Game Fan League Discussion Thread

Kaoz

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So since nobody seems to have a problem with it, we'll have three doubles from now on. Because of this I'm also going to increase the support bonuses a bit, so that you can't just stick one of the top guys into a doubles to solo that match.

In this format, I'd also like to give more characters Formations. If anyone has any ideas, please let me know.




I feel like the match format is a bit lacking at the moment, but I can't really think of a simple way to improve it, so instead of dwelling on it any longer I've decided to just finish the characters we'll be using next season for now. Here's the new Krauser:

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

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

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

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

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

---------- Post added at 02:11 PM ---------- Previous post was at 11:02 AM ----------

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

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

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

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

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

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

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Kaoz said:
So since nobody seems to have a problem with it, we'll have three doubles from now on. Because of this I'm also going to increase the support bonuses a bit, so that you can't just stick one of the top guys into a doubles to solo that match.
Three doubles seems fine, should make for more interesting matches altogether. Are you still planning for the next season to be a shorter one with the other half of the roster that wasn't used in 2.5? If everyone has to pick six characters, does that change doing that though?

Kaoz said:
]In this format, I'd also like to give more characters Formations. If anyone has any ideas, please let me know.
Do you have a rough idea of how many characters have Formations right now? If most of the SPoT Double players had a Formation, would that be enough? I don't know how much design space there is for Formations there without reviewing some of the old matches.

Kaoz said:
I feel like the match format is a bit lacking at the moment, but I can't really think of a simple way to improve it
I liked best-of-7 altogether, even if sometimes it was just repeating the same point multiple times. (Although that was more so due to SSS I'd say). Not sure what an easy change could do to improve it though, especially without making Doubles more complicated.

Krauser and Inui look good. I take it Auto is the new name for Feats then, and Counter is standalone now too.
 

Kaoz

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Three doubles seems fine, should make for more interesting matches altogether. Are you still planning for the next season to be a shorter one with the other half of the roster that wasn't used in 2.5? If everyone has to pick six characters, does that change doing that though?
Yeah, I want another test season. For the total number of characters, I figure we can just include some of the weaker ones from last time and maybe add three or four extra if necessary to get us to 48. Of course we'll then be left with a total of 60+ characters for the next full season, but we could do something like pick larger teams and work with a fatigue mechanic then to encourage rotating through the players.

Do you have a rough idea of how many characters have Formations right now? If most of the SPoT Double players had a Formation, would that be enough? I don't know how much design space there is for Formations there without reviewing some of the old matches.
Unfortunately they aren't that prevalent in the manga. From the top of my head, the characters that should get one as of right now are Oishi, Kikumaru, Shishido, Yagyuu, Inui, Yanagi, Mitsuya. Then there's some from characters that probably won't be included like Mukahi and the Jimmies. Mukahi's can probably be given to either Kirihara or Hiyoshi, not sure if there's anyone suitable for Sign Play. EDIT: Actually, I can think of something for at least Momoshiro and Hara as well, maybe Fuji too.

I suppose ideally a Formation should work in an already established pair but also be applicable to a few more partners. For example, Marui/Kite is a straight upgrade to Marui/Jackal, so if we had a Formation for the latter it should work for the former too. Or we've seen Inui and Yanagi play together using their DT, so they should be able to do that with other data players as well.

I liked best-of-7 altogether, even if sometimes it was just repeating the same point multiple times. (Although that was more so due to SSS I'd say). Not sure what an easy change could do to improve it though, especially without making Doubles more complicated.
I had two things in mind, one was to divide the two slots into a front player and a back player and then have them function slightly differently somehow, the other was to utilize the pair types described in PP 4 (Equal Footing Type, Leader Follower Type, Mutual Trust Type, Synchro Type) in some way, but neither seems really feasible.

One thing I would like to do though is add the ability to build new support levels over the course of the season.

Krauser and Inui look good. I take it Auto is the new name for Feats then, and Counter is standalone now too.
Yeah, forgot to explain that, my bad. Feat became Auto and Counters are what used to be Counter Feats (but I guess they're really just everything conditional now). I figured it's more intuitive this way.

