Game Fan League Discussion Thread

Hardy

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Hey Kaoz, how about this for a very general concept: A player whose moves all have an immediate drawback:

-A power shot, that reduces his speed -as he has to stand still to do it, kind of like Hadous.
-A tech shot, that reduces his power -think of Momo reducing his power to 70 % under Inui's instructions.
-A speed move, that looks to overwhelm rather than aim at corners -as such, reduces tech.
-An all-around move, that buffs the last 3 and is the best the player has for sure -maybe 1 level higher-, but it's predictable and systematic so it reduces mental.
--- Double Post Merged, , Original Post Date: ---
Peter Ranbiell [26, SB: 2, HP: 10, AR, R]
(SPE: 4, POW: 5, STA: 5, MEN: 7, TEC: 5)

Personification of Talent [Auto]:
Cannot be copied. SB increases by 1. May copy Serves/Specials with Lv <= 5 of opponents faced previously during the season, including those that "cannot be copied" and disregarding Activation requirements.

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

Golden Ears [Auto]:
Cannot be copied. Opponent's Technique increases at -2. When checked, Speed returns at +1.

Magic Touch [Auto]:
Cannot be copied. When checked, Power returns at +2. When checked, Technique returns at +2. In the Extra step, when not activating a Serve/Special, ACE if every opponent's Mental is less than 5.

Deep Breath [Auto]:
Cannot be copied. Stamina decreases at 50%. During decisive points, Mental increases by 1.

Combination Expert [Auto]:
Cannot be copied. Only activates in Doubles. If Support Lv is less than 3, Support Lv becomes 3. May copy up to one Formation of an opponent faced previously during the season.
Good taste [Counter]:
If the player is picked by Hardy, player switches teams immediatly ( :emocat ).

Noble Youth [Auto]:
Cannot be copied. Whenever an opponent activates a Special with Lv <= 3 for the second time or more, that Serve/Special is negated. Whenever an opponent activates a Special with Lv <= 6 for the second time or more, that Serve/Special activates at 50%.
Would this activate Frankensteiner's at 50 % or 75% or what '-'
 

Kaoz

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Hey Kaoz, how about this for a very general concept: A player whose moves all have an immediate drawback:
Hm sounds potentially interesting. I can't think of a player this would fit though out of everyone we have so far except maybe Yushi? Since he has an abundance of techniques, chances are he's got some that would fit those descriptions as well.

Would this activate Frankensteiner's at 50 % or 75% or what '-'
50%. Scope Shot is a Lv 4 move, so Noble Youth wouldn't negate it. Because of that, Scope Shot's own Activation clause doesn't kick in. Same goes if Scope Shot's Lv was lowered, e.g. by Mizuki's Perfect Scenario, just that it would be negated by Noble Youth in that case and then activate at 50% because of its own effect. I'll add an "or" or something to that effect in there to make it clearer.
--- Double Post Merged, , Original Post Date: ---
How's this?

Noble Youth [Auto]:
Cannot be copied. Whenever an opponent activates a Special with Lv <= [3 | 6] for the second time or more, that Special [is negated | activates at 50%].
 

Hardy

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I think it looks more confusing this way, I just derped when I read it ^^' you can leave it as it was.

Hm sounds potentially interesting. I can't think of a player this would fit though out of everyone we have so far except maybe Yushi? Since he has an abundance of techniques, chances are he's got some that would fit those descriptions as well.
Ah, thought of it for a player that we don't know much about. I kind of really like what you did with Yuushi to emulate the fact that he has a huge amount of combinations/techniques, so I don't think this is a better alternative.
 

Kaoz

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Ah, thought of it for a player that we don't know much about. I kind of really like what you did with Yuushi to emulate the fact that he has a huge amount of combinations/techniques, so I don't think this is a better alternative.
Ah, I see. Remind me when a suitable candidate comes up then.

Also, on a different topic, I'm wondering whether it's better to incorporate Nitouryuu into Kite's Shukuchihou or keep them both separate. The shot Henri used to seal Shukuchihou effectively had the same effect as the original Black Aura, so the reason why Ohmagari gave Kite an extra racket is presumably the same too. In that case it's possible that for Kite, Nitouryuu exists simply to strengthen his defensive range rather than using it for offense the same way Ohmagari does.
 

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SPOT Fan League II S4 Individual Records
Formatted Wins-Losses-Draws-Unplayed Singles
R# = Round # of the Group League, SF = Semifinals, FI = Finals

