The Prince of Tennis 2004 - Stylish Silver Guide
By K. 10th July 2004
[email protected]
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About
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This guide is for people who have trouble utilizing the many characters of
Prince of Tennis 2004 - Stylish Silver to their full potential. This guide will
help you learn how to use each character's strength and special abilities to the
fullest. I have no idea how some of the stats reflect the character abilities,
but i put them in just for kicks.
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Versions
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1.0 7 characters 10/7/04
Ryoma Echizen
Shinji Ibu
Akira Kamio
Kaoru Kaidoh
Takeshi Momoshiro
An Tachibana
Kunimitsu Tezuka
1.1 - Current. 5 characters added 19/7/04
Kippei Tachibana
Syusuke Fuji
Tetsu Ishida
Sadaharu Inui
Keigo Atobe
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Legal Junk
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Umm yeah, don't reproduce this guide without my permission. Yeah...Gamefaqs can
use this guide...
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Positioning reference
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_________________
| | | |
| |___________| |
| | | | |
| | | | |
-------------------
| | | | | Front court
| |_____|_____| |
| | | | Mid Court
|__|___________|__|
Back court
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Techniques Rating reference
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1/5 - A practically useless technique, given the conditions, energy rating etc.
2/5 - A technique quite useless given the conditions of use
3/5 - A technique which is good provided it is used properly
4/5 - A good technique all round
5/5 - An ultra devastating technique (Fuji's 1st counter!)
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Stats reference
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These are the details of what the stats determine. They might not be exactly
correct, so if anyone can find a better definition for them, contact me please.
Ball speed - How fast your balls travel. Also accounts for serves.
Ball weight - How much force you put in. Basically is a measure against grip.
Also accounts for serves.
Grip - The lower your grip, the easy your racquet will be hit out of your
hands. Also, the lower your techniques gauge is, the easier your racquet will
get broken.
Movement speed - How fast you move.
Agility - I THINK this is how much you slide. I personally don't think its a
bad thing to have low agility, because your sliding seems to make you have
longer reach.
Spin - No idea.
Taunt - This is how much of the opponents techniques gauge you deplete every-
time you taunt (Select) them.
Praise - This is how much of your yellow gauge fills up everytime you do
you praise (L-Select).
Concentration - This is how fast your yellow bar depletes when you use it.
Recovery - I THINK this is how much delay you have between hitting the ball.
People with low Wake up should not play at the net.
Wake up - I THINK this is how fast you get up after you dive. Almost seems
neglible if you ask me.
Movement Sense - No idea.
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Characters
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(CH1) Ryoma Echizen --> Unlocks Shinji Ibu, Kunimitsu Tezuka (no points lost)
Stats
Ball speed - 3
Ball weighting - 2
Grip - 1
Movement speed - 4
Agility - 5
Spin - 3
Taunt - 5
Praise - 3
Concentration - 4
Recovery - 2
Wake up - 4
Movement sense - 4
- This guy has really weak grip, a heap of special moves, some of which are
quite useless...Tennis skills are pretty good. With almost a technique for
every situation, Ryoma is quite powerful with a full yellow bar. 4/5
Service Specials
- L + R + A/B :: Twist Serve :: 3 bars
A twist serve which will bounce to Ryoma's right or left depending on the A or
B. This move will work against the computer up until hard, and similarly for
human opponents, will only work against those who do not know how to counter it.
