Irie would come in Singles 3, as well.

Zatono
April 21, 2010, 03:43 PM
That sounds like something Aizen would say...but congrats on taking a gamble and winning.

javimgol
April 21, 2010, 04:09 PM
Everything turned out as I had planned. I knew that Kite would beat Yagyuu, so I was aiming for that match from the start.

I figured that Irie would come in Singles 3, as well.
You had a 50%, I were doubting till the last minute to put him in S3 or S2...

Sai_the_Shaman
April 21, 2010, 04:53 PM
Well so far we've had 3 awesome matches this season so far.

The draw between Yuuta and Shinji

Atobe vs. Shiraishi

and now Yagyuu vs. Kite

Zatono
April 21, 2010, 06:27 PM
I think it's 4 great matches, because the Comedy Pair beating the Champion pair was nothing short of epic xD.

KuwabaraTheMan
April 21, 2010, 07:37 PM
I think it's 4 great matches, because the Comedy Pair beating the Champion pair was nothing short of epic xD.

I think Sai is trying to erase that match from his memory. :p

That was definitely the most epic match of all, though.

Bowser
April 21, 2010, 07:59 PM
The way I saw it was Jackal got freaked out, and Marui got pissed...

I personally think the Jimmies V Oshitaris was the best. Ryoga V whatever n00bs he had was rather entertaining. Kadowaki V Echizen too ^^

pikafire87
April 21, 2010, 08:35 PM
jimmies vs. oshitaris was just complete domination. wouldnt really say it waas a good match lol

Sai_the_Shaman
April 21, 2010, 08:36 PM
I think it was the fact I forgot to write down the formations for champion pair >.>;;

Sherlock Holmes
April 21, 2010, 11:47 PM
What about Mizuki beating Dash Powered Kawamura with a perfect prediction?
[hr]

That sounds like something Aizen would say...but congrats on taking a gamble and winning.

That sounds like something I would say.

javimgol
April 22, 2010, 02:41 AM
I think it was the fact I forgot to write down the formations for champion pair >.>;;

Comedy Pair cancels your Formations, don't worry

In my case, I need to play VS BYE after two loses in a row to increase my morale...victory or defeat, I 'll win 3-0, and I want to try to mindrape my dear and Li'l British Friend

Bowser
April 22, 2010, 08:04 AM
Sorry Jav, you can't 3-0 me. And I cannot be mindraped, I'm the Yanagi type :P

Kaoz
April 22, 2010, 08:26 AM
I edited the second post to show those matches again, maybe we can vote on a best match at the end of the season or something.

Bowser
April 22, 2010, 09:01 AM
When Niou 6-0'd Tachibana, that takes skills. And the predictions Sherlock made :)

Kaoz
April 22, 2010, 09:21 AM
That's true, however when we talk about epic matches I think it's rather the ones that were really close, epic in a canonical way. I might consider matches though that took a lot of skill to win, such as Mizuki vs Kawamura for example.

Sherlock Holmes
April 23, 2010, 08:31 AM
By the way, sending my lineup later today. Sis as well.

javimgol
April 23, 2010, 10:01 AM
Now BYE-Bowser is just another player of league or it's an auto-win but the rival controlled by Chaos?
To be more accurate, could be make experiments in the match VS Bowser (triying to win, of course) and we would auto-win in any case, or if we lost VS Bowser, we will lost the points too?
I only want to try to win a match without Golden Pair...

Kaoz
April 23, 2010, 10:08 AM
The BYE team will give you an auto-win regardless of the real outcome, it's just to avoid a situation where you have no matches.

Sherlock Holmes
April 23, 2010, 11:13 AM
Hahahaha I'm gonna lose for sure, but I'm going out in a blaze of glory.

Kaoz
April 23, 2010, 11:17 AM
I don't think you'll lose, not like I could win with the line-up I made, it's so full of flaws.

Sherlock Holmes
April 23, 2010, 11:36 AM
I don't think you'll lose, not like I could win with the line-up I made, it's so full of flaws.

Mine is made to impress rather than to win, so I'm gonna lose for sure.

Sai_the_Shaman
April 23, 2010, 11:42 AM
pikafire87 vs. BYE

S3

Richard Sakata (3, 3, 3, 3, 12) 5
All-rounder; Right Handed

-Speed [Feat]:
Richard’s Speed is boosted by 2 points.

-Ignorance [Final Effect]:
In Singles, if the opponent’s total is within 2 points of Richards, Richard wins the match.

Vs.

Tokugawa Kazuya (15, 15, 15, 15, 60) 60
All-rounder; Left Handed

-Killing Glance [Feat]:
Each of the opponent’s stats drops by 1.5.

-Ten at a Time [Feat]
Kazuya’s Speed, Power and Control are boosted by 10 each.

-Intimidation [Effect]:
The opponent’s Control and Power drop by 5 points each. This effect cannot be copied.

Winner: Kazuya 6-0



D2

Oshitari Yuushi (5, 7, 5, 8, 25) 31
All-rounder; Right Handed

-Sealed Heart [Feat]:
If the opponent would use an ability that prevents Oshitari's Effect to activate at 100% or would negate his Effect, that ability is negated.

-Impassioned [Feat]:
If the opponent's total exceeds Oshitari's by 3 or more anytime during the match, Sealed Heart is negated and Oshitari's Power and Speed are boosted by 5 points each. (Singles Only)

-Strategist [Effect]:
If Oshitari plays Doubles, all of his stats are boosted by 2 points.

Oshitari Kenya (5, 1, 10, 5, 21) 15
Defensive Baseliner; Right Handed

-The Speedster of Naniwa [Feat]:
Kenya’s Speed is boosted by 8 points.

-NO Speed NO Life [Final Feat]:
If the opponent’s Speed is higher than Kenya's, Kenya’s Speed is boosted by 4 points.

-Speed Tennis [Effect]
If the opponent increases his speed, Kenya increases his own speed by the same amount. This Effect cannot be copied.

- The Cousins from Osaka [Feat]:
When playing Kenya gets a +3 to Speed and Yuushi gets a +3 to control. Yuushi auto activates Impassioned without negating Sealed Heart. They may also choose to use any formation regardless of prerequisites.

-Adaptation Formation [Formation]:
This formation can only be used by a pair with a Tier Level of 4 or more. When facing a pair with a higher combined level, their Formation boosts are cut by 50%. When facing a pair of a lower combined level, the opposing pair's Formation point boosts are nullified and the pair's stats are boosted by 1 each.

Vs.

Zaizen Hikaru (6, 7, 6, 6, 25) 23
All-rounder; Left Handed

-Arrogance [Feat]:
When playing an opponent with lower lv, Zaizen’s Control and Power drop by 0.5 point each for every weaker opponent.

-Genius [Feat]:
If the opponent uses an Effect, it is added at 50%. If Zaizen plays doubles, this Feat affects the opponent with the higher base total. Zaizen's stats are boosted by the 50% not gained by the opponent.

-Tactile Volley [Effect]
Zaizen's stats are boosted by 1.5 points each.

Takase Masato (6,6,6,6,24)
All Rounder, Right Handed

-Doubles Strategist[Feat]:
Takase's partner has each of his stats boosted by 2 points.

-Classic Formation [Formation]:
This Formation can only be used by an All-rounder. Players in this pair cannot have their Effects negated

Base: 46 vs. 49
Feats: 46 vs. 48 (Arrogance)
Feats: 52 vs. 48 (Cousins from Osaka)
Feats: 62 vs. 48 (Impassioned)
Feats: 70 vs. 48 (Speedster of Naniwa
Feats: 70 vs. 56 (Doubles Strategist)
Formations: 70 vs. 56 (Adaptation does nothing since Classic doesnt boost anything)
Effects: 74 vs. 56 (Strategist)
Feats: 74 vs. 60 (Genius)
Effects: 74 vs. 66 (Tactile Volley)
Effects: 87.5 vs. 66 (Speed Tennis)

WInner: Oshitari Cousins 7-5


S2

Sanada Gen’ichirou (10, 10, 10, 10, 40) 50
All-rounder; Right Handed

-Emperor [Feat]:
Sanada's player has to choose an activation order for all of Sanada's Effects. The Effects resolve in that order as long as Sanada's total is lower than his opponent's. Once Sanada's Total is higher or the activation order finishes, Emperor is resolved. In and Rai must always resolve second to last and last. This Feat cannot be copied or negated.

-5 Shots at Once [Feat]
Sanada's Speed, Power and Control are boosted by 5 each.

-In [Effect]:
If the Opponent would try to use a Feat, Effect or Aura to predict Sanada in anyway, that Feat, Effect or Aura is negated. Sanada can activate one additional Effect.

-Rai [Effect]:
Sanada’s Spin increases by 5 points, his Power increases by 7 points and his Speed increases by 8 points. This Effect is not affected by Hyakuren Jitoku no Kiwami. If Hyakuren Jitoku no Kiwami is used against Rai, it is negated. Any Effect the Opponent uses that resolves after this Effect and boosts the opponents own stats is negated.

-Black Aura [Opening Aura]:
This Aura cannot be activated manually. this automatically activates after Emperor finishes resolving. If the opponent’s total is still higher than Sanada’s, Sanada’s Power gets doubled.

Vs.

Echizen Ryoga (18, 17, 18, 17, 70) 65
All-rounder; Right Handed

-The Strongest [Feat]:
Ryoga’s Power, Speed and Control get boosted by 10 points each.

-Twist Serve [Serve]:
Ryoga's Spin is boosted by 3 points. If he plays against someone with the same hand, his opponent's control is lowered by 2.

-Purple Electric Aura [Aura]:
If the opponent would use a Serve, Effect or Aura, It is negated and he cannot use any secondary Effects or Auras. All of your Opponent's Stats drop by 5 each and their Effects are Negated.

Winner: Ryoga 6-0



D1

Ishida Gin (11, 3, 6, 5, 25) 25
Aggressive Baseliner; Left Handed

-Fated Rival [Feat]:
If the opponent is Kawamura, Gin loses automatically. (Singles only)

-Hadoukyuu Master [Feat]:
If the opponent uses an Effect with Hadoukyuu in its name, that Effect is negated.

-108 Styles of Hadoukyuu [Effect]:
Gin's Power is boosted by 10 points. If this Effect is negated, Gin automatically reactivates it one more time with an additional +4. When this Effect is reactivated, it cannot be negated. If this Effect is copied by a user that has less that 10 Power, That user may not be used in his next round.


Ishida Tetsu (7, 0, 4, 4, 15) 13
Aggressive Baseliner; Right Handed

-Power [Feat]:
Ishida’s Power is boosted by 3 points.

-Gansou Hadoukyuu [Effect]
Ishida’s Power is boosted by 8 points. If Ishida uses this Effect in Singles, he cannot play the next round. If there is no substitute for him, that match counts as a forfeit.

-Moujuu no Aura [Aura]:
Ishida's Power is boosted by 6 points. Ishida can use one more Effect.

- The Brothers Hadoukyuu [Feat]:
This Pair gets a further +3 to their total. If both players in this pair use an Effect with Hadoukyuu in its name, they both get a +5 to their power. Both Hadoukyuu can be used without any negative side effects.

-Aggressive Formation [Formation]:
This Formation can only be used by a Serve and Volley player or an Aggressive Baseliner. When partnered with another Serve and Volley player or an Aggressive Baseliner, the team's total points are boosted by 7. If the match would end in a tie, this team loses instead.

Vs.

Yamato Yuudai (9, 5, 6, 10, 30)
All Rounder, Left Handed

-Great Motivation [Feat]:
If Yamato Wins his match, his teams stats are all boosted by 1 point each for their remaining matches

-100 Laps Training [Feat]:
If any Member of Yamato's team loses, they get boosted by 5 points for the next round.

-Disarming Effect on People [Effect]:
If the Opponent's Base stats are higher than Yamato's their stats are lowered by 1 each and their Effects are negated.

Kitamura Wataru (5, 5, 5, 5, 20)
All Rounder, Right Handed

-Doubles Strategist[Feat]:
Kitamura's partner has each of his stats boosted by 2 points.

-Strategic Play [Effect]: (Spin)
The player has to choose one stat. That stat is boosted by 5 points. Kitamura loses when he ties.

-Double Singles Formation [Formation]
This Formation can only be used by a pair with no tier level. They must have a combined base total of 50 or more. Each Player in the Pair cannot have their Feats, Effects, or Aura's negated. Their highest stats are boosted by 5 each.

Base: 40 vs. 50
Feats: 56 vs. 50 (Brothers Hadoukyuu)
Feats: 56 vs. 58 (Doubles Strategist)
Effects: 56 vs. 64 (Strategic Play, Disarming has no Effect both are below Yamato's base)
Effects: 66 vs. 64 (108 Hadoukyuu)
Aura: 72 vs. 64 (Moujuu no Aura)
Effect: 80 vs. 64 (Gansou Hadoukyuu)

Winner: Ishida Brothers 7-5



S1

Kirihara Akaya (7, 8, 8, 7, 30) 40
Aggressive Baseliner; Right Handed

-Intense Concentration [Feat]:
Kirihara's stats cannot drop through Effects.

-Knuckle Serve [Serve]:
Kirihara's Spin and Power go up by 2 each, Each of the opponent’s stats besides Spin drops by 1.

-Danger Mode [Aura]:
If the Opponents base total is higher than Kirihara's, Kirihara's Power and Speed are boosted by 1 point each. This aura cannot be copied or negated. Should any Effect Kirihara use be negated, this Aura activate automatically.

-One footed Split Step [Effect]:
Kirihara’s Speed is boosted by 2 points. Kirihara can activate one more Effect OR Aura.

-Devil Mode [Final Aura]:
This Aura cannot be chosen. This Aura activates automatically if the opponent’s final total is higher than Kirihara’s and he has activated Danger Mode as his ability. Kirihara’s Power and Speed increase by 5 points each and his opponents speed goes down by 2. This cannot be copied or negated.

Vs.

Shinjou Reiji (8, 6, 4, 3, 21) 15
Defensive Baseliner; Right Handed

-Coordination [Feat]:
All stats go up by .5

-Masterpiece [Feat]:
Reiji’s stats are boosted by 1 point each if Reiji is playing in singles 1, OR if his team has lost exactly two matches already.

-Deep Impulse Serve [Serve]:
Reiji’s Power is boosted by 3 points.

-Mirage [Effect]:
The opponent’s Control is halved and when an Effect would add points to the opponent’s Control, that Effect is negated.