R3 - Loss vs Kite in S3
SF - Loss vs Tachibana in S3
R2 - Loss with Kiritani vs Kenya & Yushi in D2
R3 - Loss with Miyako vs Shusuke & Yuta in D2
R7 - Loss with Ban vs Toyama & Zaizen in D2
R2 - Win with Camus vs Mitsuya & Yanagi in D1
R3 - Loss vs Kirihara in S3
R5 - Loss with Jackal vs McGregor & Miyako in D1
R1 - Loss with Kawamura vs Hiyoshi & Volk in D2
R2 - Loss with Sengoku vs Becker & Mori in D1
R5 - Win vs Nio in S3
R6 - Win with Sengoku vs Hitoji & Konjiki in D2
SF - Loss with Sengoku vs Dorgias & Hakamada in D2
R1 - Unplayed vs Frankensteiner in S1
R2 - Win vs Obando in S1
R4 - Win vs Irioporos in S1
R6 - Win with Zaizen vs Inui & Kimijima in D1
R7 - Win vs Medanore in S1
SF - Unplayed vs Q.P. in S2
R3 - Loss with Kawamura vs Oishi & Kikumaru in D2
R4 - Loss vs Irie in S3
R1 - Win with Kabaji vs Nobuteru & Kiraku in D1
R3 - Loss vs Ryoga in S2
R4 - Win vs Shusuke in S3
R6 - Loss vs Omagari in S3
R7 - Loss with Nio vs Dorgias & Q.P. in D1
R1 - Win with Fitzgerald vs Tachibana & Chitose in D2
R2 - Unplayed vs Volk in S1
R4 - Unplayed vs Tangeshima in S1
R5 - Unplayed vs Heracles in S1
R7 - Win vs Sanada in S2
R2 - Win vs Shishido in S3
R3 - Win vs Momoshiro in S3
R7 - Loss with Akiba vs Toyama & Zaizen in D2
R2 - Win with Mori vs Akutsu & Sengoku in D1
R3 - Loss vs Medanore in S1
R5 - Win with Kite vs Ishida & Siegfried in D1
R7 - Win with Yagyuu vs Fuwa & McGregor in D1
SF - Unplayed vs Volk in S1
R1 - Loss vs Camus in S1
R3 - Loss vs Byodoin in S1
R5 - Unplayed vs Meredith in S1
R6 - Win vs Kaji in S2
R1 - Win vs Kaji in S2
R3 - Win vs Bismarck in S1
R4 - Loss with Chitose vs Volk & Frankensteiner in D1
R6 - Win vs Meredith in S1
R7 - Win vs Detlef in S1
SF - Unplayed vs Tanegashima in S1
FI - Unplayed vs Frankensteiner in S2
R1 - Win vs Bismarck in S1
R2 - Win with Akutagawa vs Mitsuya & Yanagi in D1
R4 - Win with Watanabe vs Apollon & Orion in D1
R6 - Loss vs Q.P. in S1
R7 - Win with Watanabe vs Tokugawa & Yukimura in D1
R1 - Loss with Tachibana vs Balentien & Fitzgerald in D2
R4 - Loss with Byodoin vs Volk & Frankensteiner in D1
R5 - Loss with Tachibana vs Mori & Nakagauchi in D1
FI - Loss vs Hakamada in S3
R1 - Unplayed vs Watanabe in S2
R2 - Loss with Ochi vs Apollon & Orion in D1
R4 - Loss vs Migihashi in S2
R5 - Loss with Ochi vs Frankensteiner & Shiraishi in D1
R7 - Loss vs Ryoga in S2
SF - Loss vs Ryoga in S2
R1 - Unplayed vs Obando in S1
R2 - Win vs Tezuka in S1
R4 - Loss with Ochi vs Fuwa & Medanore in D1
R5 - Loss vs Volk in S1
R7 - Loss vs Byodoin in S1
SF - Loss with Yuho vs Kadowaki & Kimijima in D1
R1 - Loss with Q.P. vs Irioporos & Zaizen in D1
R3 - Win with Hakamada vs Marui & Kuwahara in D1
R4 - Win with Hakamada vs Mitsuya & Tachibana in D2
R6 - Loss with Hakamada vs Mori & Hara in D1
R7 - Win with Q.P. vs Atobe & Nio in D1
SF - Win with Hakamada vs Akutsu & Sengoku in D2
FI - Win with Q.P. vs Mitsuya & Kimijima in D1
R1 - Win vs Kiritani in S1
R3 - Win vs Atobe in S2
R4 - Win vs Q.P. in S1
R6 - Win vs Sanada in S2
R7 - Win vs Date in S2
SF - Win vs Date in S2
FI - Unplayed vs Volk in S1
R2 - Win vs Fuwa in S2
R4 - Loss vs Kiritani in S2
R5 - Loss vs Tanegashima in S2
R7 - Unplayed vs Tezuka in S2
SF - Win vs Sanada in S3
FI - Win with Shiraishi vs Kiritani & Tachibana in D2
R1 - Win with Balentien vs Tachibana & Chitose in D2
R3 - Win with Kaji vs Hara & Taira in D1
R5 - Unplayed vs Tokugawa in S2
R6 - Win with Hopman vs Krauser & Tanishi in D1
R1 - Unplayed vs Amadeus in S1
R2 - Win with Shiraishi vs Matsudaira & Miyako in D1
R4 - Win with Volk vs Chitose & Byodoin in D1
R5 - Win with Shiraishi vs Date & Ochi in D1
R7 - Win with Shiraishi vs Apollon & Orion in D2
SF - Win with Shiraishi vs Meredith & Toyama in D1
FI - Unplayed vs Byodoin in S2
R1 - Loss vs Oni in S3
R3 - Win with Yuta vs Miyako & Akiba in D2
R4 - Loss vs Atobe in S3
R6 - Loss with Yuta vs Kenya & Yushi in D2
R7 - Win vs Millman in S3
R3 - Win with Shusuke vs Miyako & Akiba in D2
R6 - Loss with Shusuke vs Kenya & Yushi in D2
R1 - Loss vs Omagari in S3
R2 - Loss vs Ryoma in S2
R4 - Win with Medanore vs Ochi & Detlef in D1
R5 - Win vs Nobuteru in S3
R7 - Loss with McGregor vs Becker & Yagyuu in D1
R1 - Loss vs Sanada in S2
R3 - Win with Dorgias vs Marui & Kuwahara in D1
R4 - Win with Dorgias vs Mitsuya & Tachibana in D2
R6 - Loss with Dorgias vs Mori & Hara in D1
SF - Win with Dorgias vs Akutsu & Sengoku in D2
FI - Win vs Chitose in S3
R1 - Loss with Taira vs Ochi & Tanegashima in D1
R3 - Loss with Taira vs Kaji & Fitzgerald in D1
R4 - Loss with Taira vs Nio & Kabaji in D2
R6 - Win with Mori vs Dorgias & Hakamada in D1
R1 - Loss vs Tezuka in S2
R2 - Win with Yamato vs Hitoji & Konjiki in D2
R4 - Loss with Yamato vs Kawamura & Zaizen in D2
R5 - Unplayed vs Balentien in S1
R7 - Loss vs Obando in S1
R2 - Win with Kite vs Momoshiro & Kaido in D2
R4 - Loss vs Tokugawa in S2
R2 - Loss with Konjiki vs Heracles & Yamato in D2
R3 - Loss with Kamio vs Ishida & Tanishi in D2
R5 - Loss vs Kurobane in S3
R6 - Loss with Konjiki vs Akutsu & Sengoku in D2
R1 - Win with Volk vs Akutsu & Kawamura in D2
R5 - Loss vs Oni in S3
R6 - Loss vs Watanabe in S2
R3 - Loss vs Mori in S2
R6 - Win with Fitzgerald vs Krauser & Tanishi in D1
R3 - Loss with Kiraku vs Kenya & Yushi in D2
R5 - Loss with Yamato vs Migihashi & Omagari in D2
R2 - Loss vs Tokugawa in S3
R3 - Loss with Kimijima vs Rhinehart & Philips in D1
R6 - Loss with Kimijima vs Amadeus & Zaizen in D1
R1 - Win vs Mizuki in S3
R4 - Win vs Amane in S3
R7 - Win vs Tohno in S2
R1 - Win with Zaizen vs Dorgias & Q.P. in D1
R3 - Win vs Washio in S1
R4 - Loss vs Amadeus in S1
R7 - Win with Yamato vs Kaido & Momoshiro in D2
R3 - Win with Tanishi vs Hitoji & Kamio in D2
R5 - Loss with Siegfried vs Becker & Kite in D1
R6 - Win with Siegfried vs Matsudaira & Miyako in D2
R1 - Win with Atobe vs Nobuteru & Kiraku in D1
R2 - Win with Nio vs Washio & Suzuki in D2
R4 - Win with Nio vs Hara & Taira in D2
R7 - Win with Mitsuya vs Yuma & Yuho in D2
SF - Win with Kimijima vs Detlef & Yuho in D1
R2 - Loss with Momoshiro vs Kite & Hirakoba in D2
R5 - Loss with Momoshiro vs Mitsuya & Yanagi in D2
R7 - Loss with Momoshiro vs Irioporos & Yamato in D2
R1 - Loss vs Byodoin in S2
R3 - Win with Fitzgerald vs Hara & Taira in D1
R4 - Win with Omagari vs Yuma & Yuho in D2
R6 - Loss vs Bismarck in S2
R7 - Win vs Kawamura in S3
R2 - Unplayed vs Toyama in S2
R3 - Loss with Hitoji vs Ishida & Tanishi in D2
R5 - Loss vs Tono in S2
R1 - Loss with Akutsu vs Hiyoshi & Volk in D2
R3 - Loss with Amane vs Oishi & Kikumaru in D2
R4 - Win with Zaizen vs Heracles & Yamato in D2
R7 - Loss vs Kaji in S3
R3 - Win with Oishi vs Amane & Kawamura in D2
R1 - Loss with Mitsuya vs McGregor & Medanore in D1
R3 - Loss with Inui vs Rhinehart & Philips in D1
R4 - Win vs Kirihara in S3
R6 - Loss with Inui vs Amadeus & Zaizen in D1
R7 - Loss with Kiritani vs Ochi & Tanegashima in D1
SF - Win with Kadowaki vs Detlef & Yuho in D1
FI - Loss with Mitsuya vs Dorgias and Q.P. in D1
R1 - Loss with Nobuteru vs Atobe & Kabaji in D1
R3 - Loss with Ibu vs Kenya & Yushi in D2
R3 - Win vs Akutagawa in S3
R4 - Loss vs Kimijima in S3
R6 - Win vs Nakagauchi in S3
R7 - Win vs Philips in S3
R1 - Loss vs Ryoga in S1
R2 - Loss with Akiba vs Kenya & Yushi in D2
R4 - Win vs Ryoma in S2
R6 - Win vs Kite in S3
R7 - Loss with Kimijima vs Ochi & Tanegashima in D1
SF - Loss with Mitsuya vs Ochi & Oni in D2
FI - Loss with Tachibana vs Ryoma and Shiraishi in D2
R2 - Win with Hirakoba vs Momoshiro & Kaido in D2
R3 - Win vs Akameche in S3
R5 - Win with Becker vs Ishida & Siegfried in D1
R6 - Loss vs Kiritani in S3
R2 - Loss with Hitoji vs Heracles & Yamato in D2
R5 - Unplayed vs Obando in S1
R6 - Loss with Hitoji vs Akutsu & Sengoku in D2
R2 - Loss vs Oni in S3
R6 - Loss with Tanishi vs Fitzgerald & Hopman in D1
R5 - Win vs Hitoji in S3
R3 - Loss with Marui vs Dorgias & Hakamada in D1
R5 - Loss with Akutagawa vs McGregor & Miyako in D1
R3 - Loss with Kuwahara vs Dorgias & Hakamada in D1
R4 - Loss with Yukimura vs Toyama & Sanada in D1
R2 - Loss with Miyako vs Shiraishi & Frankensteiner in D1
R4 - Loss vs Oni in S3
R6 - Loss with Miyako vs Ishida & Siegfried in D2
R1 - Win with Medanore vs Kimijima & Mitsuya in D1
