Looks good yeah ^^ It makes sense too because Fuji is the one character that has a million techniques and he still uses most of them somehow (except his serve but wtv).
Twins [Auto]:
Only activates with Kisarazu as partner or opponent. If Kisarazu is the partner, Stamina decreases at 50% and Mental cannot decrease. If Kisarazu is the opponent, Total becomes 0.
Twin Confusion [Auto]:
Only activatess with Kisarazu in the same team. If both players have at least 1 energy, Mizuki cannot predict them unless paired together. When paired with Kisarazu, can activate his Specials.
Clutch [Auto]:
During decisive points, Mental increases by 1 and cannot decrease.
Blade Racket Threat [Auto]:
Cannot be copied. After losing 3 points, if an opponent's Mental is < own Mental, for the following 2 points, that opponent's Technique decreases by 1, their SB decreases to 0.
Sky High Volley [Special ‒ Lv 2]:
Data: Power increases by 2, Technique increases by 1. If activated the point after Sky Inversion Drop Volley was activated, opponent's Speed and Mental permanently decrease by 1.
Extra: ACE if every opponent's combined Speed and Mental is less than 6.
Twins [Auto]:
Only activates with Kisarazu as partner or opponent. If Kisarazu is the partner, Stamina decreases at 50% and Mental cannot decrease. If Kisarazu is the opponent, Total becomes 0.
Twin Confusion [Auto]:
Only activatess with Kisarazu in the same team. If both players have at least 1 energy, Mizuki cannot predict them unless paired together. When paired with Kisarazu, can activate his Specials.
Clutch [Auto]:
During decisive points, Mental increases by 1 and cannot decrease.
Sky Volley [Special ‒ Lv 1]:
Data: Power increases by 1, Technique increases by 1. If activated the point after Sky Inversion Drop Volley was activated, opponent's Speed and Mental permanently decrease by 1.
Extra: ACE if every opponent's combined Speed and Mental is less than 4.
Sky Inversion Drop Volley [Special ‒ Lv 2]:
Data: Technique increases by 3. If activated the point after Sky Volley or Sky High Volley were activated, opponent's Speed and Mental permanently decrease by 1.
Extra: ACE if every opponent's Speed is less than [4 ‒ number of times Sky Inversion Drop Volley was used before].
Taunt: After winning a point, if opponent's Mental is < 3, that opponent's Mental decreases by 1 the following point. When checked by a Special that could cause harm, Speed returns at -1.
Clutch [Auto]:
During decisive points, Mental increases by 1 and cannot decrease.
Mizuki's Seal [Formation]:
Can be activated in singles. All Specials with Lv <= [(Speed + partner's Speed) / 3] are negated.
-Aoi wanted a heart shaped sparkly racket so that girls would love it.
-David wanted a racket with a pun-meter.
-Bane wanted a racket with a hammer to smack David I assume.
-Itsuki wanted a racket that could be powered by his nose so he could blow away balls '-'''
-Saeki wants a racket that can hold eyedrops -for his motion vision I guess.
-No one cares about Shudo.
I made Ryo Mental based and his brother more focused on technique, other than that their spreads are the same. I thought Ryo having a mini Mental Assassin sounded cool -for some moments I considered having him stabbing people but, as you said, too literal '-' .
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Something like this:
Heart Racket Love [Auto]:
Cannot be copied. Cannot be negated. Activates only during the first point. When Paired with An, Sakuno or Konjinki, partner's Mental permanently increases by 1 and cannot decrease. As opponents, their Mental permanently decreases by 1. When in the same court as An, Sakuno or Konjinki, Mental permanently becomes 6 and cannot decrease, Adrenaline Junkie is negated, and for the rest of the match Clutch Winner cannot be negated and activates at 100 %.
Hammer Racket Smack [Auto]:
Cannot be copied. Activates only during decisive points if partner's HP is > 1. Partner's HP is reduced by 1 and its Mental is permanently increased by 1.
Wind Racket Blow [Auto]:
Cannot be copied. Wins points in case of a tie (this is negated if opponent activates "Lucky Sengoku"). During decisive points, Opponent's Power increases at -2.
