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# Tennis no Ojisama: Smash Hit! Guide #
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Table of Contents:
##################
1) Revision History
2) What is Tennis no Ojisama?
3) Controls
3.1) Tennis Court and Basics
3.2) During Play
4) Main Menu
4.1) Practice Mode
4.2) Pairs Mode
4.3) Episode Mode
4.4) Options
5) Character Listing and Moves
5.1) Seishun Gakuen
5.2) Yamabuki Jr. High
5.3) Midoriyama Jr. High
5.4) Fudomine Jr. High
5.5) Hyotei Gakuen
5.6) St. Rudolph Gakuen
5.7) Rikkai College Jr. High
6) Codes and other help
7) Special Thanks
9) Copyright
1) Revision History
###################
V1.00 - There has been no changes. I can say that I will be adding more
schools as time goes along since I'm not doing all of them at once. I will
also be revising a bit and adding some more info.
2) What is Tennis no Ojisama?
#############################
Tennis no Ojisama (translated into Prince of Tennis) is a tennis sports anime
written by Takeshi Konomi. It is presented by Shounen Jump manga and TokyoTV
anime broadcasting. The story is about a boy, Echizen Ryoma, who is the son of
a legendary pro entering a Junior High School with a prestigious title of being
strong at tennis. He evolves during the story to become better than his
father, Echizen Nanjiroh.
This show has a lot of reality moves but require unbelievable skills to pull
off. They also mention a lot about current pro players that makes this anime
feel more in present time. An anime with many characters that evolve
throughout the show and has rivals that also are as important, this show brings
out the best in a sports anime.
3) Controls
###########
Left Analog Stick - Moves Players (You can't use the digital pad)
Circle or O - Light Hit, doesn't use stamina
Cross or X - Hard Hit, uses stamina
Square - Hold on to this button during the match to power up the special bar
R1 - If simultaneously pressed with O or X, activates a special move
R2 - Displays which character you are playing during a match to avoid a mix-up
with the same chosen character
L1 and L2 - I have no idea what this does, but, it switches something. I'm
guessing it changes the racket for the next point or game.
3.1) Tennis Court and Basics
############################
In the character moves, there are certain places you have to be in to have the
special move be available. This is a drawing of a tennis court.
BASE LINE
_________________________________________
| | CENTRE MARK ->| | |
| | | |
| A | | A |
| L | BACKCOURT | L |
| L | | L |
S | E | | E | S
| Y | SERVICE LINE | Y |
I | ->|_______________________________|<- | I
->| L | | | L |<-
D | I | | | I | D
| N | RIGHT | LEFT | N |
E | E | SERVICE | SERVICE | E | E
| | COURT | COURT | |
| | | | |
| | | | |
| | | | |
| | | | |
|____|_______________|_______________|____|
| | | | |
| | | | |
| A | LEFT | RIGHT | A |
| L | SERVICE | SERVICE | L |
| L | COURT | COURT | L |
| E | | | E |
| Y | | | Y |
L | ->| | |<- | L
| L | SERVICE LINE | L |
I | I |_______________________________| I | I
->| N | | N |<-
N | E | | E | N
| | | |
E | | | | E
| | BACKCOURT | |
| | | |
| | | |
|____|_CENTRE MARK ->|_______________|____|
BASE LINE
This is the layout of a tennis court.
When a player is in service, he starts on the right side behind the baseline
serving into the Right Service Court on the reciever's side. The reciever can
not return the serve while inside the Right Service Court or it will be a fault
against the reciever. If the server hits the net in the front, it will be be a
fault as determined by the Chair Umpire. If the server hits the very top of
the net, it will be called a Let where the server serves again without a fault.
A second fault for the server results in a Double Fault and the point given to
the reciever.
The difference between a singles game and a doubles game is the area of the
tennis court. In a singles game, the area of the court is only up to the Alley
Line. In a doubles game, the area of the court is extended to the Side Line.
3.2) During Play
################
In the beginning of the match, the players determine who serves by a simple
toss of chance. The bottom of the racket grip should have a symbol. The
racket is spun on its head and falls to the ground. If the symbol is rightside
up, it is called smooth. If the symbol is upside down, it is called rough.
When the player spins the racket and asks, "Which (Side)?", the other player
(the caller) calls rough or smooth. If he wins, he can decide who serves.
During the game, the server is on the south side and the reciever is on the
north side. After a game, they will change courts and have a service change.
After one more game, they will only have a service change until the next game
where they keep following the same pattern. In a doubles game, the recieving
side alternate recievers after each serve. They play up to the chose number of
games, but, if one of the player wins the last game but the opponent is down by
one game, they leading player has to win one more in order to win. If the
losing player ties the game, they will have a tie break to determine the last
game. A tie break is determined by whoever gets the first 7 points out of 12.
If they end up at 6-6 again, one will have to get 2 consecutive points above
the other in order to win.
During the game, the corners show a picture, Player or Computer icon, O and X
icon, and two bars. The red bar represents stamina, and the green bar
represents when the player can use the special moves, the special bar. If the
special bar reaches the amount of which the special move can be activated, the
player will either be surrounded by a red aura, a blue aura. Concordantly, the
button icons will also glow. The red aura represents O and the blue button
represents X. Certain players have the ability to see incoming smash, shots,
serves, (egs. Inui) and it will be shown with an arrow with the colour of the
player (the colour of the controller number during the number of player
select), or a shining light on the floor of where the ball will land (egs.
Mizuki).
4) Main Menu
############
Practice Mode
Pairs Mode
Episode Mode
Photo Gallery
Options
Practice Mode - To play a normal match with one or more players, or with no
players.
Pairs Mode - Creating your own doubles pair to use in Practice Mode.
Episode Mode - Playing a part of a match in the story of Prince of Tennis.
Photo Gallery - A gallery of pictures of the characters.
Options - Game settings.
4.1) Practice Mode
##################
In this mode, you can select whether to play a singles or a doubles game.
