I was thinking moves that have to do with frankenstein.
"It's Alive"
"The Monster" he puts on a mask and runs around scaring people in only rainbow underpants. (Also a wrestling move)
Or wrestling move
"Body slam" he jumps over the net and lands on the opponent knocking him out.
-Usu [Auto]:
Only activates with Atobe or Niou on the same team. Mental increases by 1.
-Bodyguard [Auto]:
Only activates with Atobe as partner. Partner's HP cannot decrease.
-Simple-minded Copy [Auto]:
Cannot be copied. Whenever an opponent activates a Special, this turns into that Special as long as that Special's Lv exceeds the currently copied Special's Lv. If the copied Special's Lv exceeds Mental, Total decreases to 0 [Lv - Mental] points.
-Hyoutei's Golden Pair [Auto]:
Only activates with Ootori as partner. Mental increases by 1. Partner's Mental increases by 1. Partner's Mental decreases at +2. If Stamina is 0, Partner's Mental increases by 2.
-High Speed Super Rising [Special - Lv 2]:
Data: Speed increases by 2. Opponent's SB decreases to 0. Opponent's Technique cannot increase through Serves.
Extra: ACE if every opponent's Speed is less than 3.
-Inducement Formation [Formation]:
Only activates with Ootori as partner. Speed increases by 1, Mental increases by 1. Partner's Speed increases by 1, partner's Mental increases by 1.
-Pro's Guidance [Auto]:
Cannot be copied. If Mental is less than 6, Mental permanently increases by 1.
-Brilliant Tezuka Zone [Special - Lv 6]:
Activation: Only activates if Support Lv is 3.
Data: Mental increases by 2, Technique increases by 3.
Extra: Every opponent's Technique is halved. ACE if Mental exceeds every opponent's combined Mental and Technique or Technique exceeds every opponent's combined Power and Technique.
-Mastered Tezuka Phantom [Special - Lv 6]:
Data: Power increases by 2, Technique increases by 6. If Power exceeds an opponent's Power and that opponent's Power or Technique increases through a Serve/Special with Lv <= 5, Power/Technique increases by double that increase.
Extra: Every opponent's Technique is doubled. ACE if Technique exceeds every opponent's Technique.
-Perfect Zero Shiki Drop Shot [Special - Lv 6]:
Activation: After activation, Stamina decreases by 0.5 instead of 1.
Data: Speed increases by 2, Power increases by 2, Technique increases by 4. SB increases by 1.
Extra: ACE if every opponent's combined Speed, Power and Technique is less than 18.
-Duke Homerun [Special - Lv 5]:
Activation: After activation, Stamina decreases by 0.5 instead of 1.
Data: Power increases by 8.
Extra: ACE if every opponent's Speed is less than 5 or their Power is less than 6. If ACE and an opponent's Speed is less than 5, that opponent's HP decreases by 12.
-Duke Bunt [Special - Lv 5]:
Data: Technique increases by [5 + 3 x number of times Duke Homerun was used before].
Extra: ACE if every opponent's combined Speed and Mental is less than [5 + 3 x number of times Duke Homerun was used before].
For Tezuka, I liked the idea of combining each of the doors with one of his personal moves, so I went ahead with it. I'll probably do the same for Ryoma, Oni and Kintarou and TnK. Also, I'm not sure if the wording for Simple-minded Copy is clear, so please let me know if there's anything you don't understand about it, so that I can change it if necessary.
---------- Post added September 05, 2015 at 10:52 AM ---------- Previous post was September 01, 2015 at 09:51 AM ----------
-Maestro [Auto]:
Opponent's Specials with Lv <= 5 are negated. Whenever an opponent's Special is negated this way, that opponent's Mental permanently decreases by 1.
-Improvisation [Auto]:
Speed cannot decrease, Power cannot decrease, Technique cannot decrease. Whenever a stat would decrease through an opponent's ability, it increases by 1 instead.
-Pro's Experience [Auto]:
Cannot be copied. Mental increases by 1 and cannot decrease.
-SABR [Special - Lv 6]:
Activation: Opponent's Serves are negated. After activation, Stamina decreases by 0.5 instead of 1.
Data: Power increases by opposing server's SB, Technique increases by negated Serve's Lv. Opposing server's SB becomes 0.