Tear Racket Drops [Auto]:
Cannot be copied. Cannot be negated. Immune to Blurry Ball's effects against Motion Vision. During decisive points, when checked, Speed returns at +2 through Motion Vision.
Pun Racket Meter [Auto]:
Cannot be copied. Activates only once per match. If Stamina is 0 and Pun Destroyer has been used 3 times, Stamina becomes 1, Mental permanently increases by 1.
And would prolly create something for poor Shudo.
--- Double Post Merged, ---
Poison Racket Drink [Auto]:
Cannot be copied. Activates only once per match if HP >1. During decisive points, HP decreases until it becomes 1. For every point lost in HP, 1 point gets permanently added to total (in the order of Stamina, Power, Speed and Mental).
Furious Shout [Auto]:
Only activates once per match. Cannot be Negated. If Mental decreases, during the next point, it increases by 1.
Leadership [Auto]:
Cannot be copied. Cannot be negated. Only activates in doubles if support level is >=1. During decisive points, negates the effects of "Hotheaded" and "Fear", partner's Mental cannot decrease.
Blurry Ball [Auto]:
Activated only if Opponent activates Motion Vision. Stats increase at +1 through Specials. Opponent's speed returns at -1. At the end of the point, said opponent's Stamina decreases by 1.
Hotheaded [Counter]:
Cannot be copied. Only activates in doubles. Activates only once per match. After losing a point, Doubles Bonus becomes 0.
Power Stroke [Special ‒ Lv 2]:
Data: Power increases by 2, Technique increases by 1.
Extra: ACE if every opponent's Speed is less than 3, their Mental is less than 3 or their Technique is less than 3.
Long Racket [Auto]:
Cannot be copied. Technique increases by 1. Opponent's Power increases at -1.
Pun Racket Meter [Auto]:
Cannot be copied. Activates only once per match. If Stamina is 0 and Pun Destroyer has been used 3 times, Stamina becomes 1, Mental permanently increases by 1.
Pun Destroyer [Special – Lv 1]:
Data: Opponent's Mental decreases by 1.
Extra: ACE if Mental exceeds every opponent's Mental. If ACE, Mental decrease is permanent.
Wake-up Call [Auto]:
Only activates in doubles after losing two points in a row if Support is >= 2. Power increases by 1. Partner's Power increases by 1.
Hammer Racket Smack [Auto]:
Cannot be copied. Activates only during decisive points if partner's HP is > 1. Partner's HP is reduced by 1 and its Mental is permanently increased by 1.
Pronation Serve [Serve – Lv 2]:
Data: Power increases by 3.
Extra: ACE if any opponent's Power is less than 4.
Air Raid Combo [Special – Lv 2]:
Data: Opponent's Power increases at [Power / 2] (rounded up). If an opponent's Power increases by 0 through a Special, Technique increases by 2.
Extra: ACE if an opponent's an opponent's Power increased by 0 through a Special and every opponent's combined Speed and Mental is less than 6.
Removed his Long Racket and moved Wake up call to him. Don't hate me.
Adrenaline Junkie [Auto]:
Cannot be copied. After losing a point, Mental permanently increases by 1.
Heart Racket Love [Auto]:
Cannot be copied. Cannot be negated. Activates only during the first point. When Paired with An, Sakuno or Konjinki, partner's Mental permanently increases by 1 and cannot decrease. As opponents, their Mental permanently decreases by 1. When in the same court as An, Sakuno or Konjinki, Mental permanently becomes 6 and cannot decrease, Adrenaline Junkie is negated, and for the rest of the match Clutch Winner cannot be negated and activates at 100 %.
Clutch Winner [Special - Lv 3]:
Activation: Cannot be negated during decisive points. If opponent has won less than 2 points, activates at 50%.
Data: Technique increases by [Mental].
Extra: ACE if every opponent's combined Speed and Mental is less than 7.
Buffed him to 15 due to him being in the camp in this scenario, if you don't mind ^^'
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.
Tear Racket Drops [Auto]:
Cannot be copied. Cannot be negated. Immune to Blurry Ball's effects against Motion Vision. During decisive points, when checked, Speed returns at +2 through Motion Vision.
Vanguard Sealer [Auto]:
Only activates in doubles. Non serving player/s Speed value returns at -1. Negates Specials (not Serves) from SV players.