Base: 30 vs 21
Feats: 30 vs. 27 (Masterpiece and Coordination)
Serve: 34 vs. 24 (Knuckle Serve)
Serve: 34 vs. 27 (Deep Impulse)
Effects: 36 vs. 27 (One Foot Split Step)
Effects: 33.5 vs. 27 (Mirage)

Winner: Kirihara 7-5


Results

3-2 pikafire

Bowser
April 23, 2010, 11:55 AM
Ahh should've swapped S1 and S3...oh well. I guess I really need a Yamato boost. C'mon Yamato, show 'em Court 3s power!!!! I mean, since Bye is supposedly a joke group, so he deserves a boost ;)

Sai_the_Shaman
April 23, 2010, 12:16 PM
Predictions:

Decided to go for fun in this one.
Mizuki's Prediction Master:
Mizuki must predict a match score for S3, D2, S2, D1 and S1. For every match before Mizuki's that he gets the match score correct (with a buffer of 1 games) the opponent's after that match will lose that number per stat. When it comes time for Mizuki's own match, if all the matches before his were predicted correctly (within a buffed of 1 games), his Control is boosted by 5. If Mizuki predicts every single match correctly, his entire team will gain +4 to every stat the next round. If Mizuki's predictions were wrong for any matches (by a buffer of 1 games), his team mates of that match will lose 1.5 points in every stat for the next round.

S3: Chaos wins 6-0
D2: Chaos wins 6-0
S2: I win 6-0
D1: I win 6-0
S1: I win 7-5(Buffer can make it 6-4, 7-6, or 7-5)

Mizuki's Data Tennis:

Yuuta will use Twist Spin
Fuji will use closed eyes
Tezuka will zone
Akutsu will use slide
Sengoku will use dunk smash
Saeki will use feather drop
Kisarazu Atsuhi Sky Inversion Drop Volley
Kisarazu Ryou Sky High Volley
Yanagisawa Shinya Special Training

Renji's Data Tennis:
Closed Eyes
Tezuka Zone
Hyakuren Jitoku no Kiwami
Saiki Kanpatsu no Kiwami



S3

Sengoku Kiyosumi (5, 5, 6, 6, 22) 25
All-rounder; Right Handed

-Lucky! [Feat]:
If the opponents final total of points is even, Sengoku gets boosted 5 points. If the opponent final total of points is odd, Sengoku loses 2 points.

-Vision [Feat]:
The opponent’s Speed drops by 3 points.

-Kohou [Serve]:
Sengoku’s Power is boosted by 3 points. Sengoku This Effect cannot be negated by any other Feats/Formations/Effects/Auras.

-Dunk Smash [Effect]:
Sengoku's Power is boosted by 5 points. Each of the opponent’s stats drops by 1 point.

Vs.

Shudou Satoshi (2,1,2,1, 6) 3
Serve and Volley; Right Handed

Home made Racket [Feat]:
Satoshi's control goes up by 3. (Singles only)

Base: 22 vs. 6
Feats: 22 vs. 9
Feats: 22 vs. 6
Serve: 25 vs. 6
Effects: 30 vs. 2
Feats: 35 vs. 2

Winner: Sengoku 6-0


D2

Kisarazu Ryou (2, 2, 6, 3, 13) 7
Defensive Baseliner; Right Handed

-Hornet Dance [Feat]:
Ryou’s Speed is boosted by 3 points.

-Sky High Volley [Effect]:
Ryou’s Spin is boosted by 3 points, if the opponent’s playstle is Serve and Volley, Spin is boosted by 5 points instead.


Kisarazu Atsuhi (2, 3, 4, 2, 11) 5
Serve and Volley; Right Handed

-Volley Fascination [Feat]
When against another serve and volleyer, Atsushi's control and spin go up by 1 each.

-Sky Inversion Drop Volley [Final Effect]:
Atsushi’s Control is boosted by 3 points, if the opponent’s Speed is 5 or lower, Control is boosted by 5 points instead.


Atsushi/Ryou
- Twin Sense [Feat]:
The pair gets a further +5 to their total, their Effect cannot be negated and they can use any formation of their choosing regardless of the prerequisite for that form. For Synchro Formation, or any other prerequisite that would require Synchro, this Feat counts as Synchro.


-Synchro Formation [Formation]:
This Formation can only be used by a Pair that has a Tier Level of 5 or higher and is using Synchro. The Opposing Pair's stats are dropped by 2 each. If the opposing pair would use a Feat, Effect or Aura to predict either player of this pair, that ability is nullified. If by some means, a pair would be able to use this formation without having Synchro, this formation is negated. This Formation cannot be nullified.

Vs.

Billy Cassidy (4, 5, 9, 4, 22) 14
Serve and Volley; Right Handed

Michael Lee (3, 7, 3, 7, 20) 13
All-rounder; Right Handed


-Baker's Plan [Special Formation]:
This formation can only be used when paired with Michael Lee in Doubles 2. Billy and Michael automatically lose their match and the Opponent's players who play in Doubles 1 will have their stats lowered by 1 each point

Winner: Kisarazu Twins 6-0


S2

Fuji Shuusuke (5, 10, 6, 10, 31) 45
Defensive Baseliner; Right Handed

-Prodigy [Feat]:
Fuji’s stats cannot be decreased.

-Unmotivated [Feat]:
When Fuji plays against an opponent with a weaker base total (in Doubles both pair's totals are taken into account), all of Fuji's stats drop by 2 points. This Feat is negated when Fuji participates in a decisive match.

-Serious Mode [Feat]:
When the Opponent surpasses Fuji's total for the first time, Fuji's stats go up by 2 each. This does not count if the Opponent's Base Total is higher than Fuji's. In a decisive match, Fuji's stats go up regardless of prerequisites.

-Never-ending Evolution [Feat]:
When one of Fuji’s Counters is negated, the next counter activates. The Order is Triple Counter -> 4th Counter -> 5th Counter -> 6th Counter

-Closed Eyes [Effect]
Fuji's stats are boosted 1.5 points each. If he would face an opponent using Illusion, the opponents copied Effects/Auras are only applied at 50%. Fuji can use one more Effect.

-Evolved Triple Counter[Effect]:
Depending on Fuji's opponent, one of either Houou Gaeshi, Kirin Otoshi or Hakuryuu activates, in Doubles the stronger opponent's play style decides which one activates. If the Opponent's Speed is 10 or more than Fuji's Spin, this Effect is negated.
- When none of the other two activate -> Houou Gaeshi
- When the Opponent's highest stat is Power -> Kirin Otoshi
- When the Opponent's Play style is Serve and Volley -> Hakuryuu

-Houou Gaeshi:Fuji's spin is boosted by 6 and the Opponent's Speed and Control drop by 4 If the Opponent's Spin is 0, this Effect is negated.

-Kirin Otoshi:The Opponent's Effect is negated. This is negated when the Opponents Power exceeds Fuji's by 10 or more

-Hakuryuu: Fuji's Spin is boosted by 8 and the Opponents Speed and Control drop by 2 each.

-4th Counter - Kagero Zutsumi [Effect]:
If an Opponent would add points to his Spin stat through an Effect, those points are not added. If a boost was prevented this way, that Opponent's Spin becomes 0 and the Opponent's Speed is halved.

-5th Counter - Hecatonchires no Monban [Effect]:
Fuji's Spin stat becomes doubled. If the opponent's Spin or Power are equal to or higher than Fuji's Spin, this Effect is negated.

-6th Counter - Hoshi Hanabi [Effect]:
Fuji's Spin is boosted by 5 and the opponent’s Control and Speed are lowered by 2.5 each. If this Effect activates as a result of never ending evolution, the boost and stat drops are each doubled. This Effect can neither be copied nor can it be negated.

Vs.

Niou Masaharu (8, 8, 8, 9, 33) 41
All-rounder; Left Handed

-Unpredictable [Feat]:
If the opponent would use a Feat or an Effect called ‘Data Tennis’, that Feat/Effect is negated.

-Trickster of the Courts [Feat]:
When the opponent's total surpasses Niou's for the first time in a match, Their stats are lowered by 2 each

-Illusion [Effect]:
When playing Singles, Niou chooses a character whose abilities he can copy. He also takes on the Play style, Handedness of that character. Niou cannot copy Effects that say not copyable. If Niou faces the character he copies, he can only activate the Effects or Aura’s at 50% potency. This Effect cannot be copied or negated.

Time for the coolest Muga Blitz ever.

-One footed Split Step [Effect]:
Kirihara’s Speed is boosted by 2 points. Kirihara can activate one more Effect OR Aura.

I activate....

-One footed Split Step [Effect]:
Kirihara’s Speed is boosted by 2 points. Kirihara can activate one more Effect OR Aura.

Nowhere does it say it can't be activated only once.
...Yeah. Cheap loophole, I know. I could also use Muga to Split Step to Muga and go back and forth, but I'll stick with this.

Niou gets INFINITE POINTS.

WInner: Niou 6-0


D1

Akutsu Jin (9, 4, 8, 6, 27) 30
Aggressive Baseliner; Right Handed

-Overseas Training [Feat]:
Akutsu’s stats are boosted by 2 point each.

-Flexibility [Feat]:
Akutsu’s Control is boosted by 3 points.

-Sliding [Final Effect]:
Akutsu’s speed is boosted by 5 and his Opponent's Effects are negated. If any of his opponent's Final stats are higher than Akutsu's Final speed, their Effects are not negated. In Double's this only affects the stronger Opponent.


Fuji Yuuta (1, 2, 1, 2, 6) 7
Aggressive Baseliner; Left Handed

-Lefty Killer [Feat]:
When playing a lefty, each of Yuuta’s stats is boosted by 4 points.

-Super Rising [Effect]:
The Opponents Control and Speed are dropped by 2 each. Yuuta can activate another Effect. If the opponent uses a Serve, it is negated and the Opponent's Effect does not activate. If the Opponent's base Speed is 8 or more, this Effect is negated, but the secondary Effect still activates.

-W Twist Spin [Effect]:
Yuuta’s Spin is boosted by 10 points. If the opponent is a lefty, that opponent’s Power drops by 4 points.


-Aggressive Formation [Formation]:
This Formation can only be used by a Serve and Volley player or an Aggressive Baseliner. When partnered with another Serve and Volley player or an Aggressive Baseliner, the team's total points are boosted by 7. If the match would end in a tie, this team loses instead.

Vs.

Mizuki Hajime (3, 3, 4, 10, 20) 23
All-rounder; Right Handed
Mizuki must predict a match score for S3, D2, S2, D1 and S1. For every match before Mizuki's that he gets the match score correct (with a buffer of 1 games) the opponent's after that match will lose that number per stat. When it comes time for Mizuki's own match, if all the matches before his were predicted correctly (within a buffed of 1 games), his Control is boosted by 5. If Mizuki predicts every single match correctly, his entire team will gain +4 to every stat the next round. If Mizuki's predictions were wrong for any matches (by a buffer of 1 games), his team mates of that match will lose 1.5 points in every stat for the next round.

-Data Tennis [Opening Effect]:
Mizuki must predict before the match which player will use which Effect or Aura, If Mizuki's Opponent uses an Effect or Aura he has used before in this Season and Mizuki correctly guesses what that Effect is then Mizuki's control and spin go up by 4 each. If Mizuki does not guess the Effect or Aura correctly, but it is an Effect or Aura that player has used before in this season, his Control and Spin are boosted by 2 each. If the Effect or Aura is neither, Mizuki's stats are lowered by 1 each. This Effect cannot be copied or negated


Hirakoba Rin (5, 8, 5, 7, 25) 26
All-rounder; Right Handed

-Shukuchihou [Feat]:
Rin’s Speed is boosted by 3 points.

-Giant Habu [Final Effect]:
Rin’s Spin is boosted by 8. If the opponent would use an Effect to increase his power, that Effect is negated and his speed and control are dropped by 2 each. This Effect may also be used as a Serve. If this Effect is used as a Serve, it is negated if the Opponent lowers Rin's spin by 4 or more through any ability. If it is negated in this way, Rin loses automatically. If it is not negated, it acts like a Serve and Rin may use one more Effect that isn't this one.

Base: 33 vs. 45
Feats: 15 vs. 50 (Prediction Master)
Feats: 15 vs. 53 (Shukuchihou)
Feats: 23 vs. 53 (Overseas Training)
Feats: 26 vs. 53 (Flexibility)
Formation: 33 vs. 53 (Aggressive)
Effects: 33 vs. 61 (Data Tennis)
Effects: 33 vs. 69 (Giant Habu)
Effects: 33 vs. 61 (Super Rising)
Effects: 43 vs. 61 (W Twist Spin)
Effects: 48 vs. 61 (Sliding, no Effect negation, Rin's Spin is greater than Akutsu's Speed)

Winner: Mizuki/Rin 7-5 (Incorrect Prediction)


S1

Tezuka Kunimitsu (8, 12, 9, 11, 40) 45
All-rounder; Left Handed

-My Aaaaaaaaaaarm… [Feat]:
Tezuka loses in a tie.

-Unprecedented Strength [Feat]:
If Tezuka's player decides to activate any of Tezuka's Pinnacles, he has to choose an activation order for them. The Auras resolve in the chosen order as long as Tezuka's total is lower than his opponent's. (Singles only)

-Zeroshiki Serve [Serve]:
Tezuka’s Spin is boosted by 10 points. This Serve can only be negated by if Sanada successfully chains Rin, Ka and Rai. This Serve cannot be copied or negated in any other way.

-Tezuka Zone [Final Effect]:
(1) Tezuka's Spin is boosted by 6 points.
(2) If the opponent's Spin is lower than Tezuka's, his Control is halved.
(3) This Effect is negated when Tezuka's Spin drops below 1/2 of his base Spin.
(4) Tezuka may activate one more Effect or Aura that isn't Tezuka Phantom.
(5) This cannot be copied by Muga no Kyouchi

-Hyakuren Jitoku no Kiwami [Aura]:
If your opponent adds points to either his Power or Spin stat through a Serve, Effect or Aura, add twice of those points to Tezuka's Power/Spin stat.

-Saiki Kanpatsu no Kiwami [Aura]:
The player has to choose one Effect OR Aura from every player of the opposing team. If that ability is used against Tezuka, it is negated and the opponent's highest stat drops by 8 points. If two or more stats tie as the highest stat, the dropping points are divided equally. (Singles only)


1. Hyakuren; 2. Saiki

Saiki:
Renji -> Cicada
Niou -> Muga no Kyouchi (lmao if that works)
Rin -> Giant Habu
Mizuki -> Data Tennis
Kajimoto -> Tactics
Billy -> -
Michael -> Invisible Swing
Shudou -> -

Vs.

Yanagi Renji (8, 8, 8, 10, 34) 41
Defensive Baseliner; Right Handed

-Master [Feat]:
If Renji successfully uses Data Tennis to negate his Opponent's Effect or Serve, his stats go up by 2 each.

-Data Tennis [Effect]:
Renji's player has to guess 4 Serves/Effects/Auras before each match. When one of the chosen abilities activates against Renji, it's negated and all of that opponent's stats drop by 1 point each. Renji can use one additional Effect. This Effect cannot be copied or negated.

-Cicada [Effect]:
(1)Renji’s Spin stat is boosted by 8. Depending on the opponent’s play style. The Opponent's Speed stats drops by: All-rounder->2 points; Aggressive Baseliner->1 points, Defensive Baseliner->3 points, Serve and Volley->0 points. In Doubles this Effects both players on the opposing side.