---------- Post added at 07:53 PM ---------- Previous post was at 02:35 PM ----------

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

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

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

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

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

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

---------- Post added March 28, 2015 at 09:56 AM ---------- Previous post was March 27, 2015 at 07:53 PM ----------

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

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

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

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

Decided to go with what he got in the anime since it's more interesting than just having a better version of Yanagi.

---------- Post added at 11:54 AM ---------- Previous post was at 09:56 AM ----------

Another thing we could potentially do is add a rule that the pair you put into D3 has to have the lowest base total of the three whereas the one in D1 needs to have the highest. No idea if you guys would like this, but it'd probably allow for better planning. I don't think this would've worked with singles because some matches are just too static there, but it might be good for doubles - thoughts?
 
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FrostyMouse

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Wouldn't doing that mean that you more or less know who will be in each match for your opponent? Small variations aside, of course, you'd mostly...However, that might provide an interesting dynamic.
 

Kaoz

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In singles you would since there's a clear order from strongest to weakest, however in doubles it's less clear cut since you can mix up the pairs. Of course it'd still be more predictable than not having any restrictions at all, but that's kind of the point.

---------- Post added at 02:35 PM ---------- Previous post was at 12:38 PM ----------

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

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

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

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

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

-Moujuu no you na Synchro [Special - Lv 3]:
Activation: Only activates with Tachibana as partner. Cannot be negated.
Data: Speed increases by 2, Power increases by 1, Mental increases by 2.


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

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

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

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

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

-Moujuu no you na Synchro [Special - Lv 3]:
Only activates with Chitose as partner. Cannot be negated.
Data: Mental increases by 2.

Decided against giving Chitose Saiki in this format since it can't be used in doubles and I can't see him winning a 1v2 against anyone at this point. Implementation of Moujuu is a bit tricky in Tachibana's case - technically it should be a Special, but since it's his natural state and Moujuu's stamina boost is already included in his base stats anyway, I decided to make it an Auto for now. Would be open to combining it with Abare Jishi or something though.

---------- Post added March 29, 2015 at 01:04 PM ---------- Previous post was March 28, 2015 at 03:35 PM ----------

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

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

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


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

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

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


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

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

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

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

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


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

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

-Synchro [Special - Lv 3]:
Activation: Only activates with Washio as partner. Cannot be negated.
Data: Mental increases by 2. Dominant hand becomes Left.


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

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

-Synchro [Special - Lv 3]:
Activation: Only activates with Suzuki as partner. Cannot be negated.
Data: Mental increases by 2.

Gave the Sign Play to Suzuki and Washio because they don't have anything else and this gives them some niche use compared to the other Synchro pairs at least. I was trying to think of something that utilizes Suzuki's hand switch, but nothing really came to mind.

Also, I hope the Cord Ball effect is clear, if not let me know, so that I can adjust it.

---------- Post added March 31, 2015 at 05:40 PM ---------- Previous post was March 29, 2015 at 01:04 PM ----------

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

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

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


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

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

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


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

-Bloodlust [Counter]:
Triggers whenever an opponent activates an ability that "cannot be copied." Mental increases by 1.

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


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

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

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

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


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

-Twins [Auto]:
Only activates with Mutsu as partner or opponent. If Mutsu is the partner, Mental increases by 1. If Mutsu is the opponent, Total becomes 0.

-Synchro [Special - Lv 3]:
Activation: Only activates with Mutsu as partner. Cannot be negated.
Data: Mental increases by 2.


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

-Twins [Auto]:
Only activates with Mutsu as partner or opponent. If Mutsu is the partner, Mental increases by 1. If Mutsu is the opponent, Total becomes 0.

-Synchro [Special - Lv 3]:
Activation: Only activates with Mutsu as partner. Cannot be negated.
Data: Mental increases by 2.


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

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

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

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

Added extra abilities to Fuwa, Hakamada and Hara. If anyone has any better name ideas for Bloodlust, let me know; it's supposed to represent his "What a weirdo" catchphrase. The Twins feats are for Niou to copy obviously. Also decided to upgrade Vanish from a Lv 3 to a Lv 4 ability.
 