R5 - Win with Miyako vs Akutagawa & Jackal in D1
R7 - Loss with Fuwa vs Becker & Yagyuu in D1
R1 - Win with McGregor vs Kimijima & Mitsuya in D1
R3 - Win vs Becker in S1
R4 - Win with Fuwa vs Ochi & Detlef in D1
R6 - Win vs Rhinehart in S1
R7 - Loss vs Amadeus in S1
R2 - Win vs Tono in S2
R3 - Win vs Otori in S2
R5 - Unplayed vs Bismarck in S1
R6 - Loss vs Byodoin in S1
SF - Loss with Toyama vs Frankensteiner & Shiraishi in D1
R4 - Win vs Date in S2
R5 - Win with Omagari vs Ibu & Yamato in D2
R1 - Win with Yamato vs Apollon & Orion in D2
R3 - Unplayed vs Shiraishi in S2
R7 - Loss vs Shusuke in S3
R1 - Loss with Kimijima vs McGregor & Medanore in D1
R2 - Loss with Yanagi vs Camus & Akutagawa in D1
R4 - Loss with Tachibana vs Hakamada & Dorgias in D2
R5 - Win with Yanagi vs Kaido & Momoshiro in D2
R7 - Win with Kadowaki vs Yuma & Yuho in D2
SF - Loss with Kiritani vs Ochi & Oni in D2
FI - Loss with Kimijima vs Dorgias and Q.P. in D1
R2 - Loss with Matsudaira vs Shiraishi & Frankensteiner in D1
R3 - Loss with Akiba vs Shusuke & Yuta in D2
R5 - Win with McGregor vs Akutagawa & Jackal in D1
R6 - Loss with Matsudaira vs Ishida & Siegfried in D2
R1 - Loss vs Irie in S3
R2 - Loss with Kaido vs Kite & Hirakoba in D2
R3 - Loss vs Ban in S3
R5 - Loss with Kaido vs Mitsuya & Yanagi in D2
R7 - Loss with Kaido vs Irioporos & Yamato in D2
R2 - Win with Becker vs Akutsu & Sengoku in D1
R3 - Win vs Hopman in S2
R5 - Win with Nakagauchi vs Chitose & Tachibana in D1
R6 - Win with Hara vs Dorgias & Hakamada in D1
R1 - Win with Yuma vs Tono & Nakagauchi in D2
R3 - Win with Yuma vs Yagyu & Sengoku in D1
R4 - Loss with Yuma vs Omagari & Kaji in D2
R7 - Loss with Yuma vs Kadowaki & Mitsuya in D2
SF - Loss with Detlef vs Kadowaki & Kimijima in D1
R1 - Win with Yuho vs Tono & Nakagauchi in D2
R3 - Win with Yuho vs Yagyu & Sengoku in D1
R4 - Loss with Yuho vs Omagari & Kaji in D2
R7 - Loss with Yuho vs Kadowaki & Mitsuya in D2
R1 - Loss with Tono vs Yuho & Yuma in D2
R2 - Loss vs Sanada in S3
R5 - Win with Mori vs Chitose & Tachibana in D1
R6 - Loss vs Kirihara in S3
R1 - Loss vs Toyama in S3
R2 - Win with Kabaji vs Washio & Suzuki in D2
R4 - Win with Kabaji vs Hara & Taira in D2
R5 - Loss vs Akutsu in S3
R7 - Loss with Atobe vs Dorgias & Q.P. in D1
R1 - Loss with Kiraku vs Atobe & Kabaji in D1
R3 - Unplayed vs Q.P. in S1
R5 - Loss vs Fuwa in S3
R1 - Unplayed vs Detlef in S1
R2 - Loss vs Amadeus in S1
R4 - Unplayed vs Rhinehart in S1
R5 - Unplayed vs Konjiki in S1
R7 - Win vs Heracles in S1
R1 - Win with Tanegashima vs Taira & Hara in D1
R2 - Loss with Date vs Apollon & Orion in D1
R4 - Loss with Detlef vs Fuwa & Medanore in D1
R5 - Loss with Date vs Frankensteiner & Shiraishi in D1
R7 - Win with Tanegashima vs Kimijima & Kiritani in D1
SF - Win with Oni vs Kiritani & Mitsuya in D2
R3 - Win with Kikumaru vs Amane & Kawamura in D2
R1 - Win vs Fuwa in S3
R2 - Unplayed vs Yukimura in S1
R3 - Win vs Siegfried in S3
R4 - Win with Kaji vs Yuma & Yuho in D2
R5 - Win with Migihashi vs Ibu & Yamato in D2
R6 - Win vs Atobe in S3
R1 - Win vs Shusuke in S3
R2 - Win vs Krauser in S3
R4 - Win vs Matsudaira in S3
R5 - Win vs Hiyoshi in S3
R7 - Win vs Tachibana in S3
SF - Win with Ochi vs Kiritani & Mitsuya in D2
R2 - Win with Yushi vs Kiritani & Akiba in D2
R3 - Win with Yushi vs Ibu & Kiraku in D2
R5 - Win with Yushi vs Suzuki & Washio in D2
R6 - Win with Yushi vs Shusuke & Yuta in D2
R2 - Win with Kenya vs Kiritani & Akiba in D2
R3 - Win with Kenya vs Ibu & Kiraku in D2
R5 - Win with Kenya vs Suzuki & Washio in D2
R6 - Win with Kenya vs Shusuke & Yuta in D2
R3 - Loss vs Meredith in S2
R3 - Win with Rhinehart vs Inui & Kimijima in D1
R7 - Loss vs Kirihara in S3
R1 - Loss with Dorgias vs Irioporos & Zaizen in D1
R3 - Unplayed vs Nobuteru in S1
R4 - Loss vs Ryoga in S1
R6 - Win vs Camus in S1
R7 - Win with Dorgias vs Atobe & Nio in D1
SF - Unplayed vs Amadeus in S2
FI - Win with Dorgias vs Mitsuya & Kimijima in D1
R3 - Win with Philips vs Inui & Kimijima in D1
R4 - Unplayed vs Obando in S1
R6 - Loss vs Medanore in S1
R7 - Unplayed vs Volk in S1
R1 - Win vs Hakamada in S2
R2 - Win vs Nakagauchi in S3
R4 - Win with Toyama vs Yukimura & Marui in D1
R6 - Loss vs Ryoga in S2
R7 - Loss vs Balentien in S2
SF - Loss vs Ryoma in S3
R2 - Loss with Akutsu vs Becker & Mori in D1
R3 - Loss with Yagyu vs Yuma & Yuho in D1
R5 - Loss with Yagyu vs Apollon & Orion in D2
R6 - Win with Akutsu vs Hitoji & Konjiki in D2
SF - Loss with Akutsu vs Dorgias & Hakamada in D2
R2 - Win with Frankensteiner vs Matsudaira & Miyako in D1
R3 - Unplayed vs Millman in S2
R5 - Win with Frankensteiner vs Date & Ochi in D1
R7 - Win with Frankensteiner vs Apollon & Orion in D2
SF - Win with Frankensteiner vs Meredith & Toyama in D1
FI - Win with Ryoma vs Kiritani and Tachibana in D2
R2 - Loss vs Ban in S3
R2 - Loss vs Tanegashima in S2
R3 - Loss vs Omagari in S3
R5 - Loss with Ishida vs Becker & Kite in D1
R6 - Win with Ishida vs Matsudaira & Miyako in D2
R1 - Loss with Orion vs Millman & Yamato in D2
R2 - Win with Orion vs Ochi & Date in D1
R4 - Loss with Orion vs Camus & Watanabe in D1
R5 - Win with Orion vs Sengoku & Yagyu in D2
R7 - Loss with Orion vs Frankensteiner & Shiraishi in D2
R1 - Loss with Apollon vs Millman & Yamato in D2
R2 - Win with Apollon vs Ochi & Date in D1
R4 - Loss with Apollon vs Camus & Watanabe in D1
R5 - Win with Apollon vs Sengoku & Yagyu in D2
R7 - Loss with Apollon vs Frankensteiner & Shiraishi in D2
R2 - Loss with Washio vs Nio & Kabaji in D2
R5 - Loss with Washio vs Kenya & Yushi in D2
R1 - Loss with Chitose vs Balentien & Fitzgerald in D2
R4 - Loss with Mitsuya vs Hakamada & Dorgias in D2
R5 - Loss with Chitose vs Mori & Nakagauchi in D1
R7 - Loss vs Oni in S3
SF - Win vs Akameche in S3
FI - Loss with Kiritani vs Ryoma & Shiraishi in D2
R1 - Loss with Hara vs Ochi & Tanegashima in D1
R3 - Loss with Hara vs Kaji & Fitzgerald in D1
R4 - Loss with Hara vs Nio & Kabaji in D2
R1 - Win with Ochi vs Taira & Hara in D1
R2 - Win vs Siegfried in S2
R4 - Unplayed vs Balentien in S1
R5 - Win vs Ryoma in S2
R7 - Win with Ochi vs Kimijima & Kiritani in D1
SF - Unplayed vs Byodoin in S1
R3 - Win with Ishida vs Hitoji & Kamio in D2
R6 - Loss with Krauser vs Fitzgerald & Hopman in D1
R1 - Win vs Heracles in S2
R2 - Loss vs Detlef in S1
R4 - Win vs Tono in S2
R5 - Loss vs Toyama in S2
R7 - Unplayed vs Ryoma in S2
R2 - Win vs Inui in S3
R4 - Win vs Hirakoba in S2
R5 - Unplayed vs Fitzgerald in S2
R7 - Loss with Yukimura vs Camus & Watanabe in D1
R1 - Loss with Nakagauchi vs Yuho & Yuma in D2
R2 - Loss vs Meredith in S2
R4 - Loss vs Tezuka in S2
R5 - Win vs Kamio in S2
R7 - Loss vs Irie in S2
R1 - Win vs Nio in S3
R2 - Unplayed vs Kamio in S2
R4 - Win with Sanada vs Yukimura & Marui in D1
R5 - Win vs Tezuka in S2
R7 - Win with Zaizen vs Akiba & Ban in D2
SF - Loss with Meredith vs Frankensteiner & Shiraishi in D1
R1 - Win with Hiyoshi vs Akutsu & Kawamura in D2
R2 - Unplayed vs Balentien in S1
R4 - Win with Frankensteiner vs Chitose & Byodoin in D1
R5 - Win vs Detlef in S1
R7 - Unplayed vs Rhinehart in S1
SF - Unplayed vs Becker in S1
FI - Unplayed vs Ryoga in S1
R2 - Loss with Suzuki vs Nio & Kabaji in D2
R3 - Loss vs Irioporos in S1
R5 - Loss with Suzuki vs Kenya & Yushi in D2
R1 - Unplayed vs Date in S2
R4 - Win with Camus vs Apollon & Orion in D1
R6 - Win vs Hiyoshi in S2
R7 - Win with Camus vs Tokugawa & Yukimura in D1
R3 - Loss with Sengoku vs Yuma & Yuho in D1
R5 - Loss with Sengoku vs Apollon & Orion in D2
R7 - Win with Becker vs Fuwa & McGregor in D1
R1 - Win with Millman vs Apollon & Orion in D2
R2 - Win with Heracles vs Hitoji & Konjiki in D2
R4 - Loss with Heracles vs Kawamura & Zaizen in D2
R5 - Loss with Ibu vs Migihashi & Omagari in D2
R7 - Win with Irioporos vs Kaido & Momoshiro in D2
R2 - Loss with Mitsuya vs Camus & Akutagawa in D1
R5 - Win with Mitsuya vs Kaido & Momoshiro in D2
R2 - Unplayed vs Omagari in S1
R4 - Loss with Marui vs Toyama & Sanada in D1
R7 - Loss with Tokugawa vs Camus & Watanabe in D1
R1 - Win with Irioporos vs Dorgias & Q.P. in D1
R4 - Win with Kawamura vs Heracles & Yamato in D2
R6 - Win with Amadeus vs Inui & Kimijima in D1
R7 - Win with Toyama vs Akiba & Ban in D2