Base: 40 vs. 34
Serves: 50 vs. 34 (Zero shiki)
Feat: 50 vs. 42. (Master)
Effect: 48 vs. 50 (Cicada)

Winner: Renji 7-6


Results:

Mizuki wins 3-2. Sherlock messed up a prediction so Mizuki and Rin go down by 1.5 each next round.

I'm fixing Muga spam as well >.>

KuwabaraTheMan
April 23, 2010, 12:35 PM
Okay, Infinite Spam of Split Step might be one of the most hilarious things ever. I tip my hat to you, Sherlock.

Sai_the_Shaman
April 23, 2010, 12:42 PM
I've changed Muga, Data Tennis (Renji ver.), Closed Eyes and I think that's it...

Kaoz
April 23, 2010, 02:39 PM
Ah well, not that I expected much this time, nice infinite Sherlock.

Sherlock Holmes
April 23, 2010, 03:03 PM
Okay, Infinite Spam of Split Step might be one of the most hilarious things ever. I tip my hat to you, Sherlock.

Thank you. Damn got one prediction wrong...Will get it right next time!

Also, this might be a good time to brag that I was accepted in Oxford.

Bowser
April 23, 2010, 03:54 PM
Really? =O

Sherlock Holmes
April 23, 2010, 04:03 PM
I'm as surprised as anyone.

Kaoz
April 23, 2010, 04:11 PM
As if anything could surprise the prediction master.

Sai_the_Shaman
April 23, 2010, 04:57 PM
Ken vs. Jane

Single 3

Kaidoh Kaoru (5, 7, 5, 5, 22) 30
Defensive Baseliner; Right Handed

-Stamina [Feat]:
Kaidoh wins if he ties or the opponent’s total is within 3 points of Kaidoh’s.

-Straight or Curved? [Opening Effect]:
The user chooses before the match whether he will use Gyro Laser or Tornado Snake. The opponent must predict which of the 2 the user is going to use. If the opponent is correct, his Speed is boosted by 2 points, if he is wrong his Speed drops by 4 points.

-Tornado Snake [Effect]:
Kaidoh’s Spin is boosted by 7 points and the Opponent's control is lowered by 2.

-Devil Mode [Final Aura]:
This Aura cannot be chosen. This Aura automatically activates if the opponent’s final total is higher than Kaidoh’s, Kaidoh’s Power and Speed increase by 4 points each. If Kaidoh is playing Doubles with someone whom he has a support level of 3 or higher with, this effect is negated.

Vs.

Yukimura Seiichi (10, 11, 13, 10, 44) 50
All-rounder; Right Handed

-Child of God [Feat]:
Yukimura’s Speed gets boosted by 13 points.

-Serious Mode [Feat]:
Whenever the opponent surpasses Yukimura's total for the first time (this includes base totals), all of Yukimura's stats are boosted by 3 points. (Singles only)

-Yips [Effect]:
All of the opponent’s Effects and Auras are negated even if they cannot be negated with the exception of Pinnacle of Perfection and Pinnacle of Destruction. This effect cannot be copied.

Winner: Yukimura 6-0


Double 2

Kita Ichiuma (2, 2, 2, 1, 7) 4
Offensive Baseliner; Right Handed

-Doubles Expert [Feat]:
When playing doubles, if partnered with Nitobe, Kita is able to invoke any formation, regardless of prerequisites as long as it is not one that requires a play style prerequisite

-Part of the Plan [Effect]:
When playing Doubles 2 with Nitobe, all of Kita's stats are boosted by 2 points.


Nitobe Inakichi (1, 2, 2, 2, 7) 4
Defensive Baseliner; Right Handed

-Budding Doubles Abilities [Feat]:
When playing doubles, if partnered with Kite, Nitobe's control is boosted by 2 points.

-Part of the Plan [Effect]:
When playing Doubles 2 with Kita, all of Nitobe's stats are boosted by 2 points.

Due to Doubles Expert,
-Australian Formation [Formation]:
This formation can only be used by a pair of 2 All Rounders or a Serve and Volley and a Baseliner or a combination of an All Rounder and either a Serve and Volley or Baseliner that has a base total of 30 or more and a Minimum Tier Level of 2. The Pair using this formation receives a boost of [0.5 (Tier Level x (Combined Base Total/Opponent's Highest Level Player's Base Total))] to each stat.

Vs.

Akutagawa Jiro (4, 6, 7, 8, 25) 23
Serve and Volley; Right Handed

-Flexible Wrist [Feat]:
Jiro’s Control and Spin are boosted by 2 points each.

-Slice Serve and Dash [Serve]:
Jiro’s Spin is boosted by 3 points and his speed is boosted by 2.

-Magic Volley [Effect]
Jiro's control is boosted by 6. If his opponent is a Defensive Baseliner, that opponent's total drops by 3 points. This Effect cannot be copied or negated.

Hiyoshi Wakashi (5, 5, 6, 6, 22) 30
Aggressive Baseliner; Right Handed

-Kobujutsu Training [Feat]:
Hiyoshi’s Power and Speed are boosted by 2 points each.

-Gekokujou [Opening Feat]:
When playing against an opponent with an base total higher than Hiyoshi's, the opponent cannot lower Hiyoshi’s stats through Effects, and each of Hiyoshi’s stats is boosted by 2 point.

-Enbu Tennis [Effect]:
The Opponent's control is lowered by 2 and Hiyoshi's Power and Speed are increased by 3 each. This Effect cannot be negated.

-Australian Formation [Formation]:
This formation can only be used by a pair of 2 All Rounders or a Serve and Volley and a Baseliner or a combination of an All Rounder and either a Serve and Volley or Baseliner that has a base total of 30 or more and a Minimum Tier Level of 2. The Pair using this formation receives a boost of [0.5 (Tier Level x (Combined Base Total/Opponent's Highest Level Player's Base Total))] to each stat.

Winner: Jiro/Hiyoshi 6-0



Single 2

Tooyama Kintarou (14, 2, 12, 10, 38) 50
Aggressive Baseliner; Right Handed

-Wild Boy [Feat]:
If the opponent uses an Effect or Aura, Kintarou’s Speed and Power are boosted by 5 points each.

-5 Shots at Once [Feat]
Kintarou's Speed, Power and Control are boosted by 5 each.

-Super Rookies of East and West [Feat]:
If the opponent is Echizen, the match automatically ends in a tie.

-Daisharin Yama Arashi [Final Effect]:
(1)Kintarou’s Power is boosted by 15 points. Then, if the opponent’s total is within 3 points of Kintarou’s, Kintarou wins.
(2)If Kintarou's final Power exceeds his opponent's final Power by 8 or more, that opponent cannot play the next round.
(3) Daisharin Yama Arashi after effect only affects the opponent with the higher Power stat (Doubles).

Vs.

Itsuki Marehiko (2, 1, 1, 2, 4) 2
Defensive Baseliner; Right Handed

-Clam Digger [Feat]:
Itsuki's control is boosted by 2

-Sinker [Effect]:
Itsuki’s Spin becomes 0. The opponent’s Effects are negated.

Winner: Kintarou 6-0, Itsuki can't be used next round


Double 1

Shishido Ryou (3, 2, 7, 3, 15) 19
Defensive Baseliner; Right Handed

-Silver Pair [Feat]:
When playing Doubles with Choutarou, All stat boosts are doubled

-Teleport Dash [Feat]:
Shishido’s Speed is boosted by 4 points.

-Super High Speed Rising Counter [Effect]:
(1) If the opponent uses an Serve, that Serve is negated and the opponent’s Speed drops by 3 points. The Opponent may not use their Secondary Effect. If used against an Effect that Effect's potency is cut by 50%.
(2) Shishido and his Partner cannot have their Effects negated. (Doubles only)

Ootori Choutarou (5, 0, 5, 4, 14) 16
Serve and Volley; Right Handed

-Silver Pair [Feat]:
When playing Doubles with Shishido, All stat boosts are doubled

-Reliable:
When playing doubles with Shishido, Ootori's stats cannot drop.

-Neo Scud Serve [Serve]:
Ootori’s Power is boosted by 8 points. If Ootori or his team would tie with an opponent, they win instead.

Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Covering [Feat]:
If the partners Effect is negated or one of stats drop by 3 or more, the user’s Speed is boosted by 5 points.

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.

Preset pairs: Oishi/Kikumaru; Bunta/Jackal; Shishido/Choutarou; Hiyoshi/jiro

-I-Formation [Formation]
This Formation can only be used by a pair that has a support level of 3 or higher. This pair’s Effects cannot be negated. The Pair using this formation lowers the opponents stats by [0.5 (Tier Level x (Combined Base Total/Opponent's Base Total))] each

Vs.

Kawamura Takashi (10, 0, 4, 3, 17) 15
Aggressive Baseliner; Right Handed

-Power [Feat]:
Kawamura’s Power is boosted by 3 points.

-One Handed Hadokyuu [Effect]:
Kawamura's Power is boosted by 6 points. This effect cannot be used two rounds in a row.

-Dash Hadokyuu [Effect]:
This Effect automatically activates when the opponent's Power or total surpass Kawamura's Power/total for the first time in a match. Kawamura’s Power is boosted by 12 points. If this Effect is activated, Kawamura cannot be used in the next round. If there is no substitute for him, that match counts as a forfeit.

Tachibana Kippei (9, 7, 9, 7, 32) 36
All-rounder; Right Handed

-Wing of Kyushu [Feat]:
Tachibana's Power and Speed are boosted by 3 points each.

-Super Rising [Effect]:
The Opponents Control and Speed are dropped by 2 each. Tachibana can activate another Effect. If the opponent uses a Serve, it is negated and the Opponent's Effect does not activate. If the Opponent's base Speed is 8 or more, this Effect is negated, but the secondary Effect still activates.

-Abare Jishi [Effect]:
Tachibana’s Power is boosted by 6.

-Moujuu no Aura [Aura]:
All of Tachibana stats are boosted by 2 points. Tachibana can activate one more Effect.

Base: 29 vs. 49
Boost: 44 vs. 49
Feats: 68 vs. 49 (Silver Ace Pair Strategy)
Feats: 84 vs. 49 (Silver Ace Pair Teleport Dash)
Feats: 84 vs, 52 (Power)
Feats: 84 vs. 58 (Wings of Kyushu)
Formation: 84 vs. 46 (I Formation lowers by 1.5 each)
Serve: 84 vs. 46 (Super Rising Counters Neo Scud)
Aura + Effects: 82 vs. 52 (Moujuu Aura + Super Rising cut by Rising Counter)
Effects: 82 vs. 55 (Abare Jishi)
Effects: 82 vs. 73 (One Handed + Dash)

Winner: Silver Pair 7-5 (Had Covering activated it would be 6-0 lol)



Single 1

Echizen Ryoma (9, 11, 12, 13, 45) 50
All-rounder; Left Handed

-Prince of Tennis [Feat]:
If the opponent is Ryoga, Echizen automatically wins.

-Doubles Loser [Feat]:
When playing Doubles, Echizen cannot activate any Effects or Auras and his stats as well as the stats of his partner are halved. This part is negated when Ah-Un Formation is used.

-5 Shots at Once [Feat]
Echizen's Speed, Power and Control are boosted by 5 each.

-Vision [Feat]
The Opponent's Speed is dropped by 3 points

-Ten'imuhou no Kiwami [Final Aura]:
Echizen's stats are boosted by 2 each for 5 points of difference between him and his opponent’s final total. If his opponent’s base is more than 25 points lower than him, Echizen wins automatically. Echizen can activate one more Effect after activating this Aura. This Aura cannot be copied or negated. This Aura Negates Yips. (Singles only)

-Samurai Drive [Effect]:
Echizen Spin is boosted by 10 and the Opponent's control is dropped by the difference between his and Echizen's Control. This effect is negated if the opponent’s Speed stats are at least double Ryoma's final spin stat. This effect cannot be copied by anyone nor can it be negated.

Vs.

Muromachi Touji (2,2,2,2,8) 3
Defensive Baseliner; Right Handed

Stare [Feat]:
Muromachi's Spin and Control are boosted by 1 point each.

Winner: Ryoma (That's called Epic Rape)



Results:

Winner: Ken 3-2

[hr]
updated first post rankings and match links

Kaoz
April 23, 2010, 05:19 PM
Now then people, as round 3 is finished, feel free to nominate matches you'd like to see in the 'epic' section.

Sherlock Holmes
April 23, 2010, 05:36 PM
I nominate:
Niou's INFINITE BUUUUUUUUURST
Renji's aura raping

Bowser
April 23, 2010, 06:03 PM
Yanagi V Tezuka. Definitely.

Sherlock did you have an interview to Oxford o_O?! Don't you live a bit too far for that?

Sherlock Holmes
April 23, 2010, 06:46 PM
Yanagi V Tezuka. Definitely.

Sherlock did you have an interview to Oxford o_O?! Don't you live a bit too far for that?

I did. Funny story involving visiting an uncle living in england and a why the hell not moment. Had no idea I would be accepted though. I mean...I'm not exactly Oxford material. But hey, not complaining.

Still not sure if I wanna go there or just go to UofT here. Not as good but, hey at least it's in not in another continent.

On the other hand, hey England! Always wanted to go there.

javimgol
April 24, 2010, 03:03 AM
I did. Funny story involving visiting an uncle living in england and a why the hell not moment. Had no idea I would be accepted though. I mean...I'm not exactly Oxford material. But hey, not complaining.

Still not sure if I wanna go there or just go to UofT here. Not as good but, hey at least it's in not in another continent.

On the other hand, hey England! Always wanted to go there.
Congratulations, Sherlock!! Your disciple Bowser has recently suffered a sheer heart attack due to pure joy.
I hope than when you will rule the world you could buy Shueishi and make all the mangas availables in all the world and translated, 3 $ each one :p

Of course, I nominate my 0.75 Uber Lose Yagyyu VS Kite. Moreover, 'cause I noticed that if I would have been victorious, I could have got an awesome 3-0

Chaos told me he agreed to update Guess Who, Guess Who the 2nd and Illusion to permit copying a Serve too.
The greatest serves and effects can not be copied,the rule of only 30% of the points still works and Mind Raping Pair won't be hax, don't worry, because Guess Who needs to play VS/parnered with that player to copy the Serve or Effect

Kaoz
April 24, 2010, 06:19 AM
I'll add Yanagi-Tezuka, Yagyuu-Kite and Niou-Fuji then. The last one wasn't a close match but I think the first infinite we ever had.

Sai_the_Shaman
April 25, 2010, 02:38 AM
Round 4
javimgol vs. Zatono
-Ken- vs. chaosmaster1991
Sherlock Holmes vs. pikafire87
Jane Marple vs. KuwabaraTheMan
SaitheShaman vs. BYE
[hr]
Note: Round 4 Officially begins on Monday... There are a couple of changes I'll need to make
[hr]
Made a bunch of random changes. Well not entirely Random.