Extra: ACE if [Boost] is higher than every opponent's Speed.
---------- Post added September 06, 2015 at 08:39 PM ---------- Previous post was September 05, 2015 at 10:52 AM ----------
-The Man who flows like the River [Auto]:
Speed increases by 2. Mental increases by 2. Opponent's stats decrease by difference between Mental and opponent's lowest stat.
-Leadership [Auto]:
Partner's Mental increases by 1.
-Pushy [Auto]:
After each point, if an opponent has not activated a Serve/Special during that point, that opponent's Stamina decreases by 0.5.
-Gen'U Yume Utsutsu [Special – Lv 2]:
Data: Mental increases by 1. If an opponent's combined Speed and Mental is less than 8, that opponent's Power decreases to 0.
Extra: ACE if every opponent's combined Speed and Mental is less than 8.
Yamato hasn't changed much, I generally liked the way he worked. I mainly adjusted the Stamina draining part of The Man who flows like the River and turned it into its own ability since Stamina recovery doesn't exist anymore.
---------- Post added September 08, 2015 at 01:18 PM ---------- Previous post was September 06, 2015 at 08:39 PM ----------
-The Philosopher of Victory [Auto]:
Opponent's stats cannot increase through Feats. After an opponent uses a Serve/Special, that Serve/Special's Lv permanently decreases by 1. Opponent's Serves/Specials with Lv <= 4 are negated.
-Pro's Experience [Auto]:
Cannot be copied. Mental increases by 1 and cannot decrease.
-Strictness [Auto]:
Partner's Speed increases by 1, partner's Mental increases by 1. Partner's Mental cannot decrease.
-Blitzkrieg [Auto]:
Negated after losing a point for the first time. Power increases by 2. After winning a point, every opponent's Mental permanently decreases by 1.
-Child of God [Auto]:
Opponent's Serves/Specials with Lv <= 5 are negated.
-Perfect Play [Special - Lv 6]:
Activation: Opponent's Serves/Specials with Lv <= 6 are negated. After activation, Stamina decreases by 0.5 instead of 1.
Data: Speed increases by 2, Power increases by 1, Technique increases by 1. Every opponent's Mental permanently decreases by 1. This decrease cannot be prevented.
Extra: ACE if every opponent's Mental is 0.
I've thought quite a while about whether or not to include wrestling moves in Frankensteiner's moveset, but especially after seeing the chapter, I feel like it wouldn't mesh too well with what he's shown, so I've decided against it for now. Still, thanks a lot for all the suggestions, they might come in handy in the future.
I don't have much to say about Volk. Whether or not he beats Amadeus depends on how much Amadeus uses SABR. I think this is fine though since either of them could be the strongest and we simply don't know yet.
Finally, I've decided to go with my vision of the new Yukimura and removed Yips and Dream for TnK. If you want a slightly more detailed explanation of this ability, check the second post of the chapter thread.
Also, I fear I'll need to do a little more research before making the final three movesets (Camus, Reinhardt, Valentine). I have something in mind for each of them, but it still needs to be fleshed out. As a result the start of the next season will be delayed for a few more days, sorry about that.
---------- Post added September 10, 2015 at 01:47 PM ---------- Previous post was September 08, 2015 at 01:18 PM ----------
-Breakdancing [Auto]:
Speed increases by 2. Opponent's Serves/Specials with Lv <= 4 are negated. If partner activates Breakdancing, opponent's Serves/Specials with Lv <= 6 are negated instead.
-Group Performance [Auto]:
Cannot be copied. Activates from the 3rd point onwards. Mental increases by 2. ACE if, at the end of the Extra step, Doubles Bonus exceeds opposing pair's Doubles Bonus.
-Encore! [Special - Lv 5]:
Activation: Negated if an opponent successfully activates an ACE effect. After an opponent activates a Serve/Special, that opponent's Stamina decreases at 200%.
So, this guy. I wasn't really happy with his previous abilities, so I decided to revamp him completely. One of the things that stands out the most about Valentine's design to me is the way he wears his pants with one leg rolled up a bit. It gives off a pretty casual look and I was trying to think of something that could go along with it. Something that came to mind were street performances of some sort; I considered a fair few, but eventually settled on breakdancing because it would give him a doubles ability with Ryoga. Effect wise it's a combination of Acrobatic Play and Kintarou's Wild Tennis.