Childhood Friend [Auto]:
If playing with/against a player whose name is "Fuji", mental increases by 1.
Uselessly Nice [Counter]:
Triggers whenever the opponent uses a special that could cause harm to itself. Total decreases by [number of times self harming specials were used before].
Simple Minded [Auto]:
Cannot be copied, cannot be negated. Mental cannot decrease. Whenever a decrease is negated this way, opponent's Mental permanently decreases by [ammount negated].
Effortless Clam Catch [Auto]:
Cannot be copied, cannot be negated. If Sinker doesn't negate prevent any Technique increase, Stamina decreases at 50 %.
Wind Racket Blow [Auto]:
Cannot be copied. Wins points in case of a tie (this is negated if opponent activates "Lucky Sengoku"). During decisive points, Opponent's Power increases at -2.
Sinker [Special ‒ Lv 2]:
Activation: Cannot be negated by Specials. Opponent's Technique increases at -3.
Data: Power increases by 1, Technique increases by 1.
Extra: ACE if every opponent's combined Speed, Mental and Technique is less than 9.
Poison Racket Drink [Auto]:
Cannot be copied. Activates only once per match if HP >1. During decisive points, HP decreases until it becomes 1. For every point lost in HP, 1 point gets permanently added to total (in the order of Stamina, Power, Speed and Mental).
Poison Taster [Auto]:
Negated if HP < 2 or if possible damage taken >= own HP. Whenever partner's HP should be dropped, own HP decreases instead at -1 and Mental permanently increases by 1.
Edit: For the lols. Shudo B.
Poison Taster [Auto]:
Whenever partner's HP should be dropped, own HP decreases instead and Mental permanently increases by 1.
What Doesn't Kill Me Makes Me Stronger [Auto]:
Cannot be copied. Cannot be negated. After being KO'ed, all stats and SB increase by 1 for the rest of the season.
Closed Eyes [Auto]:
Cannot be copied. Triggers after losing 3 points or when HP decreases for the first time. Speed permanently increases by 1, Mental permanently increases by 1, Technique permanently increases by 1.
Obsessed with Victory [Auto]:
Lv of Specials increases by the number of losses this season (max. 2).
Phoenix Reversal [Special - Lv 3 - 1 STA]:
Activation: If New Guidepost is active, name becomes Radiant Wind, Lv becomes 5, and negated if opponent's Serve/Special activates for the first time.
Data (1): If New Guidepost is active: Speed increases by 4, Power increases by 2, Mental increases by 1. Opponent's Speed cannot increase; else...
Data (2): Technique increases by 3. If opponent's playstyle is CP or they activate a Serve/Special, Technique increases by 6 instead.
Extra (1): If New Guidepost is active: ACE if every opponent's combined Speed and Mental is less than 11; else...
Extra (2): ACE if every opponent's combined Speed and Mental is less than 5. If opponent activated a Serve/Special, instead ACE if every opponent's combined Speed and Mental is less than 8.
Kirin Drop [Special - Lv 3 - 1 STA]:
Activation: If New Guidepost is active, name becomes Hollyhock Blizzard, Lv becomes 5, and negated if an opponent's Mental is 7 or higher.
Data (1): If New Guidepost is active: Power increases by 4, Technique increases by 3. Opponent's Power cannot increase; else...
Data (2): Technique increases by 3. If opponent's playstyle is AB or partner's Special is negated, opponent's Speed decreases by 1.
Extra (1): If New Guidepost is active: ACE if every opponent's combined Power and Mental is less than 11; else...
Extra (2): ACE if every opponent's combined Speed and Technique is less than 5. If Partner's Special was negated, instead ACE if every opponent's combined Speed and Technique is less than 8.
White Dragon [Special - Lv 3 - 1 STA]:
Activation: If New Guidepost is active, name becomes Critical Wind #3, Lv becomes 5, and negated if opponent does not activate a Serve/Special.
Data (1): If New Guidepost is active: Power increases by 3, Mental increases by 2, Technique increases by 2. Opponent's Technique cannot increase; else...
Data (2): Technique increases by 3. If opponent's playstyle is SV or partner activates a Special, opponent's Mental decreases by 1.
Extra (1): If New Guidepost is active: ACE if every opponent's combined Mental and Technique is less than 11; else...