I've made some character change out's for their upcoming Season 3 versions. I didn't change any base stats or anything, but I wanted to spice things up a bit by giving people their new and (imo) improved versions of certain characters.

Some characters simply got a single technique change.

Changes I remember making:
Inui, Kaidou, Atobe (Changing Hametsu and Koori to their new versions), Kabaji (Kabaji has more than Simple Mind now), Minami, Higashikata (Jimi's got weaker...again), Kirihara, Shiraishi, Tezuka, Yagyuu (Change to Guess Who to include Serves), Niou (Change to Guess Who to include Serves), Kite, Kawamura, Shinji, Shishido, Choutarou, Oshitari, Golden Pair, Jiro, Kiraku.


I also updated the formations list. mainly readding high level no formation and chanign defensive to something worth using

I think those are all the changes.

If I didn't make any changes to at least two characters on your team, please let me know. I'll pick another character to change. Most of the changes will tend toward making your characters stronger in a sense ^^;; mostly anyhow....

javimgol
April 25, 2010, 07:13 AM
You changed 4 members of my team:

-Golden Pair is almost the same, no complains. While they could win VS Champion Pair easily, I have no problem at all

-Crauza's New Crucifixion is horrible.No longer an auto-win, is copiyable and possible to be cancelled..a true nerf. Yes, it gives him +10 points and maybe (many players have more than 13 points of Speed AFTER EFFECTS) -12, but Mid Tier is full of Effects cancellations or reducing Power increases. If before he was a Brig (28 points, and he defeats Kamio, who cost 10 points less by 3 or 4 points), now is simply Too Bad to Life

- Can Yagyyu's Guess Who, the 2nd, copy a Serve AND an Effect with 30%, of course? The description isn't very well made

Bowser
April 25, 2010, 08:03 AM
Who should we send our lineup to Sai?

Kaoz
April 25, 2010, 08:10 AM
Send them to me.

Sherlock Holmes
April 25, 2010, 12:24 PM
My team's only change was Niou's VERY minor effect. Sis' team didn't get anything, I think.

Bowser
April 26, 2010, 12:53 PM
Hey Sai, I sent my lineup to Chaos, you're going downn XD

pikafire87
April 26, 2010, 02:04 PM
crap...im going up against sherlock... i have a feeling hes going to predict everything i do for this match lol

Kaoz
April 26, 2010, 03:19 PM
Sai vs BYE

Substitute:
Yamato Yuudai (9, 5, 6, 10, 30)
All Rounder, Left Handed

-Insprirational Coach [Feat]:
If Yamato is put in reserves for the round, his teammates' totals go up by 5 each.

-100 Laps Training [Feat]:
If any Member of Yamato's team loses, they get boosted by 5 points for the next round.

For BYE's team this results in a boost of...
... +5 for Ryoga, Kazuya and Kadowaki
... +10 for Zaizen, Kitamura, Takase and Reiji


Singles 3

Kevin Smith (8, 7, 7, 8, 30) 33
All-rounder; Left Handed

-Spartan Training [Feat]:
Kevin's Power and Speed go up by 2 each

-Rivals [Feat]:
When Kevin plays a first year or second year his power gets boosted by 3. (Singles only)

-Muga no Kyouchi [Aura]:
Kevin stats are all boosted by 1 each and he can choose to use any Serve and Effect of a player his team has faced or that is on his team. If Copying a Serve, the user may not use one of his own Serves. If Kevin, chains more than 2 Effects after the Serve, He loses 1 point per stat for Every Effect he uses after the first 2. This Aura cannot be chained from another Effect or Aura.

-Tannhauser Serve [Serve]:
Atobe's Spin is boosted by 5 points and his Power is boosted by 3 points. If the opponent’s Power is lower than Atobe's afterward, all of his stats drop by 1 point each. If this would be used against Atobe by an Opponent copying it, Atobe negates the copied one. If the Opponent's Spin or Control are at least 10 or more, their stats do not drop.

-One footed Split Step [Effect]:
Kirihara’s Speed is boosted by 2 points. Kirihara can activate one more Effect OR Aura. This Effect cannot be negated

-Closed Eyes [Effect]
Fuji's stats are boosted 1.5 points each. If he would face an opponent using Illusion, the opponents copied Effects/Auras are only applied at 25%. Fuji can use one more Effect.

-Rai [Effect]:
Sanada’s Spin increases by 5 points, his Power increases by 7 points and his Speed increases by 8 points. Sanada's Speed cannot be lowered at all. This Effect is not affected by Hyakuren Jitoku no Kiwami. If Hyakuren Jitoku no Kiwami is used against Rai, it is negated. Any Effect the Opponent uses that resolves after this Effect and boosts the opponents own stats is negated.


Shinjou Reiji (8, 6, 4, 3, 21)
Defensive Baseliner; Right Handed
(+10 to end total due to Yamatos Feats)

-Coordination [Feat]:
All stats go up by .5

-Deep Impulse Serve [Serve]:
Reiji’s Power is boosted by 3 points.

-Deep Impulse [Effect]:
Reiji’s Power is boosted by 3 points.


Winner: Kevin Smith, 6-0

1-0 Sai


Doubles 2

Minami Kentarou (2, 2, 2, 4, 10) 12
Defensive Baseliner; Right Handed

-Jimi [Feat]:
When playing doubles with Higashikata, all of Minami's stats go up by 2 each

-Reliable [Feat]:
When playing doubles, Minami's stats get boosted by 2 each if his partner's stat were to drop by 5 or more.

-Sign Play [Effect]:
When playing Doubles with Higahitaka, the stats of the stronger opponent are lowered by 2 each and his Effects are added at -1 if they would boost his stats.

Higashitaka Masami (3, 2, 2, 3, 10) 12
Aggressive Baseliner; Right Handed

-Jimi [Feat]:
When playing doubles with Minami in, all of Higashikata's stats go up by 2 each

-Controlled Serve [Serve]:
Minamis Power and Control go up by 1 each. Sign Play cannot be negated for Higashikata or Minami.

-Sign Play [Effect]:
When playing Doubles with Minami, the stats of the weaker opponent are lowered by 2 each and his Effects are added at -1 if they would boost his stats.

-Play on Target [Formation]:
This Formation can only be used when playing with Higashikata, the stats of the stronger opponent are lowered by 2 points each and the Opposing Pair's Formation is negated.

Level 4:
Bonus: +10 points are added to the pair’s total
Both players gain the Feat:

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points.

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.


Kitamura Wataru (5, 5, 5, 5, 20)
All Rounder, Right Handed

-Doubles Strategist[Feat]:
Kitamura's partner has each of his stats boosted by 2 points.

Takase Masato (6, 6, 6, 6, 24)
All Rounder, Right Handed

-Doubles Strategist[Feat]:
Takase's partner has each of his stats boosted by 2 points.

-Split Court Ah-Un Formation [Formation]:
This Formation can only be used by two players that have no support level with anyone and both have a base total of 10 or higher. The players who use this formation both get +3 to their speed.


Base
10+10 - 20+24

Feats
10+10 - 30+34 (Yamato)
10+10 - 38+44 (Doubles Strategist)
18+18 - 38+44 (Jimi)
21+21 - 38+44 (Strategy)

Formations
21+21 - 38+34 (Play on Target, Split Court is negated)

Serves
21+23 - 38+34 (Controlled Serve)

Effects
21+23 - 30+26 (Sign Play)

Doubles Bonus
21+23+10 - 30+26 (Lv 4)

Totals
54-56

Winner: Kitamura Wataru/Takase Masato, 7-6

1-1


Singles 2

Marui Bunta (3, 5, 4, 10, 22) 31
Serve and Volley; Right Handed

-Volley Expert [Feat]:
When playing Doubles, Bunta’s Spin, Speed and Control are boosted by 2 points each.

-Sticking to Formation [Feat]:
When paired with Jackal in Doubles, Bunta's Spin goes up by 3

-Myougi [Opening Effect]:
The user chooses before the match whether he will use Tsunawatari, Tecchuu Atte or Jikansa Jigoku. The opponent must predict which of the 3 the user is going to use. If the opponent is correct, the effect is only activated at 50% potency. If the opponent it activates at 100%.

-Tecchuu Atte
This Effect can only be activated through Myougi. Bunta's Control is boosted by 5 points and the opponents control drops by 1.


Tokugawa Kazuya (15, 15, 15, 15, 60) 60
All-rounder; Left Handed

-Killing Glance [Feat]:
Each of the opponent’s stats drops by 1.5.

-Ten at a Time [Feat]
Kazuya’s Speed, Power and Control are boosted by 10 each.

-Intimidation [Effect]:
The opponent’s Control and Power drop by 5 points each. This effect cannot be copied.


BYE predicted Jikansa Jigoku, so Marui's Effect activates at 100%, but I suppose that doesn't matter...

Winner: Tokugawa Kazuya, 6-0

2-1 BYE


Doubles 1

Atobe Keigo (6, 7, 7, 10, 30) 45
All-rounder; Right Handed

-Tannhauser Serve [Serve]:
Atobe's Spin is boosted by 5 points and his Power is boosted by 3 points. If the opponent’s Power is lower than Atobe's afterward, all of his stats drop by 1 point each. If this would be used against Atobe by an Opponent copying it, Atobe negates the copied one. If the Opponent's Spin or Control are at least 10 or more, their stats do not drop.

Kabaji Munehiro (8, 3, 7, 4, 22) 23
None; Right Handed

-Power [Feat]:
Kabaji's Power is boosted by 5.

-Obediance [Feat]:
If Kabaji is on the same team as Atobe, his stats go up by 2 each during his match.

-Simple-Minded [Feat]:
If Kabaji plays singles, he copies the Serves, Effects or Auras of whomever he plays. If he plays doubles, he copies the same Serve, Effects or Auras of the opponent with the higher base total. If the Opponent uses an Aura, Kabaji drops by 1.5 in each stat before he can copy it. This Feat cannot be copied

-Command Formation [Formation]:
When Paired with Atobe, Kabaji's Base Total counts as the Pairs base total. Kabaji's stats are boosted by 5 + [Atobe's Highest Stat/Kabaji's Lowest Stat] each. Atobe's Feats and Effects do not take effect. Atobe's Serves still boost the Pair's Total. The Opponent's Effects and Auras are negated. Any ability the opponent uses to lower his opponents stats only takes effect on Kabaji (Never for both Kabaji and Atobe).


Echizen Ryoga (18, 17, 18, 17, 70) 65
All-rounder; Right Handed

-The Strongest [Feat]:
Ryoga’s Power, Speed and Control get boosted by 10 points each.

-Twist Serve [Serve]:
Ryoga's Spin is boosted by 3 points. If he plays against someone with the same hand, his opponent's control is lowered by 2.

-Purple Electric Aura [Aura]:
If the opponent would use a Serve, Effect or Aura, It is negated and he cannot use any secondary Effects or Auras. All of your Opponent's Stats drop by 5 each and their Effects are Negated.

Kadowaki Satoru (3, 3, 2, 4, 12)
All Rounder, Right Handed

Undeserved Arrogance [Feat]:
If Kadowaki is facing an Opponent with a higher base total than him, his Total drop by 5.

Secret Camp Training [Feat]:
If facing an Opponnent from the Winners Group, Kadowaki's stats are boosted by 2 each.

-Double Singles Formation [Formation]
This Formation can only be used by a pair with no tier level. They must have a combined base total of 50 or more. Each Player in the Pair cannot have their Feats, Effects, or Aura's negated. Their highest stats are boosted by 5 each.


Winner: Echizen Ryoga(/Kadowaki Satoru), 6-0


Results

3-1 BYE

javimgol
April 26, 2010, 03:40 PM
Shouldn't we discuss the changes that have been done? This is democracy, or sth like that

I can not simply accept that my third best player get nerfed without any explanation.

Bowser
April 26, 2010, 04:06 PM
Yessss +10 boost paid off! Jimmies finally lost. I was hoping for Ryoga to stomp Champion Pair too but >_<...KADOWAKI OWNED ATOBE - Super Tennis (though he didn't use it) ftw! I guess you had Jackal in Single 1 then, but too bad, I had that covered, Zaizen with a +10 boost XD

Sherlock Holmes
April 26, 2010, 04:27 PM
Shouldn't we discuss the changes that have been done? This is democracy, or sth like that

I can not simply accept that my third best player get nerfed without any explanation.
He's not nerfed, he's stronger now. The autowin condition never even activated before, you should know by now how rare and hard to use it was.

Kaoz
April 26, 2010, 04:36 PM
I agree with Sherlock, also Sai and I discussed this whole issue very democratically :p

Sai_the_Shaman
April 26, 2010, 04:43 PM
Krauser is not buffer. Demonic Aura allows you to activate one more effect and Crucifixion actually gives a boost now. it's not as if the auto win ever worked anyhow.

Krauser become more useful, not less >.>;; If you'd rather have the old version then, I'll change him back.

Bowser
April 26, 2010, 05:51 PM
I have to agree with the others. 42 and the possibility of making one player drop 20 is pretty damn good.

Sai_the_Shaman
April 26, 2010, 06:55 PM
well given jav's dislike and the fact that sherlock has now told me krauser is OP, going to switch him back to original

javimgol
April 27, 2010, 02:53 AM
well given jav's dislike and the fact that sherlock has now told me krauser is OP, going to switch him back to original
I prefer it. Krauza= possible auto-win. That's why he cost 28 points. Is the only player of the league who can do that. That simply makes the difference

Sai_the_Shaman
April 27, 2010, 03:33 PM
Jav Vs. Zatono

S3

Yagyuu Hiroshi (8, 5, 9, 9, 31) 38
Serve and Volley; Right Handed

-The Gentleman [Feat]:
Yagyuu gets boosted by 2 point in every stat, whereas the opponent’s highest stat drops by 2.

-Losing Reputation [Feat]:
This Feat doesn't activate except for when the opponent's total surpasses Yagyuu's for the first time in a match. If this Feat activates, 'The Gentleman''s effect is halved. All of the opponent's stats drop by 2 points each and Yagyuu's Spin is boosted by 3 points.

-Laser Beam [Effect]:
Yagyuu’s Power is boosted by 7. The Opponent's speed is lowered by 3.

Vs.

Inui Sadaharu(6, 4, 6, 9, 25) 30
Serve and Volley; Right Handed

-Super Training [Feat]:
Inui's Stats are boosted by 2 each.

Negating Gathering Data to use :

-Forsaking Data [Feat]:
This Feat is a manually activating Feat. This Feat can only be activated if 'Gathering Data' was negated. Inui's Power, Control and Speed are boosted by 3 points each and Inui can activate either Rising Shot OR Jack Knife. Data Tennis cannot be used if this Feat is activated.