After you select which game to play, you can choose which position the
controller is playing in, or, press square to have the computers play each
other.
Afterwards you will get to select yours and your opponent's characters. There
are buttons that do particular functions.
Up and Down - Scroll through characters
Left, Right, or L1, R1 - Scroll faster by school category
Circle or O - Selects character
Cross or X - Goes back a character or menu
Triangle - Character Description
Square (Doubles Only) - Picks pairs made in Pairs Mode
The Question Mark selects a random character.
The Memory Card selects a pair made in Pairs Mode.
In the character description, it shows (in order) the biography, the statistics
of the character, the passive moves, and the performed or active moves. You
can press square in the move list to find a description of the move.
After you select a character, you can select the court of where you can play
and the number of games.
The courts are:
Seishun Gakuen Tennis Courts
Kantou Tournament Courts during the match versus Hyotei Gakuen
Street Tennis Courts
Haruno University Clay Court where Echizen and Tezuka have an important match
(See Episode Mode on how to unlock)
4.2) Pairs Mode
###############
Firstly, you can either choose to make a new pair or load a saved pair. The
functions in the menu are as follows.
Up and Down - Scrolls through pairs
Circle or O - Selects Slot
Cross or X - Cancels or goes back a menu
Square - Deletes Pair if one exists in the slot
If you make a new pair, you will be asked to choose your main character and a
supporting pair computer player. You can rename your pair to whatever you
want. Afterwards in the Pair Mode campaign, there is a menu. You can either
train or rest for you have 7 days to get as many points as you can.
Training
Resting
Pair Statistics
Character Upgrade
Exit
You can press square to have a description of each menu choice.
-------------------------------------------------------------------------------
Training - This is used to build your characters abilities by attaining points
to be used in the character upgrade. There are different types of training for
3 kinds of stat points. These points are characterized by red, blue, and
yellow.
1) Rally Training - Having a rally with your partner practicing against the
wall at the temple in Echizen's Residence. The mission is to keep up the rally
until you reach 60 points. Be careful not to hit hard shots because the
opponent might not be able to get a good return and it doesn't give you extra
points. You can hit the bell but it won't give you more points. Just keep
your analog stick straight when you start the return shot. Do this training
for red points.
2) Smash Training - A smash practice against your partner and another two
computer characters. The mission is to keep smashing as many times as you can
until you reach 60. You can also win an Smash Ace if you aim well enough. The
hint to get aces is to move up to the net so the computers can not react after
returning the first ball. Do this training for blue points.
3) Concentration Training - Like in Inui's first training for the Seigaku
regulars, there are 3 cones colour coded and 3 different colour coded balls are
served to you. In order to reach maximum points, you have to aim right for the
middle of the cone to attain all three points. The mission is to hit as many
cones as you can with the correct ball, 10 points in 3 sets. Also, after each
set it will get harder. The first set, your partner will do underhand serves
to you. The second set, your partner will start serving away from you. The
third set, your partner will do overhand serves in any direction. Do this
training for yellow points.
4) ??? Training - Due to the language, I don't know what to do here.
5) Match Training - You have a match in the street tennis courts with a random
pair. The mission is to win and to get as many points as you can get. You get
points for winning every point, so, if you can keep up a deuce for a long time,
you can probably get limitless amounts of points. Do this training for various
points.
6) Match Training (High Tension) - The same thing as above but with your
special bar being charged fast.
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Resting - Don't choose this option if you want to get more points for a better
character. This skips a day of possible training.
-------------------------------------------------------------------------------
Pair Statistics - To look at your characters stats, moves, and such.
-------------------------------------------------------------------------------
Character Upgrade - This is where the customization happens. The points you
had attained during the training and playing in the tournament can be used to
add moves onto your characters. The problem is that it's all in Japanese and
you can only figure out some of the moves like Drive A and B. The categories
are listed as so.
Passive Skills - These skills are what the character has as a part of his
existing tennis abilities. It does not need to be activated with a button.
Such skills are Inui's data tennis, Oishi's smash court awareness, and such.
Active/Special Moves - These moves are what the character has as an extra
ability. It requires certain functions to work. Such moves are Echizen's
Twist Serve, Kikumaru's ball dive (Not special move), and such.
Statistics Upgrade - This increases the abilities of the character. These are
as listed.
Power - Blue Points
Footwork - Blue Points
Stamina - Blue Points
Mentality - Red Points
Technical - Yellow Points
??? - I have no idea what this is because I can't find a character that has
options inside it.
Exit - Exits to main menu.
What I suggest for upgrades is Inui's Data Tennis in the Passive Category that
requires 300 red points, 15 yellow points, and 15 blue points. This upgrade
makes your life easier since you can see every shot that is coming. Only one
character needs it. Also, I would suggest upgrading statistics so that your
character can maximize his normal abilities (Seeing how Tezuka does so well
even without his moves).
-------------------------------------------------------------------------------
Exit - First, you have an option of saving your pair in your memory card.
Second, you have an options to quit or to go back to the Pairs Mode main menu.
-------------------------------------------------------------------------------
4.3) Episode Mode
#################
There are certain scenerios in which Seigaku had to face in the series. If you
complete all the Episodes, you will get a new court. The story descriptions
aren't translated from the game, but, my own descriptions of what happened.
Episode 1
---------
Echizen Ryoma versus Shinji Ibu (Found in Anime Episodes 19-20)
Mission - Win the game in under 10 minutes
Difficulty - * (1 Star)
Story - Echizen recieved a severe cut on his left eyelid from his broken
racket. Shinji's move "The Spot" had numbed Echizen's arm and Echizen tried to
hit the ball by turning his body. He didn't realize that his grip was also
numbed and the racket flew into the net pole which ricochet to his eyelid. The
wound wouldn't stop bleeding, but, Echizen wouldn't give up. Ryuzaki-sensei
patched up his eye enough to temporarily stop the bleeding and Tezuka gave him
the chance to play. The condition was he had to win under 10 minutes or he
would have to default.