Going from there I decided I want him to have another doubles ability and there happens to be one from very early on in the series that I like a lot which isn't really common knowledge - Nitobe's 12 Minute Synchro. The ability was only ever described in a fanbook, but the way it works is that Nitobe can essentially synchronize with his partner after 12 minutes. So based on that I gave Valentine a delayed and one-sided Synchro. I'm also going to add that ACE effect to the regular Synchro specials since I apparently forgot to do so before.
Finally, the last ability is based on him sweating the least among all the US regulars when they were warming up in the heat. As you can see, it doesn't really do a whole lot, but the idea behind it is that Valentine extends the rallies a lot and drains the opponent's energy that way. This means when using him you'll try to guess when the opponent uses their special moves and then make them run out of Stamina.
---------- Post added September 12, 2015 at 10:50 PM ---------- Previous post was September 10, 2015 at 01:47 PM ----------
-Leader [Auto]:
Mental cannot decrease. After winning a point with an ACE effect, partner's Mental permanently increases by 1.
-Total Supersweetspot Construction [Auto]:
Cannot be copied. At the end of the Extra step, copy opponent's Special's Extra.
-Sensor Technology [Auto]:
Cannot be copied. After opponent wins a point with an ACE effect, stats checked by that ACE effect permanently increase by 1.
-Hybrasion Shoes [Auto]:
Cannot be copied. Speed increases by 1. Energy does not decrease between matches.
So there's a pretty good chance I made this guy a bit too weak, but I hope it's not too bad. The concept behind his design is that he's a strong player at base, but doesn't really have any special moves to speak of. Instead he relies on various racket and footwear technologies to keep up with the top. Also, I know that I haven't been including many Specials lately, but Camus should have at least one or two.
---------- Post added September 14, 2015 at 07:18 PM ---------- Previous post was September 12, 2015 at 10:50 PM ----------
-Thinker of the Court [Auto]:
If Mental exceeds an opponent's Mental, that opponent's Technique cannot increase.
-Pro's Experience [Auto]:
Cannot be copied. Mental increases by 1 and cannot decrease.
-Two Touch Tennis [Auto]:
After successfully activating an ACE effect, Stamina decreases by 0 instead of 1 through that Serve/Special.
-Infinity Serve [Serve - Lv 6]:
Activation: If any opponent's combined Speed, Mental and Technique is less than 18, that opponent's Specials are negated.
Data: Technique increases by 5.
Extra: ACE if any opponent's combined Speed and Mental is less than 10.
-Feint Attack [Special - Lv 7]:
Data: Mental increases by 2, Technique increases by 5.
Extra: ACE if every opponent's combined Speed and Mental is less than 14.
-Complete Inducement Formation [Formation]:
Only activates if Support Level is 2 or higher. Speed increases by 1, Mental increases by 2. Opponents' Speed cannot increase, opponents' Technique cannot increase.
I'm sure I've talked about Camus before, but who knows where that was, so I'm just going to repeat it. In my mind, there were two requirements to Camus' moveset. First, it had to be something unusual and second it had to rely on abilities that can be learned, because that's the only way I can see QP's description of him making sense at the moment.
Now what's unusual in the SPoT universe? As strange as it might sounds, high level serve and volleyers are basically non-existent - the only one we had was Kaji and he didn't even get an on-screen match. At the same time it's pretty basic which fits the HSers. So Camus is basically this creative guy who is going to breathe new life into an old style.
I only gave him one Serve ability, but you can interpret it as him having a ton of variations akin to Oshitari's 1000 Techniques. He keeps the opponent guessing to make it harder to counter his approach and then either puts the ball away or utilizes feints at the net to fake the opponent out and score.
Originally I wanted to make him the Artist of the Court since I felt it would go well with Philosopher and Maestro, but I couldn't think of other abilities to complement it, so in the end I went with Thinker. Two Touch Tennis should be self-explanatory, and the Formation is an improved version of Shishido's which I figured fits Camus pretty well.
Now, with all that said, I'll need to compile all characters into one file and make some minor adjustments (I'll post that once I'm done), make a new support table and update the rules and then we should be good to go.
---------- Post added September 26, 2015 at 09:38 PM ---------- Previous post was September 14, 2015 at 07:18 PM ----------
So I was slow, had to add a few more characters and thought about Niou again (shocking, I know), but finally done.