To counter this technique, when receiving the serve, stand a bit above the
service line. With a bit of luck, when the ball lands, your character should
be able to return the ball (he might need to dive). Therefore it is important
that when using this serve, you find a good angle to direct it to, and also,
choosing the proper bounce direction is important. For instance, serve towards
the right if you are serving from the left. If this technique is countered
correctly, and hit forwards by the opponent, you basically lose the point. 3/5
Play Specials
- L + R + A :: Buggy Whip Shot :: 4 bars
A shot which will make the ball curve to Ryoma's left if hit on the forehand,
right if hit on the left hand. For 4 bars of energy to do something that Kaoru
Kaidoh can do for 2 bars, makes this technique suck. The fact that you can do
Zero Shiki Drop Shot for the same amount of energy makes this move suck even
more. 2/5
- L + R + B :: Zero Shiki Drop Shot :: 4 bars
A drop shot that will roll backwards the moment it lands, which means, the
moment it lands, the point is basically yours. A very deadly move, however
sometimes may hit the net resulting in a court ball. Much more useful than
the Buggy Whip shot, performing this technique at the net is recommended. 4/5
- L + R + A :: Drive A :: 4 bars
Not something you can do all the time. Only performed if the opponent is at the
net, and the ball has only started to travel into your court. Ryoma will 'fly'
over to the ball and return it with a powerful drive, has good potential to
break opponents grip. However, if he doesn't return the ball, it goes out most
of the time. 1/5
- L + R + B :: Drive B :: 4 bars
Like Drive A, the conditions required to perform this technique is difficult to
meet. Ryoma will dash to the ball and return it with a shot which will bounce
and make a B shape. Rather useless in doubles, but quite deadly against a net
opponent. 3/5
- L + R + A/B :: Twist Smash :: 3 bars
Can only be performed when opponent lobs the ball. This move is auto-tracking,
making it look heaps cool if the lob is performed on the other end of the court.
Ryoma will jump and 'fly' towards the ball, smashing it down and making it
bounce perpendicularly. Extremely hard to return, therefore, having it bounce
towards the closer sideline potentially seals off any chances for the opponent
to return the smash. 5/5
Service Return Specials
- L + R + A :: Super Rising A :: 2 bars
Echizen will dash towards the ball and return it at an angle of your choosing.
Quite a good return, your opponent most likely wont reach the ball in time
unless he serves from the middle, and usually passes through the opponent at
the net in doubles, usually. 4/5
- L + R + B :: Super Rising B :: 2 bars
Like Super Rising Low, except the ball is launched higher, having more air
time, resulting in this return becoming quite easy to return. However, it will
be launched above the opponent standing at the net in doubles, so its useful if
the serving opponent decides to run to the net after the serve. 2/5
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(CH2) Shinji Ibu --> Unlocks Akira Kamio
Stats
Ball speed - 2
Ball weighting - 3
Grip - 3
Movement speed - 4
Agility - 3
Spin - 5
Taunt - 2
Praise - 1
Concentration - 4
Recovery - 5
Wake up - 3
Movement sense - 4
- Mediocre character, OK stats, I personally hate using him because he
has no useful specials. However, he is good at doubles if you team him up
with a character good at breaking grip. I'll explain later. 2/5
Service Specials
- L + R + A :: Kick Serve :: 3 bars
They called it kick serve in the anime, and yes, its like Echizen's Twist
Serve however its slower, the angle of the bounce seems less dreadful and
is easily returned, putting you in a disadvantageous position. Bounces to
his right. Almost useless. 2/5
- L + R + B :: Kick Serve Fake :: 3 bars
Instead of bouncing to his right, it bounces forward normally. You'd have to
be pretty crap to get fooled. 3 bars of energy for a normal serve? USELESS
1/5
Play Specials
- L + R + A/B :: Spot :: 4 bars
Although this move breaks the grip most definitely if you try to return it,
the conditions to do this move are rather stupid. You have to mimic the anime
and do a topspin (L + A), then a slice (L + B), then a topspin, then a slice,
then you can do the technique (Shinji will flash red). In doubles, if anyone
else intercepts the ball during topspin/slice returns, you need to do it all
over again. USELESS 1/5
- L + R + SELECT :: Boyaki :: 1 bar
After a torrent of crap moves, this one is actually worth your while. Shinji
will taunt and remove all the energy from your opponents Techniques Gauge.