Help - In a singles match against a slow to moderate player, I use a method in
which I call "Draw and Return". This method works very well especially if you
have a fast player. First you hit a hard shot into the empty side court to
draw the opponent there. Move closer to the net in line with the opponent
enough to cover a straight or a cross shot. When the opponent returns the
shot, you should be able to take it easily with a hard cross shot to the other
half court. An opponent like Shinji shouldn't be able to take it with his slow
speed, but, a person like Tezuka has enough speed to return almost every shot.
Most matches will be using this method. Shinji has no particular dangerous
moves; therefore, there's no reason to worry about losing a lot of points. His
Kick Serve isn't particularily hard. Just head towards the place to counter
which will be said in Shinji's movelist (It's not there yet so look at
Echizen's Twist serve and change the direction).
You start out with Ryoma serving with Ryoma leading the match by 4 games to luv
(4-0) with Shinji leading the game thirty to luv (30-0).
Episode 2
---------
Taka vs Kabaji (Found in Anime Episodes 60-61)
Mission - Make Kabaji lose all his stamina
Difficulty - * (1 Star)
Story - In order to battle Kabaji, Seigaku needed power to fight back.
Momoshiro felt Kabaji's power and Ryuzaki decided that it would be dangerous
for Echizen to play. With the doubles games tied, this match is an important
win for Seigaku. Kawamura uses the move that Fudomine Ishida used against
Kawamura and broke his wrist, the Hadoukyu. Fudomine Ishida's flat shot, the
Hadoukyu, is a shot that strains the arm muscles to a point of injury.
Kawamura uses this move to battle against Kabaji on a Hadoukyu match.
Help - This is a pretty easy match. To knock out Kabaji's stamina, you have to
use the hadoukyu. Use the Burning Hadoukyu instead of the Great Hadoukyu
incase Kabaji dodges it. Keep aiming it at Kabaji and he will eventually lose
his stamina. Watch out for Kabaji's Hadoukyu (which he learns from you) and do
not return it. You shouldn't mind letting in points since it will probably end
in one or two games.
You start out with Taka serving and the match just started.
Episode 3
---------
Momo vs Sengoku
Difficulty - *** (3 Star)
Mission - Defeat Sengoku
Story - Momoshiro has to face the All-Japan Junior Sengoku of the Yamabuki Jr.
High. Sengoku's tennis skills were superior to Momoshiro and Sengoku's Motion
Vision made every shot easy for him. Momoshiro made a small comeback, but,
while covering for his right ankle that was injured a long time ago, he had
mostly used his left leg to move. His right ankle had healed a while ago, but
covering it had cramped his left leg. With this cramp, he wasn't able to play
evenly, but, he used his new move. The Jack Knife, a powerful backhand blew
away Sengoku's racket. Momoshiro has to bare this cramp in order to win.
Help - Unlike the anime, your Jack Knife will not blow away Sengoku's racket,
but, using the Jack Knife to start up the "Draw and Return" method is useful.
Note that the Jack Knife only works with the ball heading to the backhand.
Sengoku's Motion Vision will slow down your hard shots, but still use it
because it's better for returning high shots. Sengoku's Kohou serve has to be
returned closer to the Service Line.
You start out with Momo serving with Sengoku leading the match by 5 games to 3
(5-3) with a starting game.
Episode 4
---------
Kaidoh vs Kamio
Difficulty - ** (2 Star)
Mission - Defeat Kaidoh without losing a game
Story - Kaidoh was faced with an opponent that Fudomine knew was best suited
for him, Speed Ace Kamio. Kamio was able to reach any shot with his speed
including Kaidoh's snake. Kaidoh's determination allowed him to get a luck
shot in, the Boomerang Snake. This was a backfire, Kaidoh kept trying his
Boomerang Snake and lost a lot of games. Kaidoh realized that he wasn't
playing his type of tennis. His type of tennis was a stamina match.
Help - This is probably the hardest match in the game. That two star is pretty
fake. Starting off as the opponent's match point and beating it is tough. The
first point you will worry about the most. When you return the serve, Kamio
will do a special move with a cross shot. Hopefully it wouldn't be the Sonic
Bullet. Anyways, head for the other half court as soon as possible as he will
aim there. Return the shot and begin the game. "Draw and Return" won't work
as well on Kamio as he is too fast for it. There is one thing you can do is
that your Snake shot recharges faster than any Kamio's moves. Use the Snake
when he's far from the net. The only way he can return it is with his Speed
Return. He will return it with a sharp cross shot, so head for that ball
course. You can do the boomerang snake if he returned it to your forearm side.
None the less, keep aiming for the empty sides. It's really dangerous to do
the Snake when Kamio is at the net because it is easy to smash. DON'T LET UP A
GAME!
You start out with Kamio serving with Kamio leading the match by 5 games to 3
(5-3) with Kamio's match point leading the game forty to thirty (40-30).
Episode 5
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Inui vs Momo
Mission - Defeat Momo
Difficulty - * (1 Star)
Story - Inui had lost his regular position in the first school ranking
tournament. His hard training and constant Data collecting was going to pay
after he beats Momoshiro. If he wins, he becomes a regular again.
Help - This match is an easy win. "Draw and Return" will work. Unlike the
previous episode, it's the correct ranking difficulty for this episode.
You start out with Inui serving and the match just started.
Episode 6
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Seigaku Oishi Shuichirou(Player) Kikumaru Eiji Pair vs Yamabuki Minami
Higashikata
Mission - Defeat the Yamabuki Pair
Difficulty - ** (2 Star)
Story - Another National level team that won Seigaku before is facing Seigaku's
Golden Pair. Oishi was a part of the pair that lost against Yamabuki's pair
last year. Yamabuki's tactic was to target Oishi. Oishi fought with this plan
because he knew that it was to draw the Kikumaru to help Oishi. Thought Oishi
had defeated this plan, Yamabuki's pair was the best with doubles sign play and
was still tough against Seigaku's Golden Pair.