HERE are all characters. HERE is the new support table.
I haven't updated the rules or added BBCode to the character doc yet. Also, I probably won't update any characters based on next month's chapters anymore unless it's an extremely minor adjustment or I have some great idea.
Please let me know if I made a mistake somewhere (this doesn't involve random complaints) or you have any questions.
I read through the characters and just a few things stood out.
Amane, Kawamura, and Taira still have some of their abilities listed as Feats, so should they be listed as Auto or Counter I’d assume. Volk’s “The Philosopher of Victory” mentions opponent’s stats cannot increase through Feats, which should be changed to Autos as well.
Energy is mentioned on a few characters: Ohmagari, Reinhardt and Tanishi. Is this something new or should it just be Stamina?
Niou is missing a stat point somewhere as they total to 17 and not 18.
Energy is a new mechanic. Basically, we will all have ten characters on our teams, but only six will be used in every match. All characters have 2 Energy at the beginning of the season. After playing a match, a character's Energy decreases by 1 and it goes back up to 2 when they sit out a round. Characters with 0 Energy cannot be used. In other words, this forces you to switch between all your characters.
Fixed everything else, thanks for pointing those out.
---------- Post added September 28, 2015 at 04:26 PM ---------- Previous post was September 27, 2015 at 04:25 PM ----------
Updated Synchro, so that it doesn't ACE when both pairs activate it.
I'm loving the Energy system. I'm the type of guys that play a season of FIFA or PES and spend more time focused on buying and selling players rather than playing the matches itself... so wtv adds more strategy is awesome to me o/
Added a second page to the supports sheet detailing the relevant calculations. Be sure to check it out before the start of the season.
---------- Post added September 30, 2015 at 08:46 PM ---------- Previous post was September 29, 2015 at 11:12 AM ----------
Question before I go through all the effort again: how helpful was having the mouse hover ability texts last season? If you guys liked it I'll format it like that again, but it's pretty tedious, so I'd like to know in advance.
The season isn't over yet, but I can already say that I'll be adding at least 11 new characters next time, possibly more. Depending on how many characters we end up with, team sizes will be adjusted of course. Maybe we'll even be able to draft 14 each, who knows.
Well drafting 14 sounds better if we are playing with a 7+reserve line-up, right?
I hope the energy system is here to stay, it's quite cool.
I was wondering if it's possible to have some characters give buffs to others if they are placed in certain positions -it started when I joked about Sengoku's team always serving first- if that isn't a thing already. Something like Yukimura's leadership when he plays singles 1, or Inui's juices when he's a reserve, etc.
I was wondering if it's possible to have some characters give buffs to others if they are placed in certain positions -it started when I joked about Sengoku's team always serving first- if that isn't a thing already. Something like Yukimura's leadership when he plays singles 1, or Inui's juices when he's a reserve, etc.
Yeah, I might add more of those effects. I also want to buff some of the weaker players a bit by making them actually useful in certain teams, kind of like Oliver in this season. For instance, one thing I definitely want to do is add S. Akamèche and give him and Ochi a Red Ogre - Blue Ogre effect.
Just asking how you're planning to implement howling?
I'd give my opinion about the next season.
Some more players with stat decreasing effect would be good. Only few have them.
Change 'then man who flows like the river' and make it "cannot be copied".
Some top characters like Reinhardt and QP(without appropriate partner) looked pretty bland.
Data players were pretty valuable this season. Maybe include Mizuki & Konjiki next time?
Also improve Irie a bit. This guy always looks too weak. (Although he hasn't shown anything in the manga to justify an upgrade yet but he is probably strong)
I didn't like synchro's ace effect. Can be modified?
That's on purpose. Konomi only gave stat increasing data, so outside of stamina and mental I try to avoid stat decreasing effects most of the time. There are exceptions, but they're meant to be exceptions. I'm not going to say there won't be more, but they'll remain rare.
I essentially gave their effects to QP and Frankensteiner, so I probably won't include these two. If either of them makes it, it'll probably be Mizuki because he has the coaching talent going for him as well.