Friss

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I mean it makes it more like the series as we see the best players (usually) in the higher slots. Tezuka, Atobe, Sanada, Yukimura (S1) etc. It does make it a bit more predictable but I guess then it really comes down to picking the right team and making the right calls with abilities.
 

Kaoz

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

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

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

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

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

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


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

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

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

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

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

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

Not much to say about these two. I cut Kaidou's regular Snake because I don't like how it played and the Boomerang Snake also feels a bit pointless with Short Snake having a negation effect as well. I want to make Tornado Snake combo with Wonder Castle similarly to Giant Habu, but I haven't decided where to put that part yet (TS/GH, WC or a Formation).

The Next Generation Counters are meant to represent what they learned from Atobe and Tezuka during the tiebreaks. And as you can see, Hiyoshi ended up with Mukahi's old Formation.

---------- Post added April 13, 2015 at 12:20 PM ---------- Previous post was April 03, 2015 at 11:34 PM ----------

Been trying to decide whether to stick with fanbook stats or guesstimate training camp improvements. What do you think?

Head over here to see some of the numbers I'd go with.

---------- Post added April 26, 2015 at 09:53 AM ---------- Previous post was April 13, 2015 at 12:20 PM ----------

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

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

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

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

-Great Burning Serve [Counter Serve – Lv 2]:
Activation: Triggers when serving if HP is 0 (negates any other Serves).
Data: Power increases by 5, Technique increases by 1.
Extra: ACE if any opponent's Speed is less than 4 or their Power is less than 6. If ACE and an opponent's Speed is less than 4, that opponent's HP decreases by 10.

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

Kawamura turned into even more of a tank than he already was, but it's probably justified. He stayed largely the same otherwise - effectively the stat increase from Great Burning Serve is unchanged, the missing 2 points are added back on through the SB.

GBS is significantly less likely to activate now, but it hits quite hard when it does. I considered adding more complicated conditions on which opponent is affected (because technically only one would have to deal with it), but I don't think it's worth it.

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

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

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

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

-Synchro [Special - Lv 3]:
Activation: Only activates with Oishi as partner. Cannot be negated.
Data: Mental increases by 2.

I tried to go for a glass cannon like design in Kikumaru's case (as well as that's possible without KO moves) in the sense that his boosts are hard to negate, but you have to be careful when to use them. The Step is probably his weakest Special this time, but it should still be useful against certain opponents.




Also, again, please let me know if you want to play with adjusted stats.
 

Kaoz

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I've been thinking about altering the KO rule. Since we'll be sticking to doubles, I feel like it might be better to lower all of a KO'd character's stats to 0 instead of having them automatically forfeit.

Also, still haven't heard opinions on stat adjustments.

---------- Post added June 11, 2015 at 12:28 PM ---------- Previous post was June 10, 2015 at 08:41 AM ----------

Gave Ban, Date, Hakamada and the twins some more abilities based on their profiles.

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

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

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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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

-Synchro [Special - Lv 3]:
Activation: Only activates with Mutsu as partner. Cannot be negated.
Data: Mental increases by 2.


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

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

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

-Synchro [Special - Lv 3]:
Activation: Only activates with Mutsu as partner. Cannot be negated.
Data: Mental increases by 2.

---------- Post added at 04:09 PM ---------- Previous post was at 12:28 PM ----------

Threw something together for Siegfried, so there's an actual new character as well.

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

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

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

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

There wasn't that much to work with, but I think it's pretty obvious where all three of these come from. The first Auto assumes the revised KO mechanics I proposed yesterday, and I kinda like the idea of a character having the chance to evolve in a rematch.

On the name, it's just something I made up because I didn't like the idea of having E. Siegfired. Will do the same for Bismarck as well and maybe QP too.
 

Hardy

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While making both characters go down to 0 would be a better mechanic for the game, I'm kinda not sold about it in... the rp department, lol.

I'll check it all after this weekend if you don't mind Kaoz ^^

Edit: Oh in the end you went for 22 for Sieg.
 

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While making both characters go down to 0 would be a better mechanic for the game, I'm kinda not sold about it in... the rp department, lol.

I'll check it all after this weekend if you don't mind Kaoz ^^
I kinda know what you mean, but in the end that's what happened in a couple matches now, so I feel like it should be reflected.