Help - You're playing Oishi, one of the best players for doubles. Use a
variation of Drop Volleys and Moon Volleys to draw the opponents there and use
the Moon Volley to hit it at the empty base line. Beware that the Moon Volley,
if placed wrong, can be easily smashed. If you are at the front of the net,
your side shot volley will work very effective, but, don't do it as a straight
shot. The Yamabuki Pair has nothing special, so this is a easy win because
your pair is way stronger in terms of stats and skills.
You start out with Yamabuki's Minami serving with Yamabuki leading the match by
4 games to 2 (4-2) with a starting game.
Story - The first match against Hyotei inside the cheer of over 200 Hyotei
players, Kikumaru and Momoshiro starts off the match. Oishi had injured his
arm helping a pregnant lady in labour and couldn't participate. Oishi told
Momoshiro to cover for him, but, Momoshiro wasn't good at doubles. Against
Mukahi's better acrobatics and Oshitari's counter moves, Kikumaru and Momoshiro
faces their matching rivals.
Help -
You start out with Seigaku's Momoshiro serving with Hyotei leading the match by
4 games to 0 (4-0) with a starting game.
Episode 8
---------
Fuji Syusuke vs Mizuki
Mission - Defeat Mizuki without losing one point
Difficulty - **** (4 Star)
Story - Mizuki's Data Tennis made it hard to Seigaku to win their matches, and
Mizuki had nearly defeated Fuji with the last game to win. Inui commented that
Fuji was a person he can't get the correct data from. Mizuki's overconfidence
might be the end of him as Fuji plans his comeback.
You start out with Mizuki serving with Mizuki leading the match by 5 games to 0
(5-0) with a starting game.
Episode 9
---------
Tezuka Kunimitsu vs Echizen Ryoma
Mission - Defeat Echizen
Difficulty - ** (2 Star)
Story - Echizen Ryoma, the first-year regular of Seigaku, has been playing as a
copy of his father, Echizen Nanjiroh. Tezuka realized that this isn't the way
for Echizen to grow, and he decided that he must show Echizen that being like
his father won't beat everyone. Tezuka arranges a match with Echizen and
delivers a strong message. "Echizen, be Seigaku's pillar of support!"
You start out with Tezuka serving and the match just started as a Tie Break.
4.4) Options
############
It's all in Japanese and your guess is as good as mine.
If you can translate it, please feel free to contribute it.
5) Character Listings and Moves
###############################
FTW (Footwork) - Faster speed
POW (Power) - Faster shot
TEC (Technical) - Better shot pinpointing
MTL (Mentality... I think) - Faster special bar regeneration
STM (Stamina) - Longer stamina bar
Twist Serve - R1 + X (Done with a full bar while in service)
R1 + O (Feint version)
Episode Debut: Episode 1
Description: Serving the ball and hitting it in a motion from bottom-left to
top-right, it will create a counter revolution side spin that will goes for the
opponent's body making it harder to return. Also, the twist serve has a strong
bounce making it hard to return.
Utilizing: This serve is different than it was intended to be in the game. To
use this effectively, figure out which way it's going to change directions
since you are able to switch hands before picking Echizen and you will change
courts. The twist will go towards the direction of whatever hand you are using
(Left hand twists left; Right hand twist right). Human players are pretty easy
to trick with this serve, but, computers won't be fooled by the feint version.
Use the Twist Serve with the direction all the way against the way it is going
to twist, so, if it is twisting left put the direction all the way left. Why?
Because the computers reaction time will always happen once the ball bounces.
If you do this, the ball will either twist real fast out of court or twist very
far away on the opposite half court from where the opponent stands.
Countering: The Twist Serve is easy to counter if you are fast enough. There
is a perfect spot for you to be in to return a twist or a feint serve. To find
this spot, you have to figure out which direction the twist is going to go.
The feint goes straight and the twist goes left or right. If the twist goes
left, position yourself near the service line in between the straight course of
the feint serve and the twist course of the Twist Serve. If it goes well, the
return should be reachable with either serve versions.
-------------------------------------------------------------------------------
Twist Smash - R1 + X (Done with a full bar with an incoming lob) Range: Small
R1 + O (Feint version)
Episode Debut: Episode 20
Description: Like the Twist Serve, it has the same effect of direction change
but during a smash.
Utilizing: I don't like using the Twist Smash because it's too fast to judge
where the opponents are to determine where to use the direction change. The
thing I like is that it is quick and if you have a quick judgement you can use
this move to smash it faster than a normal smash.
Countering: The ball pinpointing won't change far so you can get quite close in
line with Echizen to return this smash.
-------------------------------------------------------------------------------
Drive A - R1 + X (Done with a full bar in the backcourt. Note that it also
needs a certain incoming shot to work) Range: Small
Episode Debut: Episode 44
Description: Echizen draws Akutsu to the net with a dropshot, then uses a point
blank drive volley to hit Akutsu in the face.
Utilizing: Use this only when you are very close to the opponent. The risk of
the ball going out is high, so try to avoid using this move that much.
Countering: Just dodge the ball. It will look very different from the Drive B
so you don't need to worry about the Drive B.
-------------------------------------------------------------------------------
Drive B - R1 + O (Done with a full bar in the backcourt. Note that it also
needs a certain incoming shot to work) Range: Small
Episode Debut: Episode 35
Description: In order to defeat Yuuta's Twist Spin Shot, the ball must be
returned before the high bound occurs. Even if Echizen did the Super Rising to
return the Twist Spin Shot, Yuuta could return it with his Rising Shot and win.
Echizen used the power of the slide and the jump to create a super topspin
that would curve down even against a sinking ball; therefore, hitting the ball
before it even bounces which is faster than the Super Rising.
Utilizing: The only thing you could do is aim for an empty spot. This is a
very quick returning move but sometimes the ball can be smashed.
Countering: Just hope your character is positioned in time to move and take the
Drive B. The Drive B doesn't happen very often, so, use a special to counter
it if possible.