However, while he performs the taunt, he will be a sitting duck. Which is why,
this technique, rocks for doubles, especially when teamed up with people that
have grip breaking techniques, such as Takashi Kawamura or Ishida Tetsu. The
thing to do is, have them perform a grip breaking move (the Hadoukyuus) and
use Boyaki just before the opponent tries (if they are daring enough to try)
to return the ball. Reducing their Techniques Gauge puts them in immediate
danger for grip break, and since the technique is a Hadokyuu, chances of grip
breaking is very high. A sure win strategy against the computer, and should
work well against human players. 5/5
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(CH3) Akira Kamio --> Unlocks Kaoru Kaidoh, Takeshi Momoshiro (no points lost)
Also unlocks An Tachibana when teamed up with Takeshi Momoshiro
Stats
Ball speed - 3
Ball weighting - 1
Grip - 2
Movement speed - 5
Agility - 4
Spin - 3
Taunt - 3
Praise - 3
Concentration - 5
Recovery - 4
Wake up - 2
Movement sense - 3
- Akira is a good character to play with, whether in singles or doubles. To
use him effectively requires a bit of skill, as his specials aren't all too
dangerous. His high movement speed is a key to his victory strategies. 5/5
Service Specials
- L + R + A/B :: Quick Serve :: 2 bars
This serve is potentially useless, might work against a sleeping human
opponent but other than that, its pretty easy to return and the return won't
be in your favor either. Stay away from it. 2/5
Play Specials
- L + R + B :: Nitro Acceleration :: 1 bar (can return serves)
This technique is very good when used with strategy. The technique itself
isn't too special, a normal return though once it bounces, with travel at a
greater speed, and won't bounce as much either. Since its only 1 bar, it is
very good for a cross court shot, with the ability to hit it at a much greater
angle than a normal return. Many possiblities for using this technique. 5/5
- L + R + SELECT :: Speed Ace :: 1 bar
As if Akira ain't fast enough already. This taunt makes him move at insane
speeds allowing you to return just about any ball without the need to dive for
them. Unfortunately, if you use this special, your techniques gauge won't
increase for the duration of the point. If it is reduced to a low level, you
may get your grip broken. I personally don't think this move is too useful
since Akira is pretty damn fast already. 3/5
- L + R + B :: Sonic Bullet :: 3 bars
This move will take precedence over Nitro Acceleration if you perform it
before the ball has bounced. A useful auto tracking move. Akira will run to
the ball and return it like Nitro Acceleration, except the ball will also be
invisible after it bounces (its still there, just that you can't see it). For
3 bars of energy it seems a little hefty but is a great saving technique when
you are in a pinch. Great for cross court returns too. Use it like Nitro
Acceleration. 4/5
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(CH4) Kaoru Kaidoh --> Unlocks Kentaroh Aoi. Also unlocks Sadaharu Inui when
teamed up with Ryoma Echizen
Stats
Ball speed - 1
Ball weighting - 2
Grip - 4
Movement speed - 2
Agility - 1
Spin - 4
Taunt - 4
Praise - 3
Concentration - 5
Recovery - 4
Wake up - 2
Movement sense - 3
- My favorite character. Although his the strength of his stats are rather
perculiar (Concentration is needed in doubles I think.) and his specials aren't
too great, used correctly Kaoru possesses heaps of style and fun to play with.
3/5
Play Specials
- L + R + A :: Snake :: 2 bars (can return serves)
Must be performed in the mid court area. The Snake is his most basic special,
and for 2 bars of energy, comes with a large variety of possibilties. Against
the computer, used incorrectly this move is a disaster. If you do the Snake
with a forehand, it will curve towards hisleft. If done on a backhand, it will
curve to the right. Opponents that try to counter the snake too early have a
high chance of hitting it into the net. This move is best against non-speedy
characters. 3/5
- L + R + B :: Boomerang Snake :: 2 bars (can return serves)
Must be performed in the mid court area. The Boomerang Snake is a OK counter-
measure against people playing at the net and also effective as a return for a
serve. Opponents will usually need to react quickly to run back beyond the
baseline to return the ball, allowing the return to be advantageous for you.
Performing this technique at the tip of the service line will give it the
greatest effect, as the ball will travel the least distance. 3/5
Baseline Specials
- L + R + A :: Viper Dive :: 2 bars
This can only be performed when the opponent does a dropshot. Kaoru will dash
to the ball and return it with a Snake which doesn't seem to curve much.