SPOT Fan League II S4 Pair Records (2+ matches)
(Formated Wins-Losses-Draws)

R2 - Loss vs Becker & Mori in D1
R6 - Win vs Hitoji & Konjiki in D2
SF - Loss vs Dorgias & Hakamada in D2
R1 - Loss vs Millman & Yamato in D2
R2 - Win vs Ochi & Date in D1
R4 - Loss vs Camus & Watanabe in D1
R5 - Win vs Sengoku & Yagyu in D2
R7 - Loss vs Frankensteiner & Shiraishi in D2
R4 - Win vs Apollon & Orion in D1
R7 - Win vs Tokugawa & Yukimura in D1
R1 - Loss vs Balentien & Fitzgerald in D2
R5 - Loss vs Mori & Nakagauchi in D1
R2 - Loss vs Apollon & Orion in D1
R5 - Loss vs Frankensteiner & Shiraishi in D1
R3 - Win vs Marui & Kuwahara in D1
R4 - Win vs Mitsuya & Tachibana in D2
R6 - Loss vs Mori & Hara in D1
SF - Win vs Akutsu & Sengoku in D2
R1 - Loss vs Irioporos & Zaizen in D1
R7 - Win vs Atobe & Nio in D1
FI - Win vs Mitsuya & Kimijima in D1
R2 - Win vs Matsudaira & Miyako in D1
R5 - Win vs Date & Ochi in D1
R7 - Win vs Apollon & Orion in D2
SF - Win vs Meredith & Toyama in D1
R1 - Loss vs Ochi & Tanegashima in D1
R3 - Loss vs Kaji & Fitzgerald in D1
R4 - Loss vs Nio & Kabaji in D2
R2 - Win vs Hitoji & Konjiki in D2
R4 - Loss vs Kawamura & Zaizen in D2
R2 - Loss vs Heracles & Yamato in D2
R6 - Loss vs Akutsu & Sengoku in D2
R3 - Loss vs Rhinehart & Philips in D1
R6 - Loss vs Amadeus & Zaizen in D1
R5 - Loss vs Becker & Kite in D1
R6 - Win vs Matsudaira & Miyako in D2
R2 - Win vs Washio & Suzuki in D2
R4 - Win vs Hara & Taira in D2
R2 - Loss vs Kite & Hirakoba in D2
R5 - Loss vs Mitsuya & Yanagi in D2
R7 - Loss vs Irioporos & Yamato in D2
R2 - Win vs Kiritani & Akiba in D2
R3 - Win vs Ibu & Kiraku in D2
R5 - Win vs Suzuki & Washio in D2
R6 - Win vs Shusuke & Yuta in D2
R2 - Loss vs Shiraishi & Frankensteiner in D1
R6 - Loss vs Ishida & Siegfried in D2
R1 - Loss vs McGregor & Medanore in D1
FI - Loss vs Dorgias and Q.P. in D1
R2 - Loss vs Camus & Akutagawa in D1
R5 - Win vs Kaido & Momoshiro in D2
R1 - Win vs Taira & Hara in D1
R7 - Win vs Kimijima & Kiritani in D1
R3 - Loss vs Yuma & Yuho in D1
R5 - Loss vs Apollon & Orion in D2
R3 - Win vs Miyako & Akiba in D2
R6 - Loss vs Kenya & Yushi in D2
R2 - Loss vs Nio & Kabaji in D2
R5 - Loss vs Kenya & Yushi in D2
R1 - Win vs Tono & Nakagauchi in D2
R3 - Win vs Yagyu & Sengoku in D1
R4 - Loss vs Omagari & Kaji in D2
R7 - Loss vs Kadowaki & Mitsuya in D2
 