-------------------------------------------------------------------------------
Super Rising - R1 + X or O (Done with a full bar in the backcourt with an
incoming serve) Range: Small
Episode Debut: Episode 46
Description: An advanced form of the Rising Shot to return difficult serves.
The serve makes the ball curve after it bounces and makes it harder to return
if the spin is great. The Super Rising recieves the ball on its racket before
the curve occurs and returns it fast. This fast return cuts the time for the
opponent to react. The difference between the Super Rising and the Rising shot
is the Super Rising steps up with the ball utilizing a jump to create more
topspin.
Utilizing: Other than returning it fast to the empty court, nothing much you
can do. It doesn't take up a lot of the bar.
Countering: React and return the ball and hope your character is fast enough.
Always head for the middle after serving against a Super Rising user.
-------------------------------------------------------------------------------
Buggy Whip Shot - R1 + O (Done with a full bar in the backcourt) Range: Small
Episode Debut: Episode 05
Description: A super side spin shot that curves in the air. Using the racket
and a body turn to make a loop starting from bottom to top to create a
centrifugal force that makes a high spin. This spin will curve and it's hard
to tell where this kind of shot will land. The Buggy Whip Shot is done by pros
like Martina Hingis and Pete Sampras, but, Echizen doesn't have the same arm
reach and his shot effective has less curve than Kaidoh.
Utilizing: This is most effective when your opponent is close to the baseline.
The shot curves and will end up in the service courts towards the side.
Countering: As soon as you know where the ball curves to, move to the sideline
to return it when it bounces.
-------------------------------------------------------------------------------
One Foot Split Step R1 + O (Done with at least half full bar after returning a
shot)
Episode Debut: Episode 08
Description: Landing your feet on the ground at the same time as your opponent
racket meets the ball so that you have the maximum amount of reaction time;
however, it also expands and contracts the leg muscles so that it will create
and explosion of energy to dash for the ball. Doing it with one foot makes it
even faster because a one foot side step allows more push to one side. It's
difficult to do if you don't know where the ball is going, but, Echizen's
tennis sense allows him to know where the ball will go by looking at the
opponent's posture.
Utilizing: Do not use this when your opponent is close to the net! If your
opponent returns it when you're bunny hopping... it's embarrassing.
Countering: Move up and return it as soon as possible and hope he can't get
there in time.
===============================================================================
-=Tezuka Kunimitsu=-
FTW XXXXXXXXX (S)
POW XXXXXXXXX (S)
TEC XXXXXXXXX (S)
MTL XXXXXXXX (A)
STM XXXXXXXX (A)
-------------------------------------------------------------------------------
Zero-Shiki Drop Shot - R1 + O (Done with a full bar in the service courts)
Range: Large
Episode Debut: Episode 22
Description: Using a super backhand slice in a dropshot form to create a super
backspin that counters the bounce and reverses towards the net.
Utilizing: If you head towards the net, you can easily use this move to win
easy. If the opponent is at the net, he has a better chance of returning it,
but if he is away from the middle, you can aim for the empty side and he'll be
in trouble.
Countering: The only way to counter this is to be really close to the net or
act fast and return it before it lands. If you happen to return it, you can to
get back up and get ready for the next shot. Most dropshots will make you do
an ugly, slow, high return that can be smashed. Watch out.
-------------------------------------------------------------------------------
Tezuka Zone - R1 + O (Done with a full bar after returning a shot)
Episode Debut: Episode 52
Description: Controlling the rotation of the ball with his amazing racket
control to create a spin to manipulate the opponent's return spin back to his
position. In order to do this, Tezuka has to be in the correct recieving
posture to create the spin for Tezuka Zone.
Utilizing: Use this when the opponent's special bar is very low and watch for
smashes. This will allow you to open up empty spaces.
Countering: Only special moves will change the directions. Smashes can throw
off players playing Tezuka.
-------------------------------------------------------------------------------
Corner Shot - R1 + X or O (Done with a full bar in the backcourt or behind
baseline) Range: Small
Episode Debut: Episode 65
Description: Pinpointing the very corners of the backcourt where it is the
hardest to return when the opponent is on the opposite half court.
Utilizing: Just as the description says, watch for the open court to use it.
Beware of opponents at the net because they limit the ranges of open space.
Use this to return shots that are far away.
Countering: If you want to go defensively, head straight for the corner that is
opposite from you. If you want to go offensive with a probability of screwing
up, go on the service line and in the corner shot course to smash it back fast.
This can be done at the net but the ball is fast, so, returning isn't easy at
the net.
===============================================================================
Tsubame Gaeshi - R1 + X or O (Done with a full bar with ball facing the
forehand in the backcourt or behind baseline) Range: Small
Episode Debut: Episode 14
Description: A topspin counter. Using the spin of the ball and adding an
addition slice spin so the ball would have a low and far bounce. This is done
by adding enough slice into the ball that the bound would be the smallest
possible while the spin would allow the ball to travel with the minimal bounce.
Utilizing: This move is great when the opponent is at the baseline. This move
will definitely get through any baseliners.
Countering: Move up as fast as you can and try to return it. Once it hits the
floor, you're done for.
-------------------------------------------------------------------------------
Higuma Otoshi - R1 + X (Done with a full bar with an incoming smash) Range: Full
Episode Debut: Episode 39
Description: A smash counter. Using his own cetrifugal spin force to directly
return a smash, the racket is angled so the force of the spin would send it
high enough near to the baseline at the backcourt.
Utilizing: Do this move anytime a smash comes because even if you have a
partner where the opponent smashes to, it's probable that your partner might
miss by a chance. Take no chances. Beware that this move can be dangerous
that in some situations a net player can smash it immediatly; therefore, you
send the ball into an open space in the backcourt anyways because you can't do
nothing about the net player except hope he doesn't smash it.
Countering: It's highly unlikely you'll be fast enough to get to the net where
Fuji does the move. So head to the back because this move is quite slow in
speed, and you can reach it in time if you have good footwork.