Rather useless as there rarely seems to be a chance to use it. 2/5
- L + R + B :: Cobra Lob :: 4 bars (can return serves)
A fast lob that will zig zag through the air and plummet down. The fact that
it zig zags makes it take longer to travel, and also for 4 bars of energy this
technique is totally useless. OK against human players. Looks cool too. 1/5
Net Play Specials
- L + R + A :: Diamondback :: 1 bar
This is where Kaoru really shines. For 1 bar of energy this move auto tracks
and will do a Snake shot, however you can not choose whether to use backhand/
forehand return. An extremely good technique as it allows you to pressure your
opponent at the net whilst making them run to far ends of the court. Their
return will usually be in your favor. 4/5
- L + R + B :: Short Snake :: 1 bar
If the ball reaches his reach vacinity, Kaoru will perform a Snake which seems
to travel higher than normal. The curve direction again depends on your
forehand/backhand. This move is extremely useful in doubles as it will travel
above and out of reach for anyone at the net, which bascially means, you only
will need to worry about curving the ball away from the baseline opponent, as
the opponent at the net most likely cannot reach it. Useful in doubles for
mixing up the opponents teamwork, not as effective for solo play. 4/5
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(CH5) Takeshi Momoshiro --> Unlocks An Tachibana when teamed up with Akira
Kamio. Also unlocks Mukakhi Gakuto when teamed up with Eiji Kikumaru.
Stats
Ball speed - 4
Ball weighting - 5
Grip - 2
Movement speed - 3
Agility - 4
Spin - 1
Taunt - 5
Praise - 2
Concentration - 1
Recovery - 3
Wake up - 2
Movement sense - 3
- A good all round character, good for beginners to use. His stats allow him to
have prolonged rallies to stash up the Technique Gauge to finish off with a
Jacknife. 5/5
Play Specials
- L + R + A :: Dunk Smash :: 2 bars
Lob return. Quite deadly when pointed the right way. The weak version is
performed when you are in the mid court area. Takeshi will auto track the ball.
Looks damn cool. Angle is a little crap however. 4/5
- L + R + B :: Dunk Smash Fake :: 2 bars
Lob return. Will appear to do the Dunk Smash however will do a drop shot type
return instead. Good only if your opponent is behind the baseline. Since you
can use Dunk Smash for the same amount of energy, this technique isn't that
good. 2/5
- L + R + A :: Jacknife :: 3 bars (can return serves)
Takeshi hops into the air and smashes the ball at any angle you like. Fast and
difficult to return, breaks a few racquets once in a while too. This technique
is what makes Takeshi so powerful in singles. The general game strategy is to
hold off your opponent until you get your 3 bars of energy then finish it off
with a Jacknife. Must be performed on Takeshi's backhand. 5/5
Net Play Specials
- L + R + A :: Super Dunk Smash :: 3 bars
I think this move is unreturnable normally, probably why it takes 1 extra energy
bar. Very useful in doubles. 5/5
Doubles Specials
- L + R + SELECT :: Huh? :: 4 bars
A doubles taunt that requires you to be losing before you can perform it.
Takeshi, will talk to his teammate and cause your opponents to lose all their
yellow bar. However, the funny thing is you can do serve while this move is
still in effect. An ok technique. 3/5
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(CH6) An Tachibana --> Unlocks Kippei Tachibana
Stats
Ball speed - 2
Ball weighting - 2
Grip - 1
Movement speed - 2
Agility - 3
Spin - 2
Taunt - 3
Praise - 3
Concentration - 3
Recovery - 4
Wake up - 2
Movement sense - 2
- For starters, judging by her stats you can basically say whether she is good
or not. However, her 2 specials can boost her ratings a bit higher as they are
quite deadly, and don't require too much skill to use either. 2/5
Play Specials
- L + R + A/B :: Feather Drop :: 3 bars
An will do a drop shot which travels through the air at snails pace. However,
I don't think this technique is returnable by normal means, therefore, you
will need to use a special to counter it, and also performed at a correct time
as it may hit the net. But then again, given the speed of this special, having
a special handy to counter it is not mean feat, giving you plenty of time to
smack the ball back at her. You need to be in fron to of the baseline to
perform this technique. 4/5
Service Return Specials
- L + R + A/B :: Apricot Return :: 3 bars
A move much similar to her brother Kippei Tachibana's Return and is just as
deadly. An will repel any serve with a powerful high speed shot to an angle of
your choosing. If you are playing against her, its best to serve near the
center and prepare to dash too. Has a good chance to break grip. 5/5
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(CH7) Kunimitsu Tezuka --> Unlocks Keigo Atobe (no points lost), Also unlocks
Syusuke Fuji when teamed up with Ryoma Echizen.