Last edited:

Kaoz

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That's a lot of data, thanks for compiling everything. Have you drawn any conclusions from it yourself already?
 

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Character-wise, I'm not really sure aside from Oni KOing everyone in S3. The top characters did well and the average characters did okay except when they ran into better ones. There's a few surprises you can get from taking advantaging of certain things, like certain low stats for ACE effects but nothing extreme really.

Reserve effects aren't taken account either, so I'm not sure if some results would differ if it was just the players mentioned but that's what I worked with.
 

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Character-wise, I'm not really sure aside from Oni KOing everyone in S3.
Yeah, Oni, as well as Irie, Tokugawa, Ryoma and Kintarou are kind of anomalies in this system. They all have much lower base stats than what they're actually capable of. I'm not sure if that should be considered a problem or a feature though.
--- Double Post Merged, , Original Post Date: ---
Oh also, here are the change notes I've taken throughout the season:

Akutagawa
- Excitable: Include Serves, include partner's moves.
- PoP only temporarily if Excitable activated 3 times in one point.

Balentien
- Group Performance: Doubles only.

Becker
- Skill Adaptation: Nerf, either by reducing Lv of copied move by 1 or only copying moves with Lv <= 5 (the latter is probably preferable).

Bismarck
- New Formation: Solitary Fighter [Formation]: [Total x 2] becomes pair's total. Total decreases by [(6 - Speed) x 2]. Partner is unaffected by opponent's abilities. Partner's Autos cannot activate.
- New Counter: Jamming Ball [Counter]: Triggers if Solitary Fighter is active and partner activates a Counter or Special. Solitary Fighter is negated. Mental increases by 1.

Chitose
- +1 Stamina when Bestial Synchronization activates for the 1st time.
- New Formation: Solitary Fighter (see Bismarck).

Ryoga
- Successor: Remove Stamina reduction. Add Mental protection.
- Breakdancing: Nerf Speed increase by 1.
- PoP: Not negated when Spirit Samurai activates.

Ryoma
- Super Rookie of the East: if implementing EXP System, change to doubling EXP gain. Add that Ryoma can play S1 regardless of Totals.
- Add Twist Serve.

Kaji
- Aero Vortex: Check for Speed or Mental, not both?
- Hurricane Wall: Clarify wording.

Kimijima
- [Reserve]: Sends any part of the line-up to the opponent. Line-up information sent this way may be partially or completely fake.

Kirihara
- Knuckle Serve: change Power increase to opp Speed decrease [- Mental / 2]

Migihashi
- 6 Ball Strike -> 9 Ball Strike
- 10 Ball Strike -> 12 Ball Strike
- Add Right Saver (Tezuka Zone copy).

Mizuki
- Specify that different characters must be predicted for each position.

Momoshiro
- Black Jack Knife: [Special - Lv 4]

Mutsus
- Auto: Mental +1 when paired together (innate connection, 6 stat).

Niou
- Tezuka Phantom: Nerf Technique increase by 1 or 2.

Ochi
- Add Mach 60%. Lv 4, +5.
- Stamina costs: Mach Smash - 0.5. Mach 60% - 0.5. Mach 100% - 1.5.

Omagari
- Single Sword Style: Lv -1, -1 Power, -1 Technique
- Double Sword Style: Lv +1, -1 Speed

Oni
- Hell's Guide [Reserve]: Base Stamina increases by 1. Base HP increases by 2.

Kenya
- Naniwa's Speed Star: "At the beginning of the 1st point..."

Q.P.
- Quality of Perfection: Check for both conditions?

Sanada
- Black Dragon: Nerf.

Shiraishi
- Golden Gauntlet: 8 -> 9, Mental >= 5 clause applies when any opponent's Mental is >= 5

Tanegashima
- Auto-correct line-up order.

Tezuka
- Blossoming should allow him to play in higher matches regardless of total (otherwise impractical). If implementing EXP System, change to double EXP gain vs select characters.
- Mastered Phantom: Nerf Technique increase by 1 or 2.

Toyama
- Super Rookie of the West: if implementing EXP System, change to doubling EXP gain. Add that Ryoma can play S1 regardless of Totals.
 

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Becker - Was copying the PoP moves too strong for Skill Adaptation then? That always seemed the best options for him to use, so should those specials be generally off limits for copy abilities?

Ryoga - Not surprised to see him changed honestly. He might’ve a little too good with his stamina reduction.

Kimijima - I’m not really following his Reserve ability. If the opponent receives line-up information that could be false, wouldn’t they just ignore it - so the ability is mute?