Extra (2): ACE if every opponent's combined Mental and Technique is less than [5 + Lv of partner's Special].
New Guidepost [Formation]:
Can be activated in singles. Cannot be negated. Activate an additional Formation.
Well, these past two days on and off, a couple hours in total I guess. I kinda knew how I wanted to differentiate the Counters and Winds, but it took me a bit to think of how to put that into numbers. Then I was also playing with the idea of keeping White Dragon by itself and instead use Dragonfly Illusion as the last Wind counterpart, but in the end that didn't feel right, so I scrapped that idea again.
Well, these past two days on and off, a couple hours in total I guess. I kinda knew how I wanted to differentiate the Counters and Winds, but it took me a bit to think of how to put that into numbers. Then I was also playing with the idea of keeping White Dragon by itself and instead use Dragonfly Illusion as the last Wind counterpart, but in the end that didn't feel right, so I scrapped that idea again.
Fudomine's Doubles Specialist [Auto]:
Cannot be copied. Cannot be negated. Partner's Mental increases by 1. Characters on this team require 1 match less to establish a new Support Lv with this player.
Top Spin Mastery [Auto]:
Technique and Power increase by [number of the current point / 2]. Opponent's Technique increases at 200 %.
Overwhelming Physique [Formation]:
Negated if either opponent's combined Speed + Power > partner's Speed + Power, or if opponent's support level >= 3. Both partners' Speed increases by 2. Top Spin Mastery cannot be negated and activates as if it was the 7th point, opponent's Technique increases at 100 % instead.
It kind of depends on how many KO effects there are. But considering not many of the weaker characters go after HP, it's probably fine in that context.
It was said that, the more time passed, the stronger his Top Spin was getting. That said, due to the nature of the Top Spin, slices his opponent's hit gained speed (which I wanted to reflect with that 200 % increase). I assumed a decently fast player wouldn't give a crap about his Top Spin but that part can be removed.
Surge Shot Support [Auto]:
Cannot be copied. Can only be activated in doubles. If both players are capable of hitting a Special with "Surge Shot" in its name, their HP is not reduced and Power increases at +1.
Waterfall Training [Auto]:
Cannot be copied. Cannot be negated. If player's Stamina is not enough to activate a Special, consume Mental instead.
54th Style Surge Shot [Special ‒ Lv 2]:
Activation: After activation, HP decreases by 2.
Data: Power increases by 3.
Extra: ACE if every opponent's Speed is less than 3 or their Power is less than 5. If ACE and an opponent's Speed is less than 3, that opponent's HP decreases by 3.
Vanguard Killer [Auto]:
In singles, can only be activated if opponent's playstyle is SV. At the end of the Extra step, ACE if non serving opponent's combined Speed and Mental < 6, or if SV opponent's combined Speed and Mental < 6. If opponent's Speed is < 3, its HP is reduced by 2.
Fudomine's Balance [Auto]:
Cannot be copied. Cannot be negated. As long as stats remain balanced, all stats from the player and its partner return at +1.
I have very little on Uchimura and Mori, might change them later in the future.
Well, it's a bit of an issue that we haven't seen him play in ages I guess. Strong topspin can still have pretty devastating effects though in one way or another, just look at e.g. Nadal. So I think if this is really supposed to be Sakurai after camp training, it'd be fine to assume that his spin has improved as well.
From what I understood Uchimura wants to be a rockstar really bad and Mori is a bit of a nerd with a nice voice, so the former might drag his partner with him in the future. So having a Rockstar duo could be fun.
From what I understood Uchimura wants to be a rockstar really bad and Mori is a bit of a nerd with a nice voice, so the former might drag his partner with him in the future. So having a Rockstar duo could be fun.
Yeah noticed that as I was re-reading it. Give me a second.
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Wanabe Rockstar [Auto]:
Counts as Rockstar. After winning a point, if any opponent's Mental is less than 3, their Mental permanently decreases by 1. If partner activates Rockstar, said opponent's I DONT KNOW permanently decreases as well.
Natural Singer [Auto]:
Counts as Rockstar. Activates only if partner activates Rockstar. After winning a point, if any opponent's Mental is less than 3, their Mental permanently decreases by 1.