-Waterfall [Serve]:
Inui’s Power is boosted by 9 points. If Inui or his team would tie with an opponent, they win instead.

-Rising Shot [Effect]:
If the opponent uses an Serve, that Serve is negated and the opponent’s Speed drops by 3 points. The Opponent may not use their Secondary Effect. If used against an Effect that Effect's potency is cut by 50%. This Effect cannot be activated other than through 'Super Training'.

Base: 31 vs. 28 (Inui +3 due to Zat buying the stats)
Feats: 39 vs. 25 (Gentleman)
Feats: 39 vs. 33 (Super Training)
Feats: 39 vs. 42 (Forsaking Data)
Feats: 38 vs. 35 (Losing Repuatation)
Serve: 38 vs. 44 (Waterfall)
Effects: 41.5 vs. 42.5 (Laser Beam cut by Rising Shot)

Winner: Inui 7-6


D2

Kaneda Ichirou (2, 2, 2, 3, 9) 5
Defensive Baseliner; Right Handed

-Tactician [Feat]:
When playing Doubles, Kaneda’s stats are boosted by 2 points each. Also, the team can use any standard Formation regardless of that Formation’s conditions.

-Drop Volley [Effect]:
Kaneda's Control and Spin are increased by 1 each.

Aoi Kentarou (2, 2, 2, 2, 8) 4
Aggressive Baseliner; Right Handed

-Thrill Seeker [Final Feat]:
If opponent’s total after he uses his first Serve or Effect is within 10 points of Aoi's, each of Aoi’s stats is boosted by 2 points.

-Cord Ball [Final Effect]:
Aoi's Control is boosted by 2. The opponent’s Speed stat drops by [10 - Opponent's Final speed] point each. If Thrill Seeker was activated, they drop by [15 - Opponent's Final speed] points instead. When playing Doubles, this affects only baseliners.

-Double Singles Formation [Formation]
This Formation can only be used by a pair with no tier level. They must have a combined base total of 50 or more. Each Player in the Pair cannot have their Feats, Effects, or Aura's negated. Their highest stats are boosted by 5 each.

Vs.

Konjiki Koharu (4, 5, 5, 7, 21)
Defensive Baseliner; Right Handed

-Comedy Tennis [Feat]:
When playing doubles with Hitouji, the weaker opponents control drops by 3.

-IQ Tennis [Final Feat]:
If an opponent would add points to any of his stats through an Effect, those points are added at -2. If an opponent would decrease any of Koharu's points through an Effect, those drops are applied at +1.

-Distraction [Effect]:
When playing Doubles with Hitouji, the stats of the stronger opponent are lowered by 1 point each.

Hitouji Yuuji (4, 5, 5, 7, 21) 23
Defensive Baseliner; Left Handed

-Comedy Tennis [Feat]:
When playing doubles with Koharu, the stronger opponents control drops by 3.

-Voice Imitation [Effect]:
When playing Doubles, the opposing team’s Formations and Support Bonuses are negated. Hitouji can activate one more Effect. This Effect cannot be copied.

-Copycat [Effect]:
When Playing Doubles, Hitouji copies the same Effect the opponent with the higher total uses. This Effect cannot be copied.

There's also +10 from the level 4 support tier, and
Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Using:
-I-Formation [Formation]:
This Formation can only be used by a pair that has a support level of 3 or higher. This pair’s Effects cannot be negated. The Pair using this formation lowers the opponents stats by [Tier Level x (Combined Base Total/Opponent's Base Total)]

Winner: Comedy Pair 6-0


S2

Irie Kanata (12, 15, 13, 15, 55) 55
Defensive Baseliner; Right Handed

-Vision [Feat]
The Opponent's Speed is dropped by 2

-Unshakable Precision [Feat]
Irie's Stats cannot be dropped by an Effect or Aura and any that would attempt to drop his Control drops their Control instead.

-Patience [Feat]
The user can choose to force all of his Serves, Effects and Aura's to resolve last (After all of the Opponent's Effects and Auras). If they do, none of the Opponents Effects and Auras can be negated by Irie. Irie resolves all of his Serves, Effects and Auras at 200% potency.

-Warning Shot [Serve]
Irie's Control is boosted by 5 and the Opponent's speed is dropped by 2.

-One Shot Kill [Effect]
Irie's Control is boosted by 10. All of the Opponent's stats are dropped by 2. This Cannot be Copied or Negated.

Vs.

Shirashi Kuranosuke (9, 9, 9, 9, 36) 43
All-rounder; Left Handed

-Ecstasy [Feat]:
(1) Whenever the opponent surpasses Shiraishi's total for the first time (this includes base totals), all of Shiraishi's stats are boosted by 2 points. (Singles only)

-Bible Tennis [Effect]:
All of Shiraishi's stats go up by 3 each. If an Opponent would use a Serve or Effect, it is only 25% effective. If a Technique has an auto-negate function, it is activated even if the requirements are not met. This Effect cannot be negated or copied by Muga no Kyouchi. Shiraishi can activate one more Effect.

-Entaku Shot [Effect]:
Shiraishi’s Spin is boosted by 7 points and the Opponent's control is lowered by 3.

Base: 55 vs. 35
Feats: 55 vs. 42
Feats: 55 vs. 40
Effects: 55 vs. 52 (Bible Tennis)
Serve: 56.25 vs. 51.5 (Warning Shotlowered by Bible Tennis)
Effects: 58.75 vs. 49.5 (One shot Kill lowered by bible Tennis)

Winner: Irie 7-5


D1

Kikumaru Eiji (4, 1, 10, 4, 19) 25
Serve and Volley; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Oishi, Oishi's Control goes up by 5 and any boost he receives from his own Effects are doubled.

-Acrobatic Play [Feat]:
Kikumaru’s Speed is boosted by 2 points. Kikumaru’s Effects cannot be negated.

-Vision [Feat]:
The opponent’s Speed drops by 4 points. This Feat cannot be copied

-Synchro [Aura]:
All of the Kikumaru's stats are boosted by 5 points each and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Oishi Shuuichirou(2, 4, 2, 4, 12) 25
Defensive Baseliner; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Kikumaru, Kikumaru's Speed goes up by 5 and all stat boosts he receives from his own Effects are doubled.

-Doubles Master [Feat]:
Oishi's Control and Speed are boosted by 2 points each. Additionally, his partner's highest base stat is boosted by 4 points, if there is more than one highest stat, the points are spread equally. This/those stat(s) cannot be decreased. (Doubles only)

-Synchro [Aura]:
All of the Oishi's stats are boosted by 5 points each and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points.

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.

Vs.

Kiraku Yasuyuki (5, 3, 4, 8, 20) 13
All-rounder; Right Handed

-Perfect Form [Feat]:
Kiraku's Spin and Control are boosted by 3 each.

-Adjustments [Feat]:
If Kiraku loses his match, he gets boosted by +2 to all his stats in the next round.

-Strategic Play [Effect]:
The player has to choose one stat. That stat is boosted by 2 + [Anything Gained from Energy Conservation] points. Kiraku loses when he ties.

Boosting Power.

Sakurai Masaya (1, 2, 1, 3, 7) 3
Defensive Baseliner; Right Handed

-Fudoumine's Shadow Assassin [Feat]
All of Sakurai's stats go up by .5

-Tactician [Effect]:
When playing Doubles, Sakurai’s stats are boosted by 2 points each. This Effect cannot be copied

Winner: GP 6-0


S1

Liliadent Crauza (7, 6, 6, 7, 26) 28
All-rounder; Right Handed

-Devil [Final Feat]:
If the opponent’ Power is within 5 levels of Krauser’s, each of the opponent’s stats drops by 2.

-Crucify [Final Effect]:
If the opponent’s Final Speed is within 2 points of Krauser’s, Krauser automatically wins. This Effect is negated if the Opponent has a base total of 20 or more than Krasuer. This Effect cannot be copied. (Singles only)

Vs.

Chitose Senri (7, 7, 7, 11, 32) 36
All-rounder; Left Handed

I have +3 on Chitose's spin thanks to points (not added yet)

-Wing of Kyushu [Feat]:
Chitose's Spin and Control are boosted by 3 points each.

-Muga no Kyouchi [Aura]:
Chitose's stats are all boosted by 1 each and he can choose to use any Serve and Effect of a player his school has faced or that is on his team. If the opponent is more than 10 points higher than Chitose’s, his stats are lowered by 1 each instead of boosted. If Copying a Serve, the user may not use one of his own serves.

-Tannhauser Serve [Serve]:
Atobe's Spin is boosted by 5 points and his Power is boosted by 3 points. If the opponent’s Power is lower than Atobe's afterward, all of his stats drop by 1 point each. If this would be used against Atobe by an Opponent copying it, Atobe negates the copied one. If the Opponent's Spin or Control are at least 10 or more, their stats do not drop.

-One footed Split Step [Effect]:
Kirihara’s Speed is boosted by 2 points. Kirihara can activate one more Effect OR Aura. This Effect cannot be negated

-Closed Eyes [Effect]
Fuji's stats are boosted 1.5 points each. If he would face an opponent using Illusion, the opponents copied Effects/Auras are only applied at 25%. Fuji can use one more Effect.

-Rai [Effect]:
Sanada’s Spin increases by 5 points, his Power increases by 7 points and his Speed increases by 8 points. Sanada's Speed cannot be lowered at all. This Effect is not affected by Hyakuren Jitoku no Kiwami. If Hyakuren Jitoku no Kiwami is used against Rai, it is negated. Any Effect the Opponent uses that resolves after this Effect and boosts the opponents own stats is negated.

Base: 26 vs. 35
Feats: 26 vs. 27
FeatS: 26 vs. 33
Effects: 26 vs. 33 (Crucify does not occur right now because Auto win conditions always resolve absolute last per last season's ruling when Chaos tired to use it against Atobe)
Aura: 26 vs. 37 (Muga no Kyouchi)
Serve: 26 vs. 45 (Tannhausser)
Effects: 26 vs. 47 (One Foot Split Step)
Effects: 26 vs. 53 (Closed Eyes - copied form Kevin Copying it >.>;;)
Effects: 26 vs. 73 (Rai)
Effects: 26 vs. 73 (Rai boosts Chitose's Speed by way too much, Crucify does not take place)

Winner: chitose 6-0


Results:

Zatono 3-2

Zatono
April 27, 2010, 03:40 PM
Aww man....another loss. I'm definitely heading for last place in the league.

Kaoz
April 27, 2010, 03:57 PM
There are still 5 rounds left, you can still get another 15 points (in theory), apart from that, I think I'm lower than you at the moment?

Zatono
April 27, 2010, 04:11 PM
Oh, wait, I just wanna say that Inui has +3 on power from when I bought it with points.
[hr]
WAIT! In addition to those 3 points, when you calculated Forsaking Data in you only boosted Inui by 6 instead of 9! Unless I'm missing something, I think that'll get me the victory in that match.

Sai_the_Shaman
April 27, 2010, 04:16 PM
hmm one sec let me go recalc, I did miss the boost.

Zatono
April 27, 2010, 04:16 PM
Wait, ignore what I said here. I hope that Inui can beat Yagyuu though.

javimgol
April 27, 2010, 04:34 PM
Yagyyu should beat Inui, no??
Have I win or not???

Sai_the_Shaman
April 27, 2010, 04:36 PM
One sec jav, you lost S3, so I need to calculate S1

javimgol
April 27, 2010, 04:37 PM
One sec jav, you lost S3, so I need to calculate S1

How could I lose S3????

Sai_the_Shaman
April 27, 2010, 04:43 PM
You lost because he bought 3 extra points for Inui.

javimgol
April 27, 2010, 04:53 PM
As Roger Federer said: "God, it's killing me"

Sai_the_Shaman
April 27, 2010, 05:01 PM
K fixed it....

Sorry Jav you lose because Crucify takes into account the final speed (because auto win conditions force their Effects to resolve absolute last according to the match chaos tried to use it against Atobe last season) and He muga blitzed you with Chitose.
[hr]
updated 1st page links to matches we've had so far

javimgol
April 27, 2010, 05:08 PM
Noooo
Auto-win should happen THE LAST of the Effects, not the Auras.
What you said isn't stated anywhre

The order of ability activation will be:
Feat->Formation->Serve->Effect->Aura

Furthermore some abilities have Opening or Final attached to them. Those activate right before the next stage OR right after the current one was reached.

DON'T STEAL MY VICTORY, PLEASE
[hr]
I won. Simply as that.

I can not accept other thing.

Zatono
April 27, 2010, 05:14 PM
Can I argue this with canon from the manga? Remember when Krauser crucified Kirihara? Kirihara used his devil mode immediately after that and owned Krauser. I can't even accept that there's an auto win effect, but since there is one it should definitely resolve last.
[hr]
Also, right in the effect, it says Final speed.

javimgol
April 27, 2010, 05:14 PM
Can I argue this with canon from the manga? Remember when Krauser crucified Kirihara? Kirihara used his devil mode immediately after that and owned Krauser. I can't even accept that there's an auto win effect, but since there is one it should definitely resolve last.
It's not canon than Kirihra can use Split Step till the infinite. But The Rules of The Game permited that, and Sherlock won because of that.

Krauser has been an auto-win for two seasons. A pretty tough auto-win, but I managed to get it.

Zatono
April 27, 2010, 05:18 PM
Yeah, but supposedly Chaos managed to get it last season as well, and they argued it back then and decided that it's supposed to be the final speed.

javimgol
April 27, 2010, 05:21 PM
The argument of your victory is:

"Auto win conditions force their Effects to resolve absolute last according to the match chaos tried to use it against Atobe last season"

1)First of all, that isn't stated anywhere. The only stated thing is:
The order of ability activation will be:
Feat->Formation->Serve->Effect->Aura

Furthermore some abilities have Opening or Final attached to them. Those activate right before the next stage OR right after the current one was reached.

2) Maybe that happened last season. But last season Shiraishi was on my team,Serves didn't exist, Bible Tennis was a Feat who simply cancelled Effects and Real Madrid was still playing in Champions League. A lot of rules changed, and only Sai and Chaos know (he dind't publish it anywhere) if that rule continued to be right

Sai_the_Shaman
April 27, 2010, 05:28 PM
Here's one thing we can do to settle to arguement

I do a one time change to Yagyuu to his S3 version (meaning he reverts back after the match)...

Yagyuu Hiroshi (8, 5, 9, 8, 30) 40
Serve and Volley; Right Handed

-The Gentleman [Feat]:
Yagyuu gets boosted by 2 point in every stat.

-Closet Trickery [Feat]:
This Feat doesn't activate except for when the opponent's total surpasses Yagyuu's for the first time in a match. All of the opponent's stats drop by 1 points each.

-Rival [Feat]:
If facing Niou, Trickster of the Courts does not activate and any boost gained by using Illusion is cut by 50%

-Laser Beam [Effect]:
Yagyuu’s Power is boosted by 10. The Opponent's speed is lowered by 5.