Mizuki - Good. We’re just nerfing Hardy now, right?

Tokugawa - Could he get Glowing Destruction or would that be too good? I feel like his limitation with Black Hole means he’s often disadvantaged against other top players in Singles without another special in his arsenal.
 

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Uhm, not much analysis to bring about the characters -besides the fact that I agree with a bunch of the notes-, I just think that Shiraishi is likely not at 22.5 total in the manga just yet -and that maybe he is too good of a doubles player compared to how he does in singles, even though he played like 1 doubles match ever.

Zaizen might need a limitation to one of his autos (as it's deadly on balanced characters... For no real reason honestly). Maybe lowering each stat by 0.5 if it's more than one? Idk. Mizuki's special training should go to another character, I feel, otw he becomes a really strong reserve, lol. Special training felt like foolproof, in a sense that it was always there to cover my fuck ups.

Maybe the Franken-Shiraishi combo should be killed btw? Like changing Franken's auto to work only with base mental.
--- Double Post Merged, , Original Post Date: ---
This is silly because no one would use him, but I feel that Kikumaru's "Oishi's Spirit" should work whenever he is not his partner -or, at least, whenever he is not in the line-up.
 

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Becker - Was copying the PoP moves too strong for Skill Adaptation then? That always seemed the best options for him to use, so should those specials be generally off limits for copy abilities?
I wouldn't say PoP was the issue per se. In fact it can't be the issue anymore because we're converting PoP to an Auto and only modify Specials based on whether it's active or not. But even in theory I don't think not allowing those four moves specifically to be copied would make a significant difference.

The power and variety you get from Lv 6 moves is still outstanding regardless. To give a couple examples, you have Glowing Destruction for pure boosting and stuff like Hand Gottes, Black Dragon, TZone and TPhantom to have answers to a great number of situations. You could even threaten Stamina control with Latigazo. I don't think that any one of those moves is too good, it's having access to all of them and making them even harder to negate than they are normally that's the issue in my eyes.

Kimijima - I’m not really following his Reserve ability. If the opponent receives line-up information that could be false, wouldn’t they just ignore it - so the ability is mute?
Ah, that one's only half-done. There should be something to counterbalance that, I just haven't thought of something that makes sense to me yet.

Mizuki - Good. We’re just nerfing Hardy now, right?
Actually I had this one noted down since round 1. If you ask me, the character we should nerf for winning too much is Ryoma - guy's been on consecutive champion teams now, that just seems fishy.

Tokugawa - Could he get Glowing Destruction or would that be too good? I feel like his limitation with Black Hole means he’s often disadvantaged against other top players in Singles without another special in his arsenal.
As he is right now, probably too good. If he gets all his Mental boosts, GD would be a +11.5 for him. I do see what you're saying though, so maybe there's a different solution. Maybe we could get rid of Loyalty to bring it down to a more acceptable 9.5 boost or give Black Hole three activations instead?

I just think that Shiraishi is likely not at 22.5 total in the manga just yet -and that maybe he is too good of a doubles player compared to how he does in singles, even though he played like 1 doubles match ever.
Partially agree, partially disagree. I do agree that he probably doesn't have all 4.5s yet, although I expect him to get there by the end. I don't think he's too strong in doubles either. Maybe this might hint more at him being weaker in singles than he should be? Would be interested in hearing other opinions on this.

Zaizen might need a limitation to one of his autos (as it's deadly on balanced characters... For no real reason honestly). Maybe lowering each stat by 0.5 if it's more than one? Idk.
Sounds fair to me.

Mizuki's special training should go to another character, I feel, otw he becomes a really strong reserve, lol. Special training felt like foolproof, in a sense that it was always there to cover my fuck ups.
I wouldn't want to transfer it to a different character, it's a big part of his skill set in my eyes. Two solutions come to mind though:
  • Only allow it to kick in if the opposing player was predicted correctly.
  • Return stats as +1 total instead of +1 for every stat checked.

Maybe the Franken-Shiraishi combo should be killed btw? Like changing Franken's auto to work only with base mental.
Hm well, this combo is a bit of a special case I suppose. 99% of the time characters aren't able to raise their partner's Mental by more than 1 stage, which I think isn't an issue for Frankensteiner. Maybe his Mental could just be capped at 5? It might also be warranted though to split the boost decrease among all boosts like what you were suggesting for Zaizen.

This is silly because no one would use him, but I feel that Kikumaru's "Oishi's Spirit" should work whenever he is not his partner -or, at least, whenever he is not in the line-up.
I guess we can do that. When coming up with it, my idea was to make it a choice between having GP or having a stronger Kikumaru, but I suppose they're not actually good enough individually to warrant that.
 

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Kimijima - Maybe like a reverse Prediction? You send the opponent line-up information and if those characters actually do play the position, then they get a boost of some sort but how good then? Then it’s up to your opponent to call your bluff or not.

Ryoma - So he has a hidden ability right?

The Prince of Tennis [Invisible Auto]:
Cannot be negated. Cannot be copied. Cannot be noticed. Your team automatically qualifies for the championship (regardless of record). Ryoma must play in the championship line-up and if he is in Singles 1, he wins by default.

Tokugawa - I’m not sure right now what would work best. I do like Loyalty as a concept though. Could the Mental boost by something else? Like if his stats decrease at +1 for each of those characters on your team.

Mizuki - I’d prefer the first.

Shiraishi & Frankensteiner - Shiraishi’s okay in Singles but his true worth has been that he’s better in Doubles for making his partner better. Frankensteiner’s likely has the best synergy with Shiraishi too. Is the problem Praising then? Have it just increase Mental once but have it where the partner’s Mental doesn’t decrease then?
 

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Kimijima - Maybe like a reverse Prediction? You send the opponent line-up information and if those characters actually do play the position, then they get a boost of some sort but how good then? Then it’s up to your opponent to call your bluff or not.
Yeah, something like that. It's just, how does that make sense logically, that's the question. It's like saying "they knew what's coming hence we've got the advantage." Maybe doing it the other way around would be better? You propose a line-up to your opponent and if they comply they get the boost?

Ryoma - So he has a hidden ability right?
Yeah, that's probably it.

Tokugawa - I’m not sure right now what would work best. I do like Loyalty as a concept though. Could the Mental boost by something else? Like if his stats decrease at +1 for each of those characters on your team.
Hm maybe. How about this:

Loyalty [Auto]:
Only activates with Oni, Irie or Ryoma on the same team. Mental decreases at +1 for each of them. After winning 3 points, during the next point, Mental increases by 1 for each of them.

Shiraishi & Frankensteiner - Shiraishi’s okay in Singles but his true worth has been that he’s better in Doubles for making his partner better. Frankensteiner’s likely has the best synergy with Shiraishi too. Is the problem Praising then? Have it just increase Mental once but have it where the partner’s Mental doesn’t decrease then?
I don't want to change the boost from Praising since that's based on the team shuffle boosts listed in the fanbook. The most would be not having the support lv increase, but that's not really the issue here. I think that's also more of a general point - there are a number of abilities that only activate in doubles, but almost none that are restricted to singles. So because of that, most characters are at least as good in doubles as they are in singles.

If the discrepancy between singles and doubles is an issue for Shiraishi specifically though, I'd rather give him something that strengthens him in the former than do something that weakens him in the latter. Maybe modifying Golden Gauntlet even more than I had in my notes would be the way to go? Since he serves twice as often in singles as in doubles, that might balance it out.
 