Stats
Ball speed - 4
Ball weighting - 4
Grip - 1
Movement speed - 5
Agility - 4
Spin - 5
Taunt - 4
Praise - 4
Concentration - 4
Recovery - 4
Wake up - 2
Movement sense - 4
- This guy's stats are ultra deadly, and so are his skills. However due to his
low grip, he can usually be beaten by R.K.O. so all in all, he aint too scary.
4/5
Service Specials
- L + R + A :: Serve :: 4 bars
A typical speedy serve, good against humans, and will only work against hard
computer opponents when served like so; if you are serving from the left,
stand at the middle and aim dead right. Should ace nicely. 3/5
Play Specials
- L + R + B :: Zero Shiki Drop Shot :: 4 bars
A drop shot that will roll backwards the moment it lands, which means, the
moment it lands, the point is basically yours. A very deadly move, however
sometimes may hit the net resulting in a court ball. 4/5
- L + R + SELECT :: Tezuka Zone :: 2 bars
This move will make all normal returns direct towards Kunimitsu AFTER you
return the ball once. May seem very powerful but keep in mind that you will
not gain any Techniques Gauge increase whilst you perform this technique,
and also, specials will not be returned directly to you. The biggest problem
with this special is performing it when your Techniques Gauge is maximum,
leaving your Techniques Gauge at a low point afterwards will cause you to lose
grip extremely easily. 1/5
Baseline Specials
- L + R + A/B :: Corner Shot :: 1 bar
This move is TOO good. Kunimitsu will hit a fast return right to the corner of
your choosing (a or b) for only 1 bar of energy! A great killer all round.
Just make sure you dont hit it directly at your opponent or his return can be
jus as fast as yours. 5/5
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(CH8) Kippei Tachibana --> Unlocks Tetsu Ishida.
Stats
Ball speed - 3
Ball weighting - 4
Grip - 4
Movement speed - 5
Agility - 4
Spin - 4
Taunt - 4
Praise - 3
Concentration - 3
Recovery - 3
Wake up - 1
Movement sense - 4
- Great stats. Very good all round player. I'd say he is better than Tezuka
because he has the same deadly drop shot and a devastating service return too.
Good for singles. Quite average for doubles though. I don't seem to like using
Kippei much. Too much stalling is required against a good opponent as his
specials dont come cheap. 4/5
Play Specials
- L + R + A/B :: Silent Drop :: 4 bars
Silent but very deadly. Like the Style Zero Drop Shot that both Ryoma Echizen
and Kunimitsu Tezuka have, this drop shot will end the point the moment it
touches. Its a bit slow however, so all is not lost if this move is performed.
May hit the net at times and resulting in a court ball. 4/5
Service Return Specials
- L + R + A/B :: Return :: 4 bars
A powerful return geared into a direction of your choosing, happens in a flash.
Choosing the right direction will almost definitely win you the point, however,
seems to suck in doubles. 4/5
Baseline Specials
- L + R + A/B :: Dash Volley :: 3 bars
Looks heaps cool, Kippei will dash to the ball and smack it heaps hard, again,
seems quite useless in doubles apart from the fact its good for saving your ass
if you are in a pinch. 3/5
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(CH9) Syusuke Fuji --> Unlocks Jirou Akutagawa (no points lost), Unlocks Eiji
Kikumaru when teamed up with Syuichiroh Oishi, Unlocks Kojiroh Saeki when teamed
up with Eiji Kikumaru.