Also improve Irie a bit. This guy always looks too weak. (Although he hasn't shown anything in the manga to justify an upgrade yet but he is probably strong)
Don't think he's weak. He's pretty comparable to Duke and Oni, his only issue is that he gets countered by characters with 7 base Mental. He's lost a lot of matches this season, but look against who: TnK!Yukimura (won't be a thing again), Byoudouin (was actually winning here until Pirate of the World) and Tezuka.
That's on purpose. Konomi only gave stat increasing data, so outside of stamina and mental I try to avoid stat decreasing effects most of the time. There are exceptions, but they're meant to be exceptions. I'm not going to say there won't be more, but they'll remain rare.
Understandable. I guess stats decreasing effects could be given to characters that we know are strong but we don't know much other than that. i.e. Reinhardt,Amadeus.
Hmm.... QP was quite weak IMO. He was actually a weak Yukimura. Well he can beat Yukimura is a singles match. But overall, I guess without a right partner he was a worse player than Yuki/Kin-Chan and some others? I mean Yuki and Kin-chan had powerful specials, that can be useful in many ways. But QP only had to depend on stats.
I essentially gave their effects to QP and Frankensteiner, so I probably won't include these two. If either of them makes it, it'll probably be Mizuki because he has the coaching talent going for him as well.
Data players can be useful even with low stats. Including a few more wouldn't hurt, I guess? We always have the choice of not picking them, if they seem unnecessary.
Don't think he's weak. He's pretty comparable to Duke and Oni, his only issue is that he gets countered by characters with 7 base Mental. He's lost a lot of matches this season, but look against who: TnK!Yukimura (won't be a thing again), Byoudouin (was actually winning here until Pirate of the World) and Tezuka.
Hmm.... QP was quite weak IMO. He was actually a weak Yukimura. Well he can beat Yukimura is a singles match. But overall, I guess without a right partner he was a worse player than Yuki/Kin-Chan and some others? I mean Yuki and Kin-chan had powerful specials, that can be useful in many ways. But QP only had to depend on stats.
QP has 30 base and gives most opponents a -3 while potentially getting +2 himself. His SB is also 3. So you're facing a 33/36/38 opponent (depending on the opponent's Mental) on his serve. Most importantly though, he can negate Lv 6 Specials. The only abilities that aren't negated that way are Pirates of the World, Black Hole and Synchro (and technically Sealed Heart + Combination Shot, but that's pretty irrelevant 99% of the time).
In other words, you basically need a 30+ base total yourself to even stand a chance. In my opinion, QP was almost too strong if anything.
Data players can be useful even with low stats. Including a few more wouldn't hurt, I guess? We always have the choice of not picking them, if they seem unnecessary.
QP has 30 base and gives most opponents a -3 while potentially getting +2 himself. His SB is also 3. So you're facing a 33/36/38 opponent (depending on the opponent's Mental) on his serve. Most importantly though, he can negate Lv 6 Specials. The only abilities that aren't negated that way are Pirates of the World, Black Hole and Synchro (and technically Sealed Heart + Combination Shot, but that's pretty irrelevant 99% of the time).
In other words, you basically need a 30+ base total yourself to even stand a chance. In my opinion, QP was almost too strong if anything.
Too strong, only in singes. Also very strong in doubles if the partner is right. Fair enough, I guess.
My reasoning was, QP has 30 base stats with 2 increase through autos. And negates specials up to lv-6.
Which is very similar to Yukimura.
Yukimura has 24 base stats, with 4 increase with specials. Negates specials up to lv-6. And after every point, opponents' stat decreases by 1 in singles. In doubles, it decreases by 4(Including doubles bonus).
Doesn't that make Yukimura a better choice than QP?
Now, don't change Yukimura. This is the first time he's useful. But I guess QP is too bland.
The only abilities that aren't negated that way are Pirates of the World, Black Hole and Synchro (and technically Sealed Heart + Combination Shot, but that's pretty irrelevant 99% of the time.
No love for Camus and his Feint Attack? I assume Volk will be updated with Wirbel Taufe, which I could see being another Level 7 tech.
Anyway, to address the things being talked about and a few others:
- I liked the energy system and see it as an overall positive for the game. Good job for utilizing it, Kaoz.
- If Howling is further built upon and fleshed out with other characters, I could see it being like a reward for getting a higher Support Level beyond Synchro.
- I think having to play 5 matches to get Synchro was too much though.