Since Inui only won cause he was changed to his new version...

and you 2 can have a rematch.

If you 2 BOTH agree to that then I will take the new line ups and calculate again.

javimgol
April 27, 2010, 05:30 PM
Here's one thing we can do to settle to arguement

I do a one time change to Yagyuu to his S3 version (meaning he reverts back after the match)...

Yagyuu Hiroshi (8, 5, 9, 8, 30) 40
Serve and Volley; Right Handed

-The Gentleman [Feat]:
Yagyuu gets boosted by 2 point in every stat.

-Closet Trickery [Feat]:
This Feat doesn't activate except for when the opponent's total surpasses Yagyuu's for the first time in a match. All of the opponent's stats drop by 1 points each.

-Rival [Feat]:
If facing Niou, Trickster of the Courts does not activate and any boost gained by using Illusion is cut by 50%

-Laser Beam [Effect]:
Yagyuu’s Power is boosted by 10. The Opponent's speed is lowered by 5.

Since Inui only won cause he was changed to his new version...

and you 2 can have a rematch.

If you 2 BOTH agree to that then I will take the new line ups and calculate again.
I could accept that, but I will send the line-up tomorrow

Zatono
April 27, 2010, 05:36 PM
My argument also consists of canon material, but whatever. How about this then, why should Crucify activate before everything else? Crucify should be part of an aura or something.

-Crucify [Final Effect]:
If the opponent’s Final Speed is within 2 points of Krauser’s, Krauser automatically wins. This Effect is negated if the Opponent has a base total of 20 or more than Krasuer. This Effect cannot be copied. (Singles only)

It says FINAL speed.

There's no way I should lose this one, logically.
[hr]
I MIGHT accept that deal. If I send you a line up tomorrow, it's a yes.

Kaoz
April 27, 2010, 05:56 PM
My argument also consists of canon material, but whatever. How about this then, why should Crucify activate before everything else? Crucify should be part of an aura or something.

-Crucify [Final Effect]:
If the opponent’s Final Speed is within 2 points of Krauser’s, Krauser automatically wins. This Effect is negated if the Opponent has a base total of 20 or more than Krasuer. This Effect cannot be copied. (Singles only)

It says FINAL speed.

There's no way I should lose this one, logically.

I'm sorry to say so but this is the original wording from the first post:


-Crucify [Final Effect]:
If the opponent’s Speed is within 2 points of Krauser’s, Krauser automatically wins. This Effect is negated if the Opponent has a base total of 20 or more than Krasuer. This Effect cannot be copied. (Singles only)

Apparently Sai accidently posted a wrong version that he was using for theoretical calculations, we're sorry for that.

As for the whole issue, I must admit that I can't remember whether last season's decision was based on the fact of Final Speed (and we never changed the wording) or because we only had Effects back then (both Final) and decided that auto-win conditions resolve last within their class (Feats/Effects/Auras).

Because of that I strongly recommend that the two of you have a rematch, again sorry about this, I hope it won't happen again.

KuwabaraTheMan
April 27, 2010, 06:27 PM
I think a rematch is probably the best way to go about it. I think the logic of the auto-win triggering last makes sense, but the way the rules are set up it should be triggering before auras take effect.

Zatono
April 27, 2010, 06:33 PM
Alright, I'll send a new line up later on today/tomorrow. Ugh..

Sherlock Holmes
April 27, 2010, 07:45 PM
The funny thing is that Krauser's new version would have won anyway.

Sai_the_Shaman
April 27, 2010, 11:53 PM
Added the following to the front page:

Ruling on Auto Win Conditions:
All Feats/Serves/Effects/Auras that have a condition regarding automatically winning will have their auto win conditions take Effect at the very end of the match.

Ruling on Chaining Effects:
If an Effects/Auras allows you to chain another Effect/Aura, you CANNOT chain the same Effect. NO INFINITE COMBOS!

THE GOLDEN RULE
Any Ruling that may be uncertain will be made at the discretion of the Referee after the Referee consults with another League coordinator (Sai the Shaman, chaosmaster1991 or Bowser)

Sherlock Holmes
April 28, 2010, 01:02 AM
I quit for this season.
Long story short, I sent my lineup, Sai said he wouldn't accept the loopholes, after he realized I planned on canceling Sanada's aura decided to make it impossible to be canceled, and etc.

Nothing personal, but I find exploiting loopholes what makes this game fun. Without it, I don't feel like playing it.

javimgol
April 28, 2010, 04:28 AM
The funny thing is that Krauser's new version would have won anyway.

Not at all Vs the Supah Muga Blitz.Even Irie without Patience would have problems...
[hr]

Added the following to the front page:

Ruling on Chaining Effects:
If an Effects/Auras allows you to chain another Effect/Aura, you CANNOT chain the same Effect. NO INFINITE COMBOS!

THE GOLDEN RULE
Any Ruling that may be uncertain will be made at the discretion of the Referee after the Referee consults with another League coordinator (Sai the Shaman, chaosmaster1991 or Bowser)

I think we should discuss this issue deeply.Without loopholes and absurd mindrapings the league won't be the same
[hr]

I quit for this season.
Long story short, I sent my lineup, Sai said he wouldn't accept the loopholes, after he realized I planned on canceling Sanada's aura decided to make it impossible to be canceled, and etc.

Nothing personal, but I find exploiting loopholes what makes this game fun. Without it, I don't feel like playing it.

A league without you lost many interest. Please wait till we discuss loopholes.

Kaoz
April 28, 2010, 07:04 AM
No one said you can't mindrape anyone anymore, also the only thing we prohibited were infinite chains, not loopholes in general, we have done this before.
If you find any loopholes, feel free to abuse them but be aware that they'll be altered afterwards (just like the whole time, it's not like we didn't ban loopholes before).

Sherlock Holmes
April 28, 2010, 08:00 AM
No one said you can't mindrape anyone anymore, also the only thing we prohibited were infinite chains, not loopholes in general, we have done this before.
If you find any loopholes, feel free to abuse them but be aware that they'll be altered afterwards (just like the whole time, it's not like we didn't ban loopholes before).

Except that this time Sai decided to correct them after I send the lineup, but before posting the results.

His argument for not allowing infinites was "I'm not taking any of your shit" which is...Eh about where I lose interest in this league.

Then he saw me negating Sanada's aura with Renji, and changed it so it could not be negated.

So yeah. I'll be back next season, but this one? I just don't feel like playing in it anymore.

Sai_the_Shaman
April 28, 2010, 10:05 AM
Meh, I'm pretty much just sick and tired of people cheating the system. So, if you're gone, then good riddance.

Sherlock Holmes
April 28, 2010, 11:25 AM
I for one am sick and tired of the lack of abuse of the system. It was fun while it lasted!

javimgol
April 28, 2010, 12:36 PM
Meh, I'm pretty much just sick and tired of people cheating the system. So, if you're gone, then good riddance.

It's not cheating the system. It's only the art of using all the tools you have.
[hr]

I for one am sick and tired of the lack of abuse of the system. It was fun while it lasted!
Wait till the end of the season, we have played two matches and we are tied, we need to discuss who is the best ;)

Sherlock Holmes
April 28, 2010, 12:47 PM
It's not cheating the system. It's only the art of using all the tools you have.
<hr noshade size="1">

Wait till the end of the season, we have played two matches and we are tied, we need to discuss who is the best ;)

We'll settle next season when it's Chaos turn since he is more loophole happy.

javimgol
April 30, 2010, 02:20 AM
If Zatono didn't send the line-up...
1) I win due to forfeit
2) Our match end in a draw, so reserve players should play (that's why there are 8 players per team)

Kaoz
April 30, 2010, 08:12 AM
If Zatono didn't send the line-up...
1) I win due to forfeit
2) Our match end in a draw, so reserve players should play (that's why there are 8 players per team)

No, not yet. Sai posted this round on Monday, so the line-ups need to be sent till Sunday.

Sai_the_Shaman
April 30, 2010, 09:53 AM
I have both lineups, I haven't calculated them yet

Zatono
May 01, 2010, 07:46 AM
If Zatono didn't send the line-up...
1) I win due to forfeit
2) Our match end in a draw, so reserve players should play (that's why there are 8 players per team)


If you 2 BOTH agree to that then I will take the new line ups and calculate again.

You do realize that if I didn't send the lineup, you'd of lost? It wouldn't end in a draw, and it wouldn't be a forfeit. I'd just win.
[hr]

I have both lineups, I haven't calculated them yet

Take as much time as you want.

pikafire87
May 01, 2010, 02:11 PM
umm... so do i get the auto-win since sherlock quit?

javimgol
May 01, 2010, 02:34 PM
You do realize that if I didn't send the lineup, you'd of lost? It wouldn't end in a draw, and it wouldn't be a forfeit. I'd just win.
<hr noshade size="1">



Not at all. Even Sai said that New Inui was broken.
And in S1, following the rules written till that day, I WOULD HAVE WON

Being fair, I should have won 3-1, with my victory in Yagyyu VS Inui in S3 with Inui "forfeiting due to be broken", as Jimmies did after their first match

But I won't enter again in the discussion. Just wait to the 2nd match

Zatono
May 01, 2010, 02:40 PM
Not at all. Even Sai said that New Inui was broken.
And in S1, following the rules written till that day, I WOULD HAVE WON

Being fair, I should have won 3-1, with my victory in Yagyyu VS Inui in S3 with Inui "forfeiting due to be broken", as Jimmies did after their first match

But I won't enter again in the discussion. Just wait to the 2nd match

Um, no. Sai did not say the new Inui was broken. Yagyuu would of still won had I not bought 3 points for him anyway, so quit whining.

javimgol
May 01, 2010, 03:54 PM
Um, no. Sai did not say the new Inui was broken. Yagyuu would of still won had I not bought 3 points for him anyway, so quit whining.
What part of those words you don't understand?



As for Inui beating Yagyuu, that was mostly because of the changes I made to him after last round so I could test how Inui would work out ^^;; That one I take full blame for.

Since Inui only won cause he was changed to his new version...

I realize you don't even read Sai posts

Zatono
May 01, 2010, 05:04 PM
I realize you don't even read Sai posts

And I realized that you take people's words and twist them into completely different meanings that suit your argument. "Only won" =/= broken

Also, whatever happened to
But I won't enter again in the discussion. Just wait to the 2nd match

Kaoz
May 02, 2010, 07:49 AM
Stop arguing, there will be a rematch and that's it.
[hr]
As a reminder, anyone who did not yet send his line-up has 19 hours and 10 minutes left to do so.

Sherlock Holmes
May 02, 2010, 12:09 PM
For the record, sis quit the league as well.

pikafire87
May 02, 2010, 01:52 PM
man... people need to chill out. its just a game right?

Kaoz
May 02, 2010, 04:23 PM
Jav vs Zatono

Singles 3

Akazawa Yoshirou (4, 2, 2, 2, 10) 5
All-rounder; Right Handed

-Singles Expert [Feat]:
When playing Singles, each of Akazawa’s stats is boosted by 1 point.

-Blur Ball [Effect]:
Akazawa's Spin is increased by 2. The opponent’s Control drops by 2 points. If the Opponent has the Feat "Vision", that Feat is negated and their Control and Speed drop by 2 each.


Chitose Senri (7, 7, 7, 11, 32) 36
All-rounder; Left Handed

I have +3 on Chitose's spin thanks to points (not added yet)

-Wing of Kyushu [Feat]:
Chitose's Spin and Control are boosted by 3 points each.

-Muga no Kyouchi [Aura]:
Chitose's stats are all boosted by 1 each and he can choose to use any Serve and Effect of a player his school has faced or that is on his team. If the opponent is more than 10 points higher than Chitose’s, his stats are lowered by 1 each instead of boosted. If Copying a Serve, the user may not use one of his own serves.

-Tannhauser Serve [Serve]:
Atobe's Spin is boosted by 5 points and his Power is boosted by 3 points. If the opponent’s Power is lower than Atobe's afterward, all of his stats drop by 1 point each. If this would be used against Atobe by an Opponent copying it, Atobe negates the copied one. If the Opponent's Spin or Control are at least 10 or more, their stats do not drop.

-One footed Split Step [Effect]:
Kirihara’s Speed is boosted by 2 points. Kirihara can activate one more Effect OR Aura. This Effect cannot be negated

-Moujuu no Aura [Aura]:
Ishida's Power is boosted by 6 points. Ishida can use one more Effect.

-Closed Eyes [Effect]
Fuji's stats are boosted 1.5 points each. If he would face an opponent using Illusion, the opponents copied Effects/Auras are only applied at 25%. Fuji can use one more Effect.

-Rai [Effect]:
Sanada’s Spin increases by 5 points, his Power increases by 7 points and his Speed increases by 8 points. Sanada's Speed cannot be lowered at all. This Effect is not affected by Hyakuren Jitoku no Kiwami. If Hyakuren Jitoku no Kiwami is used against Rai, it is negated. Any Effect the Opponent uses that resolves after this Effect and boosts the opponents own stats is negated.


Winner: Chitose 6-0

1-0 Zatono


Doubles 2

Kikumaru Eiji (4, 1, 10, 4, 19) 25
Serve and Volley; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Oishi, Oishi's Control goes up by 5 and any boost he receives from his own Effects are doubled.

-Acrobatic Play [Feat]:
Kikumaru’s Speed is boosted by 2 points. Kikumaru’s Effects cannot be negated.

-Vision [Feat]:
The opponent’s Speed drops by 4 points. This Feat cannot be copied

-Synchro [Aura]:
All of the Kikumaru's stats are boosted by 5 points each and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Oishi Shuuichirou(2, 4, 2, 4, 12) 25
Defensive Baseliner; Right Handed

-Golden Pair [Feat]:
When playing Doubles with Kikumaru, Kikumaru's Speed goes up by 5 and all stat boosts he receives from his own Effects are doubled.

-Doubles Master [Feat]:
Oishi's Control and Speed are boosted by 2 points each. Additionally, his partner's highest base stat is boosted by 4 points, if there is more than one highest stat, the points are spread equally. This/those stat(s) cannot be decreased. (Doubles only)

-Synchro [Aura]:
All of the Oishi's stats are boosted by 5 points each and his stats cannot drop through Feats and Effects. This Aura is negated when being used by only one player of the pair. (Doubles)

Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.

-Synchro Formation [Formation]:
This Formation can only be used by a Pair that has a Tier Level of 5 or higher and is using Synchro. The Opposing Pair's stats are dropped by 2.5 each. If the opposing pair would use a Feat, Effect or Aura to predict either player of this pair, that ability is nullified. If by some means, a pair would be able to use this formation without having Synchro, this formation is negated. This Formation cannot be nullified.


Konjiki Koharu (4, 5, 5, 7, 21)
Defensive Baseliner; Right Handed

-Comedy Tennis [Feat]:
When playing doubles with Hitouji, the weaker opponents control drops by 3.

-IQ Tennis [Final Feat]:
If an opponent would add points to any of his stats through an Effect, those points are added at -2. If an opponent would decrease any of Koharu's points through an Effect, those drops are applied at +1.

-Distraction [Effect]:
When playing Doubles with Hitouji, the stats of the stronger opponent are lowered by 1 point each.

Hitouji Yuuji (4, 5, 5, 7, 21) 23
Defensive Baseliner; Left Handed

-Comedy Tennis [Feat]:
When playing doubles with Koharu, the stronger opponents control drops by 3.

-Voice Imitation [Effect]:
When playing Doubles, the opposing team’s Formations and Support Bonuses are negated. Hitouji can activate one more Effect. This Effect cannot be copied.

-Copycat [Effect]:
When Playing Doubles, Hitouji copies the same Effect the opponent with the higher total uses. This Effect cannot be copied.

Support Lv 4 +10

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points

-I-Formation [Formation]:
This Formation can only be used by a pair that has a support level of 3 or higher. This pair’s Effects cannot be negated. The Pair using this formation lowers the opponents stats by [Tier Level x (Combined Base Total/Opponent's Base Total)]


Base
19+12 - 21+21

Feats
21+12 - 21+21 (Acrobatic Play)
26+12 - 21+21 (Golden Pair [Oishi])
29+12 - 21+21 (Strategy)
33+12 - 21+21 (Doubles Master)
33+16 - 21+21 (Doubles Master)
33+21 - 21+21 (Golden Pair [Kikumaru])
33+21 - 17+17 (Vision)
33+21 - 20+20 (Reliable)
30+19 - 22+22 (Comedy Tennis)
35+23 - 22+22 (Reliable)
35+23 - 25+25 (Strategy)

Support Bonuses
+15 - +10

Formations
35+21 - 15+15 (Synchro Formation)
20+6 - 15+15 (I Formation, Kikumaru's Speed doesn't drop thanks to Oishi's Doubles Master)

Effects
17+6 - 15+15 (Distraction, again Speed cannot drop)
-15 (Voice Imitation negates the Support Bonus)

Auras
37+26 - 15+15 (Synchro)
43+26 - 15+15 (stat drops from earlier are given back)

Totals
69 - 40

Winner: Kikumaru/Oishi 6-3

1-1


Singles 2

Irie Kanata (12, 15, 13, 15, 55) 55
Defensive Baseliner; Right Handed

-Vision [Feat]
The Opponent's Speed is dropped by 2

-Unshakable Precision [Feat]
Irie's Stats cannot be dropped by an Effect or Aura and any that would attempt to drop his Control drops their Control instead.

-Patience [Feat]
The user can choose to force all of his Serves, Effects and Aura's to resolve last (After all of the Opponent's Effects and Auras). If they do, none of the Opponents Effects and Auras can be negated by Irie. Irie resolves all of his Serves, Effects and Auras at 200% potency.

-Warning Shot [Serve]
Irie's Control is boosted by 5 and the Opponent's speed is dropped by 2.

-One Shot Kill [Effect]
Irie's Control is boosted by 10. All of the Opponent's stats are dropped by 2. This Cannot be Copied or Negated.


Inui Sadaharu(6, 4, 6, 9, 25) 30
Serve and Volley; Right Handed

Inui has +3 to power

-Super Training [Feat]:
Inui's Stats are boosted by 2 each.

-Forsaking Data [Feat]:
This Feat is a manually activating Feat. This Feat can only be activated if 'Gathering Data' was negated. Inui's Power, Control and Speed are boosted by 3 points each and Inui can activate either Rising Shot OR Jack Knife. Data Tennis cannot be used if this Feat is activated.

-Waterfall [Serve]:
Inui’s Power is boosted by 9 points. If Inui or his team would tie with an opponent, they win instead.

-Rising Shot [Effect]:
If the opponent uses an Serve, that Serve is negated and the opponent’s Speed drops by 3 points. The Opponent may not use their Secondary Effect. If used against an Effect that Effect's potency is cut by 50%. This Effect cannot be activated other than through 'Super Training'.


Winner: Irie 6-0

2-1 Jav


Doubles 1

Liliadent Crauza (7, 6, 6, 7, 26) 28
All-rounder; Right Handed

-Devil [Final Feat]:
If the opponent’ Power is within 5 levels of Krauser’s, each of the opponent’s stats drops by 2.

Demonic Appearance [Aura]:
Krauser's Power and Speed are boosted by 3 points each. This Aura cannot be copied, neither can it be negated, nor can this boost be cancelled.

Yagyuu Hiroshi (8, 5, 9, 8, 30) 40
Serve and Volley; Right Handed

-The Gentleman [Feat]:
Yagyuu gets boosted by 2 point in every stat.

-Closet Trickery [Feat]:
This Feat doesn't activate except for when the opponent's total surpasses Yagyuu's for the first time in a match. All of the opponent's stats drop by 1 points each.

-Rival [Feat]:
If facing Niou, Trickster of the Courts does not activate and any boost gained by using Illusion is cut by 50%.


Kiraku Yasuyuki (5, 3, 4, 8, 20) 13
All-rounder; Right Handed

-Perfect Form [Feat]:
Kiraku's Spin and Control are boosted by 3 each.

-Adjustments [Feat]:
If Kiraku loses his match, he gets boosted by +2 to all his stats in the next round.

-Strategic Play [Effect]:
The player has to choose one stat. That stat is boosted by 2 + [Anything Gained from Energy Conservation] points. Kiraku loses when he ties.

Boosting Power.

Sakurai Masaya (1, 2, 1, 3, 7) 3
Defensive Baseliner; Right Handed

-Fudoumine's Shadow Assassin [Feat]
All of Sakurai's stats go up by .5

-Tactician [Effect]:
When playing Doubles, Sakurai’s stats are boosted by 2 points each. This Effect cannot be copied


Winner: Yagyuu/Crauza 6-0


Results

3-1 Jav

Zatono
May 02, 2010, 04:33 PM
Sigh...w/e. As soon as I had to do a second lineup I didn't really care about the match anymore.

javimgol
May 03, 2010, 02:24 AM
I will only say that my D1 would have defeated 60-58 Funny Pair.

Being ironic, Jane Apples exit reinforces the theory "she" is only another account of Sherlock XD

Sai_the_Shaman
May 03, 2010, 02:25 PM
Ken vs. Chaos

S3

Sengoku Kiyosumi (5, 5, 6, 6, 22) 25
All-rounder; Right Handed

-Lucky! [Feat]:
If the opponents final total of points is even, Sengoku gets boosted 5 points. If the opponent final total of points is odd, Sengoku loses 2 points.

-Vision [Feat]:
The opponent’s Speed drops by 3 points. This Feat cannot be copied

-Racket Change [Feat]:
If Sengoku's total is surpassed by any means, his Power, Spin and Control go up by 2 each.

-Kohou [Serve]:
Sengoku’s Power is boosted by 3 points. The Opponent's Speed drops by 3. This Effect cannot be negated by any other Feats/Formations/Effects/Auras.

-Dunk Smash [Effect]:
Sengoku's Power is boosted by 5 points. Each of the opponent’s stats drops by 1 point.

Predicts Straight

Vs.

Kaidoh Kaoru (5, 7, 5, 5, 22) 30
Defensive Baseliner; Right Handed

-Stamina [Feat]:
Kaidoh wins if he ties or the opponent’s total is within 3 points of Kaidoh’s.

-Straight or Curved? [Opening Effect]:
The user chooses before the match whether he will use Gyro Laser or Tornado Snake. The opponent must predict which of the 2 the user is going to use. If the opponent is correct, his Speed is boosted by 2 points, if he is wrong his Speed drops by 4 points.

-Tornado Snake [Effect]:
Kaidoh’s Spin is boosted by 7 points and the Opponent's control is lowered by 2.

-Devil Mode [Final Aura]:
This Aura cannot be chosen. This Aura automatically activates if the opponent’s final total is higher than Kaidoh’s, Kaidoh’s Power and Speed increase by 4 points each. If Kaidoh is playing Doubles with someone whom he has a support level of 3 or higher with, this effect is negated.

Base: 22 vs. 22
Feats: 22 vs. 19 (Vision)
Serve: 25 vs. 16 (Kouhou)
Effects: 30 vs. 12 (Dunk Smash)
Effects: 24 vs. 19 (Tornado Snake w/ wrong prediction)
Aura: 24 vs. 27 (Devil Mode)
Feat: 30 vs. 27 (Racket Change)
Feat: 28 vs. 27 (unlucky)

Winner: Sengoku 7-6


D2

Fuji Shuusuke (5, 10, 6, 10, 31) 45
Defensive Baseliner; Right Handed

-Prodigy [Feat]:
Fuji’s stats cannot be decreased.

-Unmotivated [Feat]:
When Fuji plays against an opponent with a weaker base total (in Doubles both pair's totals are taken into account), all of Fuji's stats drop by 2 points. This Feat is negated when Fuji participates in a decisive match.

-Serious Mode [Feat]:
When the Opponent surpasses Fuji's total for the first time, Fuji's stats go up by 2 each. This does not count if the Opponent's Base Total is higher than Fuji's. In a decisive match, Fuji's stats go up regardless of prerequisites.

-Never-ending Evolution [Feat]:
When one of Fuji’s Counters is negated, the next counter activates. The Order is Triple Counter -> 4th Counter -> 5th Counter -> 6th Counter

-Closed Eyes [Effect]
Fuji's stats are boosted 1.5 points each. If he would face an opponent using Illusion, the opponents copied Effects/Auras are only applied at 25%. Fuji can use one more Effect.

-Evolved Triple Counter[Effect]:
Depending on Fuji's opponent, one of either Houou Gaeshi, Kirin Otoshi or Hakuryuu activates, in Doubles the stronger opponent's play style decides which one activates. If the Opponent's Speed is 10 or more than Fuji's Spin, this Effect is negated.
- When none of the other two activate -> Houou Gaeshi
- When the Opponent's highest stat is Power -> Kirin Otoshi
- When the Opponent's Play style is Serve and Volley -> Hakuryuu

-Houou Gaeshi:Fuji's spin is boosted by 6 and the Opponent's Speed and Control drop by 4 If the Opponent's Spin is 0, this Effect is negated.

-Kirin Otoshi:The Opponent's Effect is negated. This is negated when the Opponents Power exceeds Fuji's by 10 or more

-Hakuryuu: Fuji's Spin is boosted by 8 and the Opponents Speed and Control drop by 2 each.

-4th Counter - Kagero Zutsumi [Effect]:
If an Opponent would add points to his Spin stat through an Effect, those points are not added. If a boost was prevented this way, that Opponent's Spin becomes 0 and the Opponent's Speed is halved.

-5th Counter - Hecatonchires no Monban [Effect]:
Fuji's Spin stat becomes doubled. If the opponent's Spin or Power are equal to or higher than Fuji's Spin, this Effect is negated.

-6th Counter - Hoshi Hanabi [Effect]:
Fuji's Spin is boosted by 5 and the opponent’s Control and Speed are lowered by 2.5 each. If this Effect activates as a result of never ending evolution, the boost and stat drops are each doubled. This Effect can neither be copied nor can it be negated.

Saeki Kojirou (2, 2, 2, 5, 11) 16
Serve and Volley; Left Handed

-Childhood Friend [Feat]:
If Fuji participates in the match, Saeki’s stats are boosted by 2 points each.

-Analyze [Feat]:
If Saeki is playing Singles the opponent's control drops by 2 points. If Saeki is playing doubles, his partners control goes up by 2 and both opponents drop by 2 each.

-Vision [Feat]:
The opponent’s Speed drops by 2 points.

-Feather Drop [Effect]:
Saeki's control goes up by 5 points.


Fuji/Saeki
-Perfect Combination [Feat]:
All stats of both players are boosted by 1 point and their Effects activate regardless of any conditions.

Vs.

Kita Ichiuma (2, 2, 2, 1, 7) 4
Offensive Baseliner; Right Handed

-Doubles Expert [Feat]:
When playing doubles, if partnered with Nitobe, Kita is able to invoke any formation, regardless of prerequisites as long as it is not one that requires a play style prerequisite

-Part of the Plan [Effect]:
When playing Doubles 2 with Nitobe, all of Kita's stats are boosted by 2 points.


Nitobe Inakichi (1, 2, 2, 2, 7) 4
Defensive Baseliner; Right Handed

-Budding Doubles Abilities [Feat]:
When playing doubles, if partnered with Kite, Nitobe's control is boosted by 2 points.

-Part of the Plan [Effect]:
When playing Doubles 2 with Kita, all of Nitobe's stats are boosted by 2 points.

Due to Doubles Expert,
-Australian Formation [Formation]:
This formation can only be used by a pair of 2 All Rounders or a Serve and Volley and a Baseliner or a combination of an All Rounder and either a Serve and Volley or Baseliner that has a base total of 30 or more and a Minimum Tier Level of 2. The Pair using this formation receives a boost of [0.5 (Tier Level x (Combined Base Total/Opponent's Highest Level Player's Base Total))] to each stat.

Winner: Fuji/Saeki (Fuji kills both on his own)



S2

Fuji Yuuta (1, 2, 1, 2, 6) 7
Aggressive Baseliner; Left Handed

-Lefty Killer [Feat]:
When playing a lefty, each of Yuuta’s stats is boosted by 4 points.

-Super Rising [Effect]:
The Opponents Control and Speed are dropped by 2 each. Yuuta can activate another Effect. If the opponent uses a Serve, it is negated and the Opponent's Effect does not activate. If the Opponent's base Speed is 8 or more, this Effect is negated, but the secondary Effect still activates.

-W Twist Spin [Effect]:
Yuuta’s Spin is boosted by 10 points. If the opponent is a lefty, that opponent’s Power drops by 4 points.

Vs.

Tooyama Kintarou (14, 2, 12, 10, 38) 50
Aggressive Baseliner; Right Handed

-Wild Boy [Feat]:
If the opponent uses an Effect or Aura, Kintarou’s Speed and Power are boosted by 5 points each.

-5 Shots at Once [Feat]
Kintarou's Speed, Power and Control are boosted by 5 each.

-Super Rookies of East and West [Feat]:
If the opponent is Echizen, the match automatically ends in a tie.

-Daisharin Yama Arashi [Final Effect]:
(1)Kintarou’s Power is boosted by 15 points. Then, if the opponent’s total is within 3 points of Kintarou’s, Kintarou wins.
(2)If Kintarou's final Power exceeds his opponent's final Power by 8 or more, that opponent cannot play the next round.
(3) Daisharin Yama Arashi after effect only affects the opponent with the higher Power stat (Doubles).

Winner: Kintarou 6-0 (Yuuta cannot be used next round)



D1

Tezuka Kunimitsu (8, 12, 9, 11, 40) 45
All-rounder; Left Handed

-My Aaaaaaaaaaarm… [Feat]:
Tezuka loses in a tie.