Stats
Ball speed - 3
Ball weighting - 3
Grip - 2
Movement speed - 3
Agility - 4
Spin - 5
Taunt - 4
Praise - 4
Concentration - 2
Recovery - 5
Wake up - 3
Movement sense - 4
- Ok looking at the stats he doesn't seem to live up to his name as the 'Tennis
Prodigy' of Seishun Gakuen however, I'd say he is one of the best characters in
the entire game just because of his Swallow special techniques. Heavy taunting
is recommended when vsing Syusuke. 5/5
Service Specials
- L + R + A :: Vanishing Cut :: 3 bars
This move is just like Shinji Ibu's Kick serve, except that Syusuke will serve
underarm and the ball will dissappear on bounce! Not to worry, the ball travels
quite slowly and will bounce right, so the same strategy applies for countering
these weird twisting balls. Stand on the service line when this move is in
preparation and prepare to lunge for the ball when it bounces. With a bit of
luck you should be able to hit a very favorable return crosscourt. 3/5
- L + R + B :: Vanishing Cut Fake :: 3 bars
Like the Kick Serve Fake this serve will be a normal slow serve, however the
dissappearing act will still happen. The ball DOES seem to be un-hittable when
it is invisible however. Never tested it out much, since it never worked
against me much. 2/5
Play Specials
- L + R + A :: The Swallow Return / The Hatching Swallow :: 2 bars
Abuse this technique. Use it. All the time. Make sure you win every point with
it. One of the BEST techniques in the game. Must be hit by Fuji on the
forehand or else you will spell doom. Fuji will hit a seemingly normal return,
perhaps a little faster than normal returns, but upon bouncing, will travel very
closely to the ground. Any attempts to hit the ball must be done with a lob, or
the ball will most definetly hit the net. Furthermore, after the first bounce,
the second bounce will happen soon after leaving almost no time to reach the
ball. And since this is a special technique, the angle is usually better,
allowing you to hit crosscourt easily. Whats even better is that if this
technique is performed against a lob, topspin or slice, the moment the ball
lands, it won't bounce at all, winning the point instantly. TAKE NOTE: this
technique must be activated on Syusuke's forehand. 5/5
- L + R + A :: Higuma Otoshi :: 4 bars
A smash return. Syusuke will track the ball and return with a lob right to the
baseline. The animation looks damn cool. The technique isn't unstoppable
however caution is required as the ball does travel quite fast. A little too
hefty on the energy though. 3/5
- L + R + A :: Hakugei :: 2 bars
And the reason why I keep telling to hit the Swallow returns on a forehand is...
THIS!!! This move, undoubtly, has the weirdest strings attached to it. First
it must be hit on Syusuke's backhand. After it is performed, Syusuke can not
move. The ball will fly in a weird updraft motion, and when it reaches the
baseline, will plummet straight down. After the ball lands, it will fly back
towards Syusuke's hand. Against a hard computer opponent, they would return
this 3/4 of the time. And the ball will be travelling at high speeds. Since
you can't move...well good luck. The ball itself is extremely difficult to hit.
Good against human opponents but I can't understand why anybody won't want to
use the Swallow returns over this. Unreliable but quite deadly. 3/5
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(CH10) Tetsu Ishida --> Unlocks Takashi Kawamura
Stats
Ball speed - 1
Ball weighting - 5
Grip - 4
Movement speed - 2
Agility - 2
Spin - 4
Taunt - 1
Praise - 5
Concentration - 2
Recovery - 2
Wake up - 5
Movement sense - 3
- For starters, I don't really understand how a ball can be weighty and slow
at the same time, but, what the hell, this guy is a racquet breaking machine.
Cheap, very cheap. Using his techniques and tennis skills to his full
potential can potentially murder most people in the first game of the match.