- Synchro's ACE effect might feel weak because it happens at the end of the extra step, leaving you vulnerable to your opponent's ACE effects. A way to lessen that risk might be to have Synchro share your character's higher stats when an opponent's special checks them. (If that doesn't make sense, I can give an example.)
- Despite him not winning many matches this season, I felt Irie wasn't weak, just poorly positioned. He's bad against other high MEN users, i.e. mostly the other top players, while being super effective against most of the field. Maybe if his MEN is >= 9 (which implies he stops pretending and is serious) then Performance could negate Lv <= 6 specials? That might be too strong but seems situational enough to make it a discussion.
- Amadeus might change completely before the next season if/when he's introduced, but SABR felt underwhelming. It might be more suited to Singles, but its effects seemed the weakest compared to other Lv6 techs, especially the chances of it being an ACE.
- I really like effects like Atobe's Evolution and Tokugawa's Loyalty, which give a benefit after meeting a certain criteria. That's mainly from a RP perspective, since I know there can't be too many of them, but they are nice to have.
- If Howling is further built upon and fleshed out with other characters, I could see it being like a reward for getting a higher Support Level beyond Synchro.
I'm not sure about this because from my understanding, Howling doesn't actually require you to have a particularly high support level, it's just predetermined whether you can do it with someone or not. I'll probably make up a Howling for Tezuka and Volk since QP pretty much confirmed it exists, not sure about others. If someone has really convincing points on a specific pair, I might add something for them.
Yeah, probably. I wanted to make it so that you could only reach Synchro if you started as Lv 3 pair. But I also would've liked to see one or two pairs reach it, so I'll probably lower it to 4 matches.
- Synchro's ACE effect might feel weak because it happens at the end of the extra step, leaving you vulnerable to your opponent's ACE effects. A way to lessen that risk might be to have Synchro share your character's higher stats when an opponent's special checks them.
I thought Philia more meant that Synchro's ACE effect was very polarizing rather than weak? I don't really agree with your proposition either way though, since against Specials only one partner has to be able to counter the ACE effect anyway, and against Serves it just doesn't make sense to only check one character's stats (since both would be served no matter what).
Maybe if his MEN is >= 9 (which implies he stops pretending and is serious) then Performance could negate Lv <= 6 specials? That might be too strong but seems situational enough to make it a discussion.
Yeah, I'm considering something along those lines. Another possibility I had in mind was to let him copy the opponent's Power stat, but of course he'd lose the big stat drops to compensate.
- Amadeus might change completely before the next season if/when he's introduced, but SABR felt underwhelming. It might be more suited to Singles, but its effects seemed the weakest compared to other Lv6 techs, especially the chances of it being an ACE.
Like you said, it's better in singles. The relatively low boost is deceiving I think since you have to consider that you also deprive the opponent of the boost they get, so e.g. if you use it against someone with 3 SB, it's effectively a +6. Combined with Amadeus' high stats, that's pretty devastating. Also, while the rest of the ability is very situational, it protects Amadeus' partner from Serves in doubles which in itself is very unusual.
- I really like effects like Atobe's Evolution and Tokugawa's Loyalty, which give a benefit after meeting a certain criteria. That's mainly from a RP perspective, since I know there can't be too many of them, but they are nice to have.
I'm open to suggestions on this front, but they have to be a little in-your-face (like Howling) for me to add them. Otherwise there'd be way too many small abilities and things would become too cluttered.
Also, while the forum was done I've actually already started working on the characters a bit, here's my changelog so far:
Akamèche (Added):
The red ogre to Ochi's blue ogre. His strong stats are essentially Ochi's weak ones, however, since his total needs to be much lower, even the stronger stats are still pretty comparable to Ochi's. He's a bit more flexible than the other power servers, but overall weaker than them. When they team up, their weak stats get buffed slightly and their opponents won't be able to escape a barrage of strong serves.
Akiba (Modified Reach):
Changed it from a fast serve to a heavy one which is reflected in its ACE effect.
Akutagawa (Modified Excitable):
Akutagawa isn't meant to be a strong character by any means, but being weak without forcing the opponent to change their strategy at all or having any meaningful interactions with anyone left a bit of a sour taste in my mouth. Magic Volley pretty much cannot be modified, so I've changed Excitable a bit. The basic idea is still the same, Akutagawa gains Mental when the opponent uses Specials. However, to prevent the opponent from using Specials with both characters in doubles, Akutagawa gains a stronger boost once his Mental is 5 or higher. While this won't apply to singles, he at least has a chance of Magic Volley's ACE effect kicking in there.