-------------------------------------------------------------------------------
Hakugei - R1 + X (Done with a full bar with ball facing the backhand in the
backcourt) Range: Small
R1 + O (Feint version)
Episode Debut: Episode 63
Description: An approach counter. Using a super backhand slice to cause the
ball to hop and rise into their air and using the wind blowing in his face, he
uses the wind to stop the ball from going out and landing near the baseline
with a super backspin to have the ball return to his court. There were some
discussions about if the Hakugei was suppose to be a point for Fuji since it
lands in his court before he catches it, but, the rules are if the opponent
can't hit the ball before the second landing, the point is for Fuji.
Utilizing: Unlike the actual purpose of the counter, almost everyone will be
smashing it when they get to the net. This move is good if you find an open
course and space for it to land. Sometimes the computer will get stupid and
run around trying to smash it when it returns to your court. Against players,
depends how smart are they and you also have the feint version.
Countering: When the move is in effect and you see it's a Hakugei, get as near
to the middle as you can. Feint Hakugei is a very slow drop shot. A real
Hakugei will take time before it lands and you should be able to get to it and
smash it.
-------------------------------------------------------------------------------
Disappearing Serve - R1 + O (Done with a full bar while in service)
R1 + X (Feint version)
Episode Debut: Episode 62
Description: A service return counter. Fuji drops the ball in a way that he
spins it clockwise (In Fuji's view) and does an underhand Cut Serve. A cut
serve is a serve that adds an additional clockwise spin like it was cutting it
from the side. When the ball lands and bounces, it escapes to the side in mid
air as if it had disappeared.
Utilizing: This serve is like the Twist Serve. Its ability to curve and bounce
in the other direction is the same. When Fuji uses his right hand it will
always be the direction of the right hand where the ball will go. Like the
Twist Serve, the best place to serve to is the very right part of Fuji's point
of view. This will definitely get through the computers, but, if the player is
smart enough they can return it.
Countering: If you look up at how to position yourself at the Twist Serve, it's
the same. This is a bit more difficult because you can't see the ball when it
bounces.
===============================================================================
Moon Volley - R1 + X (Done with a full bar in the backcourt) Range: Small
Episode Debut: Episode 31
Description: He looks for an open area in the baseline and uses precise
pinpointing to hit the ball to with a lob topspin volley that starts from the
centre of the racket. Thus making the highest unreachable possible shot and
hitting right at the line.
Utilizing: Using this effectively is how well you place these shots and how you
use it concordantly with the Drop Volley. This move is a very fast high lob as
it says, but there are points on the court in which it can be smashed just as
fast if the opponent is good. An open space is most important, but, if you are
returning while nearer to the net, look for an open course too because the Moon
Volley will be shortened.
Countering: This move is quick, so, rely on your instincts of where it's going
to be aimed and quickly run there. Place yourself, not at the baseline, but
more into the middle of the backcourt. Doing this will ensure a high ball to
return
-------------------------------------------------------------------------------
Drop Volley - R1 + O (Done with a full bar in the backcourt) Range: Small
Episode Debut: Episode 33
Description: A feint version of the Moon Volley that tricked the St.Rudolph
Akazawa Kaneda Pair to move back.
Utilizing: If you can catch the opponent off guard by throwing this into an
empty service court, this is very useful. Even if the opponent is fast enough
to get to the drop shot, it's going to be an ugly return and you can complete
your point with a cross shot after moving back a little.
Countering: It's easy to tell the feint Moon Volley because Oishi will say
"Drop Volley!" so head for the place he aimed for and return it.
-------------------------------------------------------------------------------
Short Cross Shot - R1 + X (Done with a full bar in the service courts) Range:
Large
Description: A high angled cross shot that aims for the opposite service court.
Utilizing: Always aim for the empty service court and make sure you are doing a
cross shot. There's no point in doing a short straight shot where it's easy to
return. A cross from the centre line is very effective. This makes Oishi a
pretty decent net player.
Countering: This is pretty hard to counter if it's placed correctly at the
right time. Try your best to get to the course of the shot and return it. Any
specials at the net would be nice to use at this time.
===============================================================================
Kikumaru Beam - R1 + X (Done with a full bar with an incoming lob to the
opposite halfcourt while in the service court) Range: Small
Episode Debut: Episode 31
Description: Using his acrobatics to leap high and hit a strong backhand volley
when least expected.
Utilizing: This is a quick strike that won't be easily caught. Aim for open
spaces and use this whenever it comes. An incoming lob while being at the net
is hard to return.
Countering: Stay in the backcourt so you can better anticipate the ball when it
is hit. If you are intuitive, you can go to where you think the ball is going
to land.
-------------------------------------------------------------------------------
Diving Volley- R1 + O (Done with a full bar in the service courts) Range: Large
Episode Debut: Episode 16
Description: Returning shots that are usually out of reach using his diving
volley. This volley isn't just to recieve, but, to return the ball to the open
holes of the opponents.
Utilizing: If you look up at Oishi's short cross shot, this is basically an
extended version. The hardest point to recieve this shot is a high-angled
cross shot to the other service court. Just find an open space and hit it
there. You probably want to use this if the ball is out of reach.
Countering: You probably want to be in the centre of the court to have the best
position to hit any kind of ball. You should be able to reach a straight or a
cross if you have enough speed. Playing a slow character against Kikumaru
isn't helpful.
-------------------------------------------------------------------------------
Moon Volley - R1 + X (Done with a full bar in the backcourt) Range: Small
Episode Debut: Episode 57
Description: An imitated Moon Volley that is a bit less accurate and slower,
but, as effective.
Utilizing: You can look up at Oishi's Moon Volley since they are essentially
the same.
Countering: As above.
===============================================================================
-=Kawamura Takashi=-
FTW XX (G)
POW XXXXXXXXXX (SS)
TEC XX (G)
MTL XXXXX (D)
STM XXXXXXXX (A)
-------------------------------------------------------------------------------
Burning Serve - R1 + X (Done with a full bar while in service)
Episode Debut: Episode 60 (Pretty late into the show but it's the first visible
Burning Serve.)