With a Praise of 5, you should abuse it =). 5/5 [if you are cheap, 4/5 if you
arent't]
Play Specials
- L + R + A :: HadouKyu :: 4 bars
Tetsu's famous HadouKyu. Although Takashi Kawamura has this move too, I rekn
Tetsu's version looks better. Tetsu will hit a powerful (yet slow) moving ball
surrounded by an aura of light. This move has incredible grip breaking
potential, and can break the grips of people like Ryoma Echizen even if their
techniques gauge is at lvl 4! Since this move is hefty to use, try and use it
for countering an opponents technique or when they will have a low techniques
gauge. Since Tetsu's Praise skill is incredibly high, abuse this move when you
have a full yellow bar. To counter cheap players dat abuse the HadouKyu, try
and lob the ball to Tetsu to force him to use his Bakuresai smash technique,
although both seem just as deadly. Also, keep your techniques gauge high and
try not to hit the ball till it is just about to bounce its second time, and
obviously, don't hit it unless you necessarily have to, a point or two lost is
better than a racquet. Taunt him excessively. 5/5
- L + R + B :: SoutenKyu :: 2 bars
Tetsu will lob the ball into the sky and it will land right on the baseline,
bouncing really high afterwards. The move isn't bad for 2 bars of energy, not
totally devastating as it's not too fast, but wins you the point most definitely
if you can get it to bounce. Seems to break a few grips too. 4/5
- L + R + A/B :: Bakuresai :: 2 bars
Tetsu's lob return. He will track the ball and smash it down to the ground (I'm
running out of ways to rephrase these type of techniques -_-"). The ball seems
to go slower than a normal smash but the it will get stuck to the ground if it
lands, winning the point instantly. Since its slower than normal, its not too
bad to counter, but hey, a tracking smash technique for 2 bars of energy is
always good. 4/5
- L + R + A :: Reppusan :: 4 bars
Ok, this move is a little hard to pull off, but its one of the only moves in the
game where u can say 'instant death' if you pull it off right. Reppusan needs to
be performed after the opponent has returned a ball, but before it crosses the
net, and Tetsu needs to be behind the baseline. For the technique to work, the
ball must be on the same vertical line as Tetsu, otherwise the technique is
considered to have 'missed'. Now here is what happens. Tetsu will call out
Reppusan and a aura of brown swirls will emit from him. If you don't 'miss', the
ball will be repelled in mid air back into your opponents court! Reppusan does
not count as if you hit the ball, so when the ball is repelled back it counts as
though the opponent hit a ball in his own half of the court, and cannot get it
over the net. A very cheap and fun move to use when you are on yellow! 4/5
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(CH11) Sadaharu Inui
Stats
Ball speed - 4
Ball weighting - 4
Grip - 3
Movement speed - 4
Agility - 4
Spin - 3
Taunt - 3
Praise - 3
Concentration - 3
Recovery - 2
Wake up - 3
Movement sense - 4
- In terms of stats and skills, I'd say Sadaharu seems like a more boring
version of Takeshi Momoshiro. This guy is a bit of an allrounder, with a
special skill in each category, but the skills itself aren't all that
spectacular. 4/5
Service Specials
- L + R + A/B :: S.S.S. :: 2 bars
A very fast serve where the ball seems to disappear before it bounces, and
makes some sort of blue explosion in the ground when it does. Not very hard
to return, and the return might not even be in your favor. To work this against
the computer, on hard that is, stand in the middle and serve to the court edge.
Usually works. Against humans, really depends on the opponent. No so useful.
2/5
Play Specials
- L + R + A/B :: D.R.S. :: 4 bars
A lob return. Meaning that Sadaharu will jump into the air and smash the ball.
However, this technique is a little more innovative than the other smashes. By
holding onto A or B, when Sadaharu reaches the ball, he will pause in mid air.
So will everyone else. Now you get a full 3 seconds to determine where you will
plant your smash. The aiming feature doesn't really make this technique any
more useful than it is, but a smash lob return is always good. However, I
personally would stay away from using this technique because Sadaharu's Smash
Ace picture is rather disgusting. 4/5
Net Play Specials
- L + R + A/B :: D.A.E. :: 3 bars
This is one of the rarer net play returns that allows you to counter normal
returns and also lobs. Which ever return your opponent does at you, Sadaharu
will slide towards the ball and hit it back, with normal return or smash. The
return version is rather useless apart from the angle in which you can hit it
at.The smash version seems to do a bit more damage and breaks a racquet or two
once in a while. This move will take precedence over D.R.S.. 3/5
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(CH12) Keigo Atobe --> Unