Shin Prince of Tennis Fan League II - Season 3
1. Table of Contents
1. Table of Contents
3. League Format
3.1 Character Draft
3.2 Season Format
4. Battle Format
5. Character Data
5.1 Activation Order
6. Extra Rules
7. List of Characters
9. Players & Teams
10. League Schedule
11. League Table
2. Introduction (Return to top)
Shin Prince of Tennis Fan League II is a game for up to ten players, in which every player forms a team of eight characters and competes against the remaining contestants. In this mini season, the player limit is eight instead with every player having a team of four characters.
3. League Format (Return to top)
3.1 Character Draft (Return to top)
Every team consists of four characters. Characters are chosen by posting that character's name in the game thread when it's the player's turn according to the drafting order. No character can be picked twice. A player is free to send a list of picks to another player if they wish to speed up the drafting process. If a player takes longer than 24 hours to pick a character, their turn will be skipped and they will pick twice on their next turn.
Chosen characters cannot be changed until the trading period (see schedule).
The drafting order is:
01st Pick: 1 2 3 4 5 6 7 8
02nd Pick: 8 7 6 5 4 3 2 1
03rd Pick: 1 2 3 4 5 6 7 8
04th Pick: 8 7 6 5 4 3 2 1
05th Pick: 1 2 3 4 5 6 7 8
06th Pick: 8 7 6 5 4 3 2 1
07th Pick: 1 2 3 4 5 6 7 8
08th Pick: 8 7 6 5 4 3 2 1
09th Pick: 1 2 3 4 5 6 7 8
10th Pick: 8 7 6 5 4 3 2 1
3.2 Season Format (Return to top)
The season consists of two parts. The first part is a 7 round league format. Players must submit their line-ups to the designated referee before the end of the round. The results of all battles will be announced during the following round. Winning a battle nets the player 2 points, a draw results in 1 point for both players and in case of a loss, a player receivers 0 points.
If a player fails to submit their line-up, the battle is counted as a 0-2 loss for them and a 2-0 win for their opponent. In case neither player submits a line-up in time, the battle is counted as a 0-2 loss for both of them. If a player notifies a host of their absence before the end of a round, the deadline will be extended for that player or their battle will be postponed (if possible).
If a player fails to submit a line-up more than three times, or if they make excessive use of their right to extend the deadline, the hosts reserve the right to disqualify that player. If a player gets disqualified, any results from battles they were involved in are void.
After 7 rounds, the four teams with the highest amount of points will advance to a KO stage; in case of a tie in points, the team with better set difference advances. Semifinal battles will be determined randomly, the winners of both semifinals will face each other in the finals for the championship.
All details regarding the submission of line-ups are the same as during the league stage. All characters' Energy becomes 2 after the end of the league stage.
4. Battle Format[ (Return to top)
A battle consists of three matches, Doubles 1, Doubles 2 and Doubles 3. The order in which matches are played is:
Doubles 3 -> Doubles 2 -> Doubles 1
A player wins a battle when they have a match lead that cannot be tied or surpassed in the remaining number of matches. In case of a tie in matches after Doubles 1, the battle ends in a draw.
Players have to to select two characters for each Doubles match when submitting their line-up. Characters can only be selected when their Energy is greater than 0 (see here). A character's Energy decreases by 1 after each match they played and becomes 2 after not playing a match. Furthermore, each pair's base total (the sum of both characters' base total and the pair's doubles bonus) determines in which position the pair is put. Pairs with lower base totals play in earlier matches. In case of a tie in base total, the player may choose which of the tied pairs appears in which of the applicable matches.
For each character, a player fills out the form below.
For each character, all of that character's feats are automatically selected (exceptions exist and are noted as such in a feat's description), up to one Formation may be selected (Doubles only, and only one Formation may be used by each pair), as well as up to one Serve or Special for each point which is in effect only for that point.
Serves may only be used during service points. During those points, the server's Server Bonus is automatically added to their total. Activating a Serve or Special permanently decreases Stamina by 1.
The serve order will be randomly determined before the match and posted alongside the match-ups each round. When submitting their line-up, the player has to assign characters of each pair to the Deuce and Ad positions. Characters in the Deuce position serve on the 1st and 5th point (when serving first) or the 2nd and 6th point (when serving second). Characters in the Ad position serve on the 3rd and 7th point (when serving first) or the 4th and 7th point (when serving second).
A match consists of up to seven points, a player wins a match when their character wins four points.
A point is won by the character with the greater total in the Final Total step. In Doubles, the pair's total is equivalent to the sum of both of that pair's characters' total, combined with the pair's Doubles Bonus. In case of a tie during the first six points, the server wins; in case of a tie in the seventh point, the character/pair with the higher combination of server bonus and mental wins. If these values are equal, the character/pair with the higher combined stamina wins the game. If stamina is equal as well, the entire match results in a draw.
If a character has to forfeit, that match is counted as a loss for the player. In Doubles, if one character forfeits, the pair has to forfeit.
5. Character Data (Return to top)
Characters are displayed in the following way:
Total is the sum of all other stats.
Name [Total, Server Bonus, HP, Playstyle, Dominant Hand]
(Speed, Power, Stamina, Mental, Technique)
List of Abilities
If a character's stamina is 0 and would be dropped by an ability, that character automatically forfeits.
If a character's mental is 0, that character cannot activate any new non-feat abilities and all of that character's currently active, non-feat abilities are negated even when they are unnegatable.
If a character's HP is 0, that character automatically forfeits.
An ability has one of the following types:
Auto, Counter Formation, Serve, Special
Counter abilities only activate as described in their respective effects.
Serves and Specials have a Level (Lv) which influences negation points.
5.1 Activation Order (Return to top)
All abilities activate in the following order. Abilities activate at the same time if they activate during the same step. During the Activation step, if both abilities negate the opponent's ability, all affected abilities are negated. During the Data step, if multiple abilities provide a boost based on the same stat of opposing characters, they will boost depending on the stat values at the beginning of the Data step. ACE effects are resolved in the order: Server/Serving Pair -> Receiver/Receiving Pair.
1) Support Levels (Doubles only)
3) Formations (Doubles only)
4) Server Bonus
5) Serves & Specials
6) Final Total
7) Stamina Adjustment / "After the Point" Effects
6. Extra Rules (Return to top)
- A stat cannot drop below 0, however a hypothetical drop still occurs and affects abilities that would normally be affected by stat drops.
- Percentages stack. I.e. when an ability is affected by multiple others that influence the potency at which it activates, it activates at the product of those modifications (e.g. an ability that's supposed to activate at 50% and at 200% activates at 100%).
- If an ability activates at X% , only stat boosts and stat drops are affected by the potency modification.
- The same ability may not be used more than once in an ability chain.
7. List of Characters (Return to top)
8. Doubles (Return to top)
Two characters can increase their support level by playing enough matches together. The requirements are as follows:
Lv 0 -> Lv 1: 2 Matches
Lv 1 -> Lv 2: 2 Matches
Lv 2 -> Lv 3: 3 Matches
Lv 3 -> SYNCHRO: 5 Matches
If a Lv 3 pair has played enough matches together, they will be able to use Synchro.
-Synchro [Special - Lv 3]:
Activation: Only activates with [PARTNER] as partner. Cannot be negated.
Data: Mental increases by 2.
Extra: ACE if, at the end of the Extra step, Doubles Bonus exceeds opposing pair's Doubles Bonus and the opposing pair has not activated an ability with Synchro in its name.
Support Lv 1: +3
Support Lv 2: +5
Support Lv 3: +8
The Doubles Bonus is calculated by adding up the Mental stat of both characters of a pair and the Support Bonus.