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Kaoz said:
Yeah, something like that. It's just, how does that make sense logically, that's the question. It's like saying "they knew what's coming hence we've got the advantage." Maybe doing it the other way around would be better? You propose a line-up to your opponent and if they comply they get the boost?
Would you propose a line-up to the opponent where them having the boost would mean you were likely to lose? You wouldn't ever propose the line-up you expected them to actually use, right? Even from this logical angle, I'm not quite sure it would work. Perhaps you could propose them to not use a certain character(s) and in exchange those characters could get experience instead? The opponent then has an incentive beyond the current match to consider. (I guess logically - since it's a Reserve ability - Kimijima would help training the opposing character(s) while they sit out the match).

Kaoz said:
Loyalty [Auto]:
Only activates with Oni, Irie or Ryoma on the same team. Mental decreases at +1 for each of them. After winning 3 points, during the next point, Mental increases by 1 for each of them.
I like that reworked Loyalty. Upping Black Hole's activations was an option I didn't consider, but that could work too if Glowing Destruction would be too problematic.

Kaoz said:
I don't want to change the boost from Praising since that's based on the team shuffle boosts listed in the fanbook.
Oh, really? Honestly, I haven't looked at the fanbooks but I know fan league uses the character profiles and stats from it but do the techniques have their stat changes listed to? That's pretty neat if so. Boosting Golden Gauntlet to make Shiraishi more attractive as a Singles player is fine, I think. I know going from 8>9 was already planned, so maybe that would be enough then.
 

Kaoz

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Perhaps you could propose them to not use a certain character(s) and in exchange those characters could get experience instead?
That sounds like an interesting idea to me. Anyone else got an opinion here?

Oh, really? Honestly, I haven't looked at the fanbooks but I know fan league uses the character profiles and stats from it but do the techniques have their stat changes listed to? That's pretty neat if so. Boosting Golden Gauntlet to make Shiraishi more attractive as a Singles player is fine, I think. I know going from 8>9 was already planned, so maybe that would be enough then.
Well, not exactly. For the team shuffle matches specifically it lists the cumulative boosts each MSer got throughout the match. From there I went and tried to split up the boosts and map them to the events that happened during those matches. So it's basically my interpretation of what's written in the book.
--- Double Post Merged, , Original Post Date: ---
After getting some input from Hardy and Letal, I've revised the Swiss D2 a bit:

Henri Nobel III [25, SB: 2, HP: 10, AR, R]
(SPE: 3, POW: 5, STA: 5, MEN: 6, TEC: 6)

Noble Youth [Auto]:
Whenever an opponent activates a Serve/Special for the second time or more, Mental increases by 1. After partner successfully activates an ACE effect, Genius' Arsenal's Lv permanently increases by 1.

Genius' Arsenal [Special - Lv 5 - 1 STA]:
Activation: Cannot be copied. If Lv >= 7, after activation, Stamina decreases by 0.5 instead.
Data: Speed, Power and Technique combined increase by 6. (Choose distribution before the match.) One of the opponent's stats cannot increase through Specials. (Choose before the match.)
Extra: ACE if two of Speed/Power/Technique are greater than every opponent's respective stats.

Peter Ranbiell [29, SB: 3, HP: 11, AR, R]
(SPE: 5, POW: 6, STA: 5, MEN: 7, TEC: 6)

Hawk Eye [Auto]:
Cannot be copied. Support Lv increases by 1 (max. 3). Opponent's Speed increases at -1, opponent's Power increases at -1. When checked, Speed returns at +1.

Golden Ear [Auto]:
Cannot be copied. Speed cannot decrease. Power cannot decrease. Technique cannot decrease. Opponent's Technique increases at -1. When checked, Speed returns at +1.

Silver Tongue [Auto]:
Cannot be copied. Whenever an opponent's Serve/Special is negated or their stats decrease by 0 through a Serve/Special, every opponent's Mental permanently decreases by 0.5. After successfully activating an ACE effect, during the following point, partner's stats increase at +1 through Serves/Specials.

Magic Touch [Auto]:
Cannot be copied. When checked, Power returns at +1. When checked, Technique returns at +1. In the Extra step, when not activating a Serve/Special, ACE if every opponent's Mental is less than 5.

Vulture Respiration [Auto]:
Cannot be copied. Stamina decreases at 50%. Whenever no ACE effect successfully activates during a point and an opponent's Stamina would decrease by less than 1 through a Serve/Special, their Stamina decreases by 1 instead.

Ultimate Extemporization [Special - Lv 7 - 1 STA]:
Activation: Cannot be copied.
Data: In [Singles | Doubles], copy Data of [opponent's | partner's] last activated Serve/Special (even if that Serve/Special "cannot be copied" and disregarding Activation requirements). When copying Data this way, replace any mention of Speed with Technique, any mention of Power with Speed and any mention of Technique with Power.
Extra: ACE if every opponent's combined [stats increased in Data] is less than [6 x number of stats increased in Data].
 

Hardy

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Oh man I hadn't connected dots, so I didn't notice Extemporization was meant for Peter. It's quite a cool skill, and it will make their pair quite unpredictable, I really like it.
 

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Alan Hopkins [28, SB: 2, HP: 10, AR, L]
(SPE: 5, POW: 5, STA: 5, MEN: 8, TEC: 5)

Nutrition Expert [Reserve]:
Select a character. That character's Energy does not decrease after the match. May not select the same character more than once per season.

Raising the Next Generation [Auto]:
Cannot be copied. If partner's affiliation is MS, their EXP gain from this match is doubled.

HI-Q Support [Auto]:
Partner's Specials cannot be negated. Partner's Mental decreases at +2. If partner's Mental decrease is 0 or less, their Mental permanently increases by 1.

Tactical Server [Auto]:
During decisive points, SB increases by 1. When serving, ACE if any opponent's Speed, Power or Technique is less than 4.

Witty Maneuver [Special - Lv 5 - 1 STA]:
Activation: Negated if any opponent's Mental is 7 or higher. Cannot be negated otherwise.
Data: Speed increases by 3, Technique increases by 6. Power decreases by 2.
Extra: When checked by an ACE effect, stats return at +1. ACE if every opponent's Speed, Mental or Technique is less than 5.

Force Concentration [Special - Lv 5 - 1 STA]:
Activation: Negated if any opponent's Speed, Power or Technique is 6 or higher. Cannot be negated otherwise.
Data: Speed increases by 3, Power increases by 3, Technique increases by 3. Mental decreases by 2.
Extra: When checked by an ACE effect, stats return at -1. ACE if every opponent's combined Speed, Power and Technique is less than 18.

Right, the next set of characters I want to include composes the remaining American reps we know about and here's the first one: Alan Hopkins. Like I discussed in this post, I expect him to be Kimijima's counterpart in some way, so that's where HI-Q Support and Tactical Server come into play. The former obviously counteracts Intellitennis and Negotiation whereas the latter mirrors Slow Server. What's noteworthy about HI-Q Support is that it protects his partner, but not Alan himself.

For the two Specials, I adapted this idea, although I only had 2 move slots to spare rather than 4, so conceptually it's more like the difference between a strategic and a brute force approach. Still, I thought those were interesting for a character with such a balanced stat spread.