Sure.
 

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Maybe if we do it in 3 set matches we can like... KO the character for the rest of the set and then it comes back in the following one? (and if both get KOed, then it's game over).
 

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Maybe if we do it in 3 set matches we can like... KO the character for the rest of the set and then it comes back in the following one? (and if both get KOed, then it's game over).
Well, I don't plan on them coming back (Siegfried is an exception), I just don't want to have easy KOs all over the place. And if both characters of a pair get KO'd it is game over of course.
 

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Uhm yeah, as we've seen characters deal with 1 vs 2s quite a lot of times already I don't see why it would be a problem, agreed.

About them coming back well... maybe a minimum requirement for it to happen? (like... having a total of 12 in Mental/Stamina/Power or 4 in both Stamina/Power?) We've seen dudes come back or being super resistant quite a lot of times, I don't think it should be an exception for just a couple.
 

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The HP stat itself takes care of the regular resistance and some people (Ban, Nakagauchi, Kawamura) have extra feats to back them up. We haven't really seen anyone besides Siegfried come back after actually sitting out though. Of course you could argue that Siegfried just had a lot of HP and didn't actually need to rest. I.e. he could've rejoined right away and Bismarck just thought he could handle stuff himself.

---------- Post added at 10:51 PM ---------- Previous post was at 10:44 PM ----------

I guess the point I'm trying to make is that I'd sooner get rid of the Auto than turn it into a universal mechanic.

---------- Post added June 12, 2015 at 12:32 PM ---------- Previous post was June 11, 2015 at 10:51 PM ----------

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

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

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

Somehow I feel like Bismarck has less material to work with for feats than Siegfried. SSB is a bit similar to Mu in concept, but overall the pros and cons are different and at least in doubles I think Mu is a bit stronger overall.

---------- Post added at 01:46 PM ---------- Previous post was at 12:32 PM ----------

Also since no one seemed to have an opinion on it, I have tentatively decided to increase the MSers' stats a bit and leave those of the HSers as they are with maybe one or two exceptions.
 

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That's fine, Kaoz.
 

Kaoz

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So I'm at a bit of a loss regarding Migihashi's Right Rounder ability. Theoretically it should be more effective in doubles since his partner can cover his weak left side, but I'm not quite sure what it should do. Negation? Stat boost? And what's the best way to determine if the partner is effective at covering? Should it work with any left handed partner for instance or should it be based on the partner's Mental (since we're using that to measure doubles ability as well)? Any ideas?

I'll check it all after this weekend if you don't mind Kaoz ^^
Still waiting on those thoughts btw.
 

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My vacations start tomorrow and then I'll be able to screw freely around for a month ^^'

I do like the idea of Migihashi being a doubles character that is more effective with a left handed btw. For singles you could give him a weaker TZ.
 

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For singles you could give him a weaker TZ.
I guess I can extend this to a general topic: do you guys want singles specific abilities still? I know I kinda included one for one of the twins since it was specifically mentioned but in the end we'll only be playing doubles next season. We could make a rule that once your partner is KO'd, it counts as a singles match for your character - in that case I'd still prefer putting all the singles only abilities into Autos though, otherwise I reckon they won't be worth using.
 

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Nono, I meant for future reference. For the moment no need to include Singles abilities.

Edit: but now that you mention it some characters using Autos once his partner gets KO'ed might be interesting.
 

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Edit: but now that you mention it some characters using Autos once his partner gets KO'ed might be interesting.
I think we could have four general categories for this:
1. Characters that react when their partner's Stamina is 0 (exhaustion after giving it their all).
2. Characters that react when their partner's HP is 0 (i.e. "singles" only abilities and abilities reacting to opposing attacks).
3. Characters that cause a reaction in their partner when their Stamina is 0.
4. Characters that cause a reaction their partner when their HP is 0.

Technically Mental could be a factor as well, but I don't think there are enough abilities that reduce Mental to really warrant this outside of a few niche cases.

---------- Post added June 18, 2015 at 04:11 PM ---------- Previous post was June 17, 2015 at 10:00 PM ----------

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

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

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

In the end this is a pretty simple effect, but when you think about it, it nicely represents his playstyle in my opinion.
 
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