Description: A very powerful serve that takes a lot of stamina to return.
Utilizing: It's about the same effect as the Burning Hadoukyu, but, with
Kawamura's speed I would use a Provoke instead to get the ball easily back to
Kawamura's serving position.
Burning Hadoukyu - R1 + O (Done with a full bar in the backcourt or behind the
baseline) Range: Small
Episode Debut: Episode 60
Description: Using the full length of the arm and returning the the ball in the
centre of the racket with no angle. A Flat Shot return ensures the most power
is returned with the full strength of the arm; however, this also strains the
muscles in the arm causing certain extent of injury. A powerful shot that
takes a risk is something that isn't easy to return. This move was done on
Kawamura from Fudomine's Ishida. It injured Kawamura's wrist.
Utilizing: Using this move whenever possible will make the opponent lose
stamina real fast. If the opponent returns it, there is a definite high chance
that it will be a bad return because the power will make returns less powerful.
Once you hit the Burning Hadoukyu, get ready to set yourself up for a good
shot or smash.
Countering: With the Great Hadoukyu version in mind, you can't be certain which
one is it. Head back in the line of the shot and it will help your judgement
of which Hadoukyu is it. If you are really close to the net, just run for it.
Stamina is something that is more valuable than a point.
-------------------------------------------------------------------------------
Great Hadoukyu - R1 + X (Done with a full bar in the backcourt or behind the
baseline) Range: Small
Episode Debut: Episode 60
Description: Same as above. The only difference is that this one is more
powerful, but, will go out of the court.
Utilizing: This move has a high percentage of being out, but, with the Burning
Hadoukyu it will seem tricky only against players. Computers always know which
one is it so it's pretty useless against them. To ensure a higher percentage
of hitting the opponent, you have to be closer to the service line and towards
an opponent so he can't run away. If you are very close, the speed of the ball
will catch even a computer opponent.
Countering: Just run if you are sure it's a Great Hadoukyu. If you dodge it,
the point is yours.
-------------------------------------------------------------------------------
Dash Hadoukyu - R1 + X (Done with a full bar with ball facing the forehand in
the backcourt or behind the baseline) Range: Small
(Extra Criteria: Must have lost 2 games)
Episode Debut: Episode 93
Description: In order not to injure his arm anymore, Kawamura finds a way to
use the Hadoukyu in a different way. It first appeared in the Seigaku
Kawamura/Momoshiro pair versus Rokakku Amane/Kurobane pair. This move uses the
same flat shot technique, but, the difference is that Kawamura is in a stance
like a sprinter. He uses his leg strength to make a small sprinting dash to
increase the power of his shot and to put less strain on his arm. This will
knock out both opponent's racket off as it did in the series. The problem is
he can only do it once a match.
Utilizing: Unstoppable and incredible, you should use this in an important
point. Like a break point or a match point.
Countering: Nothing... you can't even run away.
-------------------------------------------------------------------------------
Provoke - R1 + O (Done with a full bar after returning a shot)
Episode Debut: Episode 13
Description: "Moeruze Burning!" His great burning awe scares the opponent and
makes them less powerful.
Utilizing: This is great against an incoming smash. It makes all shots turn
into a high and slow lob and go towards Kawamura. To use this effectively is
to make sure you do it a while before the opponent hits. This will make sure
your provoking will recovery so you can get ready to do a smash.
Countering: There is nothing you can do against it. The only thing you can do
is be aware of Kawamura's special bar and prepare yourself. Most of the times
it will be a smash that is used to hit back; therefore, get ready to return a
smash. Specials aren't affected by this move.
===============================================================================
S.S.S - R1 + X (Done with full bar while in service)
Episode Debut: Episode 58
Description: Inui's super high-speed serve that rivaled Hyotei Chotaro's Scud
Serve. It has been said to go at 192km/h. Inui used extra weights in his
wristband to increase the power of his arm.
Utilizing: Even though this serve is really fast, the bound is really slow
afterwards in the game. It's best to save your special for the D.A.S.
Countering: The bound is slow, so stay in the middle of possible lines of
serve. You will be able to reach it if you react quick enough.
-------------------------------------------------------------------------------
D.A.S. - R1 + O (Done with full bar after returning a shot)
Episode Debut: Episode 07
Description: Inui calculates the next shot will be a bad shot and it happens.
Utilizing: This makes the opponent's ball return high and slow. Sometimes it</pre><pre id="faqspan-2">
will even make the ball go out if the person aims it too far and angled. Also,
low returns will not be as affected, but, they will be slow and sometimes will
screw you up. If they are like that, they will land closer to the net than
before, so, move foward.
Countering: It's nothing you can control so make sure you prepare for it with
a low ball so it would disallow smashes.
-------------------------------------------------------------------------------
D.R.S. - R1 + X (Done with full bar with an incoming lob in the serivce courts)
Range: Small
Episode Debut: Episode 59
Description: Inui can change the course of his smash to best fit the situation
of where his opponents are located.
Utilizing: When you start this move, hold onto the button so you can change the
direction. Look for an open space to hit the ball
Jack Knife - R1 + X (Done with a full bar while near the ball with his backhand
in the backcourt) Range: Small
Episode Debut: Episode 40 (It was shown against Tezuka first but was fully
shown in Episode 44)
Description: An ultra powered double backhand shot which is quick and powerful.
It starts with the a front one foot jump and the other leg starts in the front
and swinging back while the racket swings foward to create a pendulum force.
Momoshiro used this against Yamabuki Sengoku.
Utilizing: It's certainly sharp, but, not as powerful as it is in the show.
It's very fast however. You can use this shot to do a quick return to an open
space.
Countering: It's just a speed ball, but, make sure you use a soft return so
that you won't lose your stamina to special shots. Be on alert and anticipate
the course of the shot.