Akutsu (No changes)
Amadeus (Modified Maestro):
Amadeus is more of a singles than a doubles player, so he might not have looked quite as strong last season as he actually is. I've made a small change to Maestro that cuts boosts the opponent gets through Specials Amadeus doesn't negate in half, but the only real impact this has is that he beats Byoudouin now.
Byoudouin (Modified Supreme Ruler, Added Phoenix Revival, Modified Spirit Pirate, Modified Pirates of the World):
Byoudouin was a bit too strong last season due to the simple fact that Pirates of the World was able to KO almost every character instantly and its drawback didn't really matter as a result. I think damage values should be slightly decreased in general and thus PotW went down from 13 to 11. In exchange, it doesn't drain Byoudouin's Stamina completely, but instead costs 4 - this means it's still usable only once per match, but it's more flexible. Next I've removed the Mental boost from Supreme Ruler. It was a leftover from previous seasons that I simply forgot to get rid off. I've also added a new Counter, though, which increases Speed and Power by 1 each after losing 3 points. This is probably more helpful in singles, but doesn't contribute to the Doubles Bonus anymore. Finally, the Speed boost from Spirit Pirate always happens now, no matter what (this is mostly for Oni though).
Camus (Modified Infinity Serve):
Going by Friss' usage, Infinity Serve was a bit too weak compared to Feint Attack to be worth using,so I've increased the ACE effect by 1.
-Red Ogre & Blue Ogre [Auto]:
Only activates with Ochi as partner. Mental increases by 1, SB increases by 1. Partner's Power increases by 1. Stamina cannot decrease through opponent's abilities. Partner's Stamina cannot decrease through opponent's abilities.
-Weak Nuclear Serve [Serve – Lv 2]:
Data: Power increases by 2.
Extra: ACE if any opponent's Power is less than 3.
-Strong Nuclear Serve [Serve – Lv 3]:
Activation: After activation, Stamina decreases by 2 instead of 1.
Data: Power increases by 4.
Extra: ACE if any opponent's Power is less than 5.
--- Double Post Merged, , Original Post Date: ---
Went over all the damage values, tentative new values are as follows:
11 - Pirates of the World
[10 - Loyalty + Asura + Glowing Destruction (Tokugawa)]
9 - Glowing Destruction (Byoudouin, Ryoga)
8 - Duke Home Run, [Asura + Glowing Destruction (Tokugawa)]
7 - Perfect Mountain Storm
6 - Perfect Black Jack Knife
5 - 108th Style Surge Shot, Great Burning Serve, Winter of Danji
4 - Execution, [Tenacity + Southern Cross]
3 - Vanish, Black Jack Knife, Southern Cross
2 - Explosion, Calm Analysis, Devil Mode
1 - Hopping Ball
Tokugawa's are in parenthesis because I plan to remove Glowing Destruction from his moveset. In line with these values, Ban's Immovable will prevent damage up to 4 and Nakagauchi's Robot up to 3.
Also, I'd like to hear some opinions on Bismarck. Do you think he was too weak or more a victim of being paired with a weak character? I'm leaning towards increasing the duration of Change-up's boost to 2 points, but am overall a bit split on what to do with him, so any input here is appreciated.
Also, I'd like to hear some opinions on Bismarck. Do you think he was too weak or more a victim of being paired with a weak character? I'm leaning towards increasing the duration of Change-up's boost to 2 points, but am overall a bit split on what to do with him, so any input here is appreciated.
I think we got the same conclusion. Spinless Sway Ball is a good Special and there is nothing to change imo. Change-up has not been really efficient (I plead guilty, I didn't use it like I was supposed to at first, maybe it would have been different) but anyway, I think something able to counter the opponent (a stat increase or the invadilation of an opponent's effect, idk) could have helped. You're the specialist, I trust you. Actually, I also think that Akutagawa was not the best partner but I wonder how Bismarck could handle his opponent in Singles. Akutagawa was a weak partner but I also think Bismarck is not strong enough for Singles. I'm sure he would lose against players who are supposed to be at his level.
I don't really have any suggestion as for now but adding something more is necessary.