-Unprecedented Strength [Feat]:
If Tezuka's player decides to activate any of Tezuka's Pinnacles, he has to choose an activation order for them. The Auras resolve in the chosen order as long as Tezuka's total is lower than his opponent's. If Tezuka's total is higher, he can still activate the first Pinnacle in his order.(Singles only)

-Tezuka Zone [Final Effect]:
(1) Tezuka's Spin is boosted by 6 points.
(2) If the opponent's Spin is lower than Tezuka's, his Control is halved.
(3) This Effect is negated when Tezuka's Spin drops below 1/2 of his base Spin.
(4) Tezuka may activate one more Effect or Aura that isn't Tezuka Phantom.
(5) This cannot be copied by Muga no Kyouchi

-Hyakuren Jitoku no Kiwami [Aura]:
If your opponent adds points to either his Power or Spin stat through a Serve, Effect or Aura, add twice of those points to Tezuka's Power/Spin stat.

-Saiki Kanpatsu no Kiwami [Aura]:
The player has to choose one Effect OR Aura from every player of the opposing team. If that ability is used against Tezuka, it is negated and the opponent's highest stat drops by 8 points. If two or more stats tie as the highest stat, the dropping points are divided equally. (Singles only)

Saiki:
Echizen Ryoma: COOL Drive (not that it'd matter)
Tooyama Kintarou: Daisharin Yama Arashi
Kaidou Kaoru: Straight or Curved
Shishido Ryou: Super High Speed Rising Counter
Ootori Choutarou: Basic Tennis
Kai Yuujirou: Viking Horn
Kita Ichiuma: Part of the Plan
Nitobe Inakichi: Part of the Plan


Yanagisawa Shinya(2, 2, 3, 3, 10)
All-rounder; Right Handed

-Dane! [Feat]:
If the opponent uses an Effect that would add points to a stat, only half of those points are added instead.

-Special Training [Effect]:
The player has to name an Effect or Aura before the match begins. If the an opponent uses that Effect/Aura, it is negated and all of Yanagisawa's stats are boosted by 2 points.

Special Training: Devil Mode

Vs.

Shishido Ryou (3, 2, 7, 3, 15) 19
Defensive Baseliner; Right Handed

-Silver Pair [Feat]:
When playing Doubles with Choutarou, If Choutarou's stats would be dropped, those drops only occur at 50%

-Teleport Dash [Feat]:
Shishido’s Speed is boosted by 10 points.

-Super High Speed Rising Counter [Effect]:
(1) If the opponent uses an Serve, that Serve is negated and the opponent’s Speed drops by 3 points. The Opponent may not use their Secondary Effect. If used against an Effect that Effect's potency is cut by 50%. If the Opponent's Effect would adds less than 3 points to his stats or drop the opponent's points by less than 3 points after being dropped by 50%, the Effect is negated.
(2) Shishido and his Partner cannot have their Effects negated. (Doubles only)


Ootori Choutarou (5, 0, 5, 4, 14) 16
Serve and Volley; Right Handed

-Silver Pair [Feat]:
When playing Doubles with Shishido, If Shishido's stats would be dropped, those drops only occur at 50%

-Reliable:
When playing doubles, Ootori's stats get boosted by 2 each if his partner's stat were to drop by 5 or more.

-Neo Scud Serve [Serve]:
Ootori’s Power is boosted by 10 points. If Ootori or his team would tie with an opponent, they win instead. This Serve cannot be negated. This Serve can only be negated if the copier has a base Power of 10 or more.

-Basic Tennis [Effect]:
Ootori’s stats are boosted by 0.5 each

-I-Formation [Formation]
This Formation can only be used by a pair that has a support level of 3 or higher. This pair’s Effects cannot be negated. The Pair using this formation lowers the opponents stats by [0.5 (Tier Level x (Combined Base Total/Opponent's Base Total))] each

Level 5:
Bonus: +15 points are added to the pair’s total
Both players gain the Feat:

Covering [Feat]:
If the partners Effect is negated or one of his stats drop by 3 or more, the user’s Speed is boosted by 5 points.

Strategy [Feat]:
The user’s highest stat is boosted by 3 points.

Ace Pair [Feat]:
When playing in a decisive match, all stat bonuses this player receives are doubled.

Base: 50 vs. 29
Boost: 50 vs. 44
Feats: 50 vs. 64 (Ace Teleport Dash)
Feats: 50 vs. 76 (Ace Strategy)
Formations: 38.4 vs. 76 (I Formation lowers total by 11.6. about 1.45 per stat)
Serves: 38.4 vs. 96 (Ace Neo Scud Serve)
Effects: 31.4 vs. 94.25 (Tezuka Zone cut by Super High Speed Rising Counter, Control having is cut by 50% due to Silver Pair)
Effects: 31.4 vs. 98.25 (Basic Tennis)
Aura: 63.4 vs. 98.25 (Hyakuren Jitoku no Kiwami, doubling Ace Neo Scud and 2 points from Basic)
Aura: 63.4 vs. 90.25 (Saiki Kanpatsu no Kiwami, Effects not negated due to Super High Speed Rising counters non negate effect. Drop reduced by 50% each due to Silver Pair Feat)
No Point going any further

Winner: Silver Pair 6-0


S1

Akutsu Jin (9, 4, 8, 6, 27) 30
Aggressive Baseliner; Right Handed

-Overseas Training [Feat]:
Akutsu’s stats are boosted by 2 point each.

-Flexibility [Feat]:
Akutsu’s Control is boosted by 3 points.

-Sliding [Final Effect]:
Akutsu’s speed is boosted by 5 and his Opponent's Effects are negated. If any of his opponent's Final stats are higher than Akutsu's Final speed, their Effects are not negated. In Double's this only affects the stronger Opponent.

Vs.

Echizen Ryoma (9, 11, 12, 13, 45) 50
All-rounder; Left Handed

-Prince of Tennis [Feat]:
If the opponent is Ryoga, Echizen automatically wins.

-Doubles Loser [Feat]:
When playing Doubles, Echizen cannot activate any Effects or Auras and his stats as well as the stats of his partner are halved. This part is negated when Ah-Un Formation is used.

-5 Shots at Once [Feat]
Echizen's Speed, Power and Control are boosted by 5 each.

-Vision [Feat]
The Opponent's Speed is dropped by 3 points

-Ten'imuhou no Kiwami [Final Aura]:
Echizen's stats are boosted by 2 each for 5 points of difference between him and his opponent’s final total. If his opponent’s base is more than 25 points lower than him, Echizen wins automatically. Echizen can activate one more Effect after activating this Aura. This Aura cannot be copied or negated. This Aura Negates Yips. (Singles only)

-Samurai Drive [Effect]:
Echizen Spin is boosted by 10 and the Opponent's control is dropped by the difference between his and Echizen's Control. This effect is negated if the opponent’s Speed stats are at least double Ryoma's final spin stat. This effect cannot be copied by anyone nor can it be negated.

Winner: Echizen 6-0


Results

Winner: -Ken- 3-2

Kaoz
May 03, 2010, 02:27 PM
Okay, I must say I imagined that a bit different....

Zatono
May 03, 2010, 02:53 PM
Chaos, your S3 is confusing me a bit. When Kaidoh used Tornado Snake, I understand why Sengoku dropped by 6 points, but why was Kaidoh boosted by 11 points instead of 7? Also, when Racket change was used, Sengoku was only boosted by 4 instead of 6.

Sai_the_Shaman
May 03, 2010, 02:59 PM
Oh that's my bad...

I originally had Kaidou using Tornado snake first....

then realized Sengoku was higher so Dunk Smash took Effect first...
[hr]
fixed, S3 won by Sengoku,

Kaoz
May 03, 2010, 03:02 PM
Well even when I win S3, S1 is Echizen and I have Akutsu there, so yeah...

anyway I forgot to ask, anyone wants to add matches to the 'epic' section?

Zatono
May 03, 2010, 03:07 PM
Ouch...Akutsu got stomped by Echizen. Quick question though, how many more rounds are there?

Sai_the_Shaman
May 03, 2010, 03:21 PM
alright, before I post Round 5, I'll start a trading period since we suddenly have an influx of characters. the trading period will last 3 days from Tomorrow.

Also. Bowser created a team to officially join the league and will need to play a few extra matches to catch up. So some of you will have some double matches to help with that in the next few rounds.

In regards to the trading, You are allowed to do Tier to Tier trading between other players. For trading from the spare characters (including Bye), you will need to do equal cost trading. If you have bought points or anything form the "shop" you are welcome to return those boosts and add points to your ability to trade.

I will post a list of the spare characters in a bit.

As for you question Zat, we have about 4 rounds left.

Zatono
May 03, 2010, 04:27 PM
You can buy a tier level for a pair on your team
5 points = level 1
10 points = level 2
15 points = level 3
20 points = level 4
25 points = level 5

You can add stats to your character: every 2 points gets 1 point in stats for any stat you chose.

You can add a formation between 2 characters for 5 points each. The formation must be okayed by me. Thus it cannot be ridiculously overpowered.
<hr noshade size="1">
just wanted to make an addendum, you can trade a lower tier character for a lower cost character to get more spare points if you so choose.
<hr noshade size="1">


I was just wondering if while we're doing the trading period, we could do some of this stuff as well, like trading in low tiers for points and buying formations.

Kaoz
May 03, 2010, 04:31 PM
A list of the unused characters, if I forgot to add someone or added someone who is already on a team, please point it out, thank you.

Echizen Ryoga
Tokugawa Kazuya
Yamato Yuudai
Yanagi Renji
Hiyoshi Wakashi
Zaizen Hikaru
Kajimoto Takahisa
Shinjou Reiji
Kawamura Takashi
Michael Lee
Kadowaki Satoru
Chinen Hiroshi
Kurobane Harukaze
Kitamura Wataru
Takase Masato
Muromachi Touji
Shudou Satoshi

Sai_the_Shaman
May 03, 2010, 04:33 PM
I was just wondering if while we're doing the trading period, we could do some of this stuff as well, like trading in low tiers for points and buying formations.

You can as long as you have the minimum 8 required players (2 High, 3 mid, 3 low)

Kaoz
May 03, 2010, 04:36 PM
So I'd like to trade a little bit:

I'm giving away:
Tezuka (High, 45)
Sengoku (Mid, 25)
Yanagisawa (Low, 5)

in order to get:
Kazuya (High, 60)
Kawamura (Mid, 15)

both add up to 75 points and I fulfill the tier requirements.

Approved

Zatono
May 03, 2010, 04:45 PM
Trading Shiraishi (High Tier, 43) for Renji (High Tier, 41)

That leaves me with two points, and I'll be adding onto Inui's power using those two points.

approved

Kaoz
May 03, 2010, 05:13 PM
Updated list

Echizen Ryoga
Tezuka Kunimitsu
Yamato Yuudai
Shiraishi Kuranosuke
Hiyoshi Wakashi
Sengoku Kiyosumi
Zaizen Hikaru
Kajimoto Takahisa
Shinjou Reiji
Michael Lee
Kadowaki Satoru
Chinen Hiroshi
Kurobane Harukaze
Kitamura Wataru
Takase Masato
Yanagisawa Shinya
Muromachi Touji
Shudou Satoshi

Bowser
May 03, 2010, 07:01 PM
Swapping Billy Cassidy (low - 14) and Hirakoba Rin (med - 26) for Yamato Yuudai (med) - since he's 31 cost, he is technically a mid ranged tier.

With 9 points left, buying Yanagiwa Shinya (5?), remaining 4 points adding 2? points to Mizuki's Control.

approved

-Ken-
May 03, 2010, 09:36 PM
I'll think about player swap later. But I'll vote Kaidoh vs Sengoku for epic match. It feel that way, at least.

javimgol
May 04, 2010, 03:55 AM
Sorry, I didn't see Bowser's team

I 'll trade Yagyyu (38) and Krauser (28) and Akazawa (5) = 71
for Shiraishi (43) and Kajimoto (21) and Chinen (6) = 70

With the point left, I increase Kaneda control

trades approved, point increase not because you need 2 for 1 point

Kaoz
May 04, 2010, 08:47 AM
You need 2 points to increase a stat.

Sai_the_Shaman
May 04, 2010, 10:24 AM
I changed the Midoriyama Pair (that was previous on BYE and are now free agents). They're a Level 1 Pair.

Kitamura Wataru (1, 5, 4, 2, 12) 15
All Rounder, Right Handed

-Perfect Form [Feat]:
Kitamura's Spin and Control are boosted by 3 each.

-Doubles Strategist[Feat]:
Takase's partner has each of his stats boosted by 1 points.

-Energy Conservation [Feat]:
If an Opponent would use a Serve that would add more than 5 points to their total, Kitamura adds 2 points to that Serve. When using his Effect, Kitamura boosts his Effect by the points added by that Serve. The Effect Boost cannot exceed 6.

-Strategic Play [Effect]:
The player has to choose one stat. That stat is boosted by 2 + [Anything Gained from Energy Conservation] points. Kitamura loses when he ties.


Takase Masato (5, 1, 2, 2, 10) 15
All Rounder, Right Handed

-Perfect Form [Feat]:
Takase's Spin and Control are boosted by 3 each.

-Energy Conservation [Feat]:
If an Opponent would use a Serve that would add more than 5 points to their total, Takase adds 2 points to that Serve. When using his Effect, Takase boosts his Effect by the points added by that Serve. The Effect Boost cannot exceed 6.

-Energy Chipping [Effect]:
Takase boosts his Control by 2 + [Anything Gained from Energy Conservation] and lowers the Opponents Power and Speed by 3 each. If the Opponent would have a Feat with the term 'Stamina' in it, this Effect is negated. If the Opponent would have a Feat called 'Breathless', they lose 5 points to their Power and Speed instead.

Kaoz
May 04, 2010, 10:51 AM
Updated list

Echizen Ryoga
Tezuka Kunimitsu
Yagyuu Hiroshi
Hiyoshi Wakashi
Liliadent Crauza
Hirakoba Rin
Sengoku Kiyosumi
Zaizen Hikaru
Shinjou Reiji
Billy Cassidy
Michael Lee
Kadowaki Satoru
Kurobane Harukaze
Kitamura Wataru
Takase Masato
Akazawa Yoshirou
Muromachi Touji
Shudou Satoshi

Bowser
May 04, 2010, 12:26 PM
You need 8 characters for your team and you have a total of 185 points you can spend at max

185? Swapping Yanagiwa Shinya for Chinen Hiroshi. If it isnt 185, getting rid of 2 points from Mizuki control boost and plus 5 points from Shinya, (7 points), buying Chinen for 6 points.

Kaoz
May 04, 2010, 12:32 PM
Jav already got Chinen, only the characters I listed are available at this point.

Sai_the_Shaman
May 04, 2010, 12:32 PM
jav already got chinen

Bowser
May 04, 2010, 01:07 PM
Woops didnt see it :P