-------------------------------------------------------------------------------
Dunk Smash - R1 + X (Done with a full bar with an incoming lob while inside the
backcourts) Range: Small
Episode Debut: Episode 13
Description: A jumping smash that requires balance and timing that is hard to
return because it is smashed closer to the net than a normal smash. Using his
strength and his jumping power as well makes this Dunk Smash a tough shot to
handle.
Utilizing: It's certainly faster than a normal smash; however, there is less
time for pinpointing. Try your best to pinpoint to an empty space.
Countering: Stay close in line with Momoshiro and you'll be able to catch up
with his Dunk Smash. It will take off a bit of stamina, so, you might have to
start conserving stamina.
-------------------------------------------------------------------------------
Super Dunk Smash - R1 + X (Done with a full bar with an incoming lob while
inside the Service Courts) Range: Small
Episode Debut: Episode 13
Description: A jumping smash that requires balance and timing that is hard to
return because it is smashed closer to the net than a normal smash. Using his
strength and his jumping power as well makes this Dunk Smash a tough shot to
handle.
Utilizing: Same as above.
Countering: Run away. Like the Great Hadoukyu, it's impossible that you'll
return it.
===============================================================================
Snake - R1 + X (Done with a full bar in the backcourt or behind the baseline)
Range: Small
Episode Debut: Episode 04
Description: A super side spin shot that curves in the air. Using the racket
and a body turn to make a loop starting from bottom to top to create a
centrifugal force that makes a high spin. This spin will curve and it's hard
to tell where this kind of shot will land. People with longer reach, like
Kaidoh, has an advantage with creating a larger loop and a greater spin.
Utilizing: This is best against baseliners. Aim for the opposite halfcourt
when you do the snake. The opponent will try his best to go for it. In
doubles, it's not wise to do this unless you put it to high-tension mode.
Kaidoh's Snake takes off very little special and his special recovery is real
fast.
Countering: The shot will always angle to the other side and inside the
service court. Head towards the centre line of the court and it is possible to
smash it if it's at the right height. Sometimes the Snake will be further in
the court so you have to watch when it curves and adust your position.
-------------------------------------------------------------------------------
Boomerang Snake - R1 + O (Done with a full bar with an incoming ball facing the
forehand going to the opposite half court) Range: Small
Episode Debut: Episode 16
Description: A different kind of the Snake shot which requires tremendous arm
strength. Usually the Snake uses leg strength as well as arm strength, but,
the Boomerang Snake is too low to shift weights using the legs. Kaidoh does
extreme arm training and increases the power of his swing to make a loop from
left to right instead of bottom to top.
Utilizing: Like the Snake is for baseliners, this move is against net players.
Use it when there is no one at the baseline of the side the Boomerang Snake is
going to land.
Countering: There is only one place it will land. If you are too far, consider
the point gone. If you can get to it, it will bound foward instead of the
curve course. You can get it and that spot at the baseline.
-------------------------------------------------------------------------------
Stamina Recovery - R1 + O (Done with a full bar after return a shot)
Episode Debut: Episode 17
Description: Kaidoh's loss to Echizen was due to his lack of stamina. Inui
planned a stamina training menu for him and he trained everyday for his
limitless stamina. Kaidoh's tennis is a stamina match, and he trained for it.
Utilizing: You don't want to use this too soon. Save it for when your bar is
orange or even less. Too little stamina might be too late.
Countering: Ummm... make him drink Inui's Juice? Yeah there is no counter.
===============================================================================
5.2) Yamabuki Jr. High
######################
Fifth Priority - Coming Soon
5.3) Midoriyama Jr. High
########################
Sixith Priority - Coming Soon
5.4) Fudomine Jr. High
######################
Second Priority - Coming Soon
5.5) Hyotei Gakuen
##################
First Priority - Coming Soon
5.6) St. Rudolph Gakuen
#######################
Fourth Priority - Coming Soon
5.7) Rikkai College Jr. High
############################
Third Priority - Coming Soon
6) Codes and Secrets
####################
These secrets were given by ch56 in the Gamefaqs message board and he got it
from a Japanese message board.
1. In the character select screen, highlight Echizen's picture. Hold L2 and
see a eye bandage. Press circle or O to choose his Eye-Bandaged version.
2. In the character select screen, highlight Echizen's picture. Hold R2 and
ress circle or O to choose his right hand version. You won't see changes but
it will happen.
3. In the Main Menu, highlight the Practice Mode and hold select before
entering. You will hear a different ring than normal. The matches will be in
High-Tension mode. This means that the characters special bar will recharge
faster.
3. In the Main Menu, highlight the Pairs Mode and hold select before entering.
You will hear a different ring than normal. You will see
5. Finish the Gallery by getting everyone's Service Ace or Smash Ace, Game Win,
and Countered picture. Seigaku has an extra picture you have to get by
defeating the Episode Mode. You will get a picture with everyone in it.
7) Special Thanks
#################
To Konomi Takeshi, the creator of Tennis no Ojisama. Making a name for tennis
with an outstanding story.
To Konami Computer Entertainment Japan (KCEJ) for helping Konomi create this
awesome game.
To ch56 and the Japanese BBS for the secrets.
To my HK subbers that translated PoT for me to watch.
No Thanks to Anime-Otakus because I've been ahead of them ever since they
started releasing.
9) Copyright
############
Tennis no Ojisama: Smash Hit! Guide v1.00 and future versions is copyrighted by
NobuoMusicMaker, 2003.
Tennis No Ojisama is owned and copyrighted by Takeshi Konomi.
Tennis No Ojisama: Smash Hit! is copyrighted by Konami Computer Entertainment
Japan (KCEJ).
All racket brands (in the future) and shoe brands (in the future) are
copyrighted by their respective owners.
This FAQ is for private and personal use only. Retailing is prohibited.
This FAQ can be used with permission by me. Any sites taking this FAQ will
recieve a nice name in a special section on this FAQ.
Contact Information: Just post a message on the message board, because my
hotmail always die and I don't want people flooding my business email.