Finally, Nutrition Expert and Raising the Next Generation are based on Frederick Gowland Hopkins and Johns Hopkins respectively. I frankly have no idea which one Konomi was going for (if either of them at all; that doesn't get easier with such "unique" names as Miller and Jackson btw) and thought they could both be used for some interesting skills. As you might have guessed already, there are no practical reasons for the limitation on the Reserve skill, it's simply to prevent it from being overpowered.

EDIT: Ignore at least that final paragraph, 10 minutes after posting this it occurred to me that I'm probably off with both of those people.
 
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So getting back to Kimijima, I think something like this could work:

Sponsored Training [Reserve]:
Within the first three days of the match period, choose two characters from the opposing team. The opponent may not use one or both. The chosen character(s) that don’t participate gain [how much?] experience instead. Negated if the opponent only has seven available characters.

It should be done early to give the opponent time to choose and make their line-up, and only if they have enough character(s) to spare. Instead of naming one character, I think proposing between two characters fits with Kimijima as a negotiator more. The opponent can choose between either option and even sit out both if they feel confident. The amount of experience depends on how the system would work, so that can be set later.

Peter Ranbiell [29, SB: 3, HP: 11, AR, R]
(SPE: 5, POW: 6, STA: 5, MEN: 7, TEC: 6)

Hawk Eye [Auto]:
Cannot be copied. Support Lv increases by 1 (max. 3). Each opponent’s Speed, Power and Technique increases at -1.

Golden Ear [Auto]:
Cannot be copied. Speed, Power and Technique cannot decrease and return at +1 when checked.

Silver Tongue [Auto]:
Cannot be copied. Whenever an opponent's Serve/Special is negated or their stats decrease by 0 through a Serve/Special, every opponent's Mental permanently decreases by 0.5.

Magic Touch [Auto]:
Cannot be copied. In the Extra step, when not activating a Serve/Special, ACE if every opponent's Mental is less than 5. After successfully activating an ACE effect, during the following point, partner's stats increase at +1 through Serves/Specials.

Vulture Respiration [Auto]:
Cannot be copied. Stamina decreases at 50%. Whenever no ACE effect successfully activates during a point and an opponent's Stamina would decrease by less than 1 through a Serve/Special, their Stamina decreases by 1 instead.

Ultimate Extemporization [Special - Lv 7 - 1 STA]:
Activation: Cannot be copied.
Data: In [Singles | Doubles], copy Data of [opponent's | partner's] last activated Serve/Special (even if that Serve/Special "cannot be copied" and disregarding Activation requirements). When copying Data this way, replace any mention of Speed with Technique, any mention of Power with Speed and any mention of Technique with Power.
Extra: ACE if every opponent's combined [stats increased in Data] is less than [6 x number of stats increased in Data].

I’ve kept most of Ranbiell had but just moved some things around. I think it is easier to keep track if the stat changes can be placed together, and moved some of his Autos around.

Hopkins checking a character’s affiliation makes me wonder if that is a trait that can be used elsewhere. Are there other characters that would behave differently if paired with a MSer or HSer? There’s probably a few that could get a mentoring type ability I’d think, if they needed such.
 

Kaoz

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It should be done early to give the opponent time to choose and make their line-up, and only if they have enough character(s) to spare. Instead of naming one character, I think proposing between two characters fits with Kimijima as a negotiator more. The opponent can choose between either option and even sit out both if they feel confident. The amount of experience depends on how the system would work, so that can be set later.
I'm fine with this version. The only thing to remember regarding the experience is that it should be more than whatever the player can realistically gain from a match. Maybe even a full level in one go.

I’ve kept most of Ranbiell had but just moved some things around. I think it is easier to keep track if the stat changes can be placed together, and moved some of his Autos around.
I realize it's easier to read this way, but by moving the parts around, they don't work well with the essence of those abilities anymore. I'd rather provide a separate overview if it proves to be an issue.

Hopkins checking a character’s affiliation makes me wonder if that is a trait that can be used elsewhere. Are there other characters that would behave differently if paired with a MSer or HSer? There’s probably a few that could get a mentoring type ability I’d think, if they needed such.
Good question, I've been wondering about that myself. If anyone's got any ideas, I'm all ears. @Friss @Hardy @LetalHawk
Affiliation refers to both age and nationality btw. I'm thinking of displaying it along the lines of JP-MS-3 for instance.

On a side note, I think I've actually figured out who the other American reps are based on:
Pacino - Al Pacino in The Godfather
Hopkins - Anthony Hopkins in Nixon
Miller - Jason Miller in The Exorcist
Jackson - Samuel L. Jackson in Pulp Fiction

Unfortunately I'm not a movie person, so it'll take some time for me to fully complete those characters.
--- Double Post Merged, , Original Post Date: ---
Clive Miller [27, SB: 2, HP: 10, AB, R]
(SPE: 4, POW: 5, STA: 5, MEN: 6, TEC: 7)

Assisted Exorcism [Auto]:
Whenever partner successfully activates an ACE effect, opponent gains 1 Exorcism Counter.

Deal with the Devil [Auto]:
Only activates through Losing Faith. Speed increases by [1 + Number of Exorcism Counters], Power increases by [Number of Exorcism Counters]. At the end of every point, HP decreases by 3.

Losing Faith [Counter]:
Triggers whenever HP decreases or after losing a point. Mental permanently decreases by 1 (max. 3 times total). When Mental decreases through this effect for the third time, activate Deal with the Devil during all consecutive points.

Exorcism Method [Special - Lv 5 - 1 STA]:
Activation: If Deal with the Devil is active, Demonic Smash activates instead.
Data: Mental increases by 2, Technique increases by 4.
Extra: ACE if every opponent's combined Power and Mental is less than 10. If ACE, opponent gains 1 Exorcism Counter.

Demonic Smash [Special - Lv 7 - 1 STA]:
Activation: Negated if Deal with the Devil is not active.
Data: Power increases by 5, Mental increases by 4.
Extra: ACE if every opponent's combined Speed and Mental is less than 11. If ACE, opponent's HP decreases by 4.

I guess some might find this set a bit boring since the only original part of it is a modification of an already existing mechanic, but considering the prerequisites, this is what I ended up with. There should be a few interesting aspects regarding stamina management and doubles pair choices though if nothing else.
--- Double Post Merged, ---
Geisel Jackson [27, SB: 3, HP: 11, SV, R]
(SPE: 5, POW: 6, STA: 5, MEN: 7, TEC: 4)

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

Shepherd [Auto]:
Mental cannot decrease. Partner's Mental cannot decrease. Whenever partner's HP decreases, Power permanently increases by 1, Mental permanently increases by 1.

Vengeful Bullet Smash [Counter]:
Requires Herculean Hitman. Triggers whenever partner negates an opponent's Serve/Special. Only activates if Stamina is 0.5 or higher. Power increases by 6, Technique increases by 1. ACE if every opponent's combined Speed and Power is less than 12. After activation, Stamina decreases by 0.5.

Vengeful Bullet - 60% [Serve - Lv 4 - 0.5 STA]:
Activation: Requires Herculean Hitman.
Data: Power increases by 4, Technique increases by 1.
Extra: ACE if any opponent's combined Speed and Power is less than 9.

Vengeful Bullet [Serve - Lv 6 - 1.5 STA]:
Activation: Requires Herculean Hitman.
Data: Power increases by 6, Technique increases by 1.
Extra: ACE if any opponent's combined Speed and Power is less than 12.
 

Hardy

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Boring? Miller sounds super cool, I really like him.

Jackson is lamer tho '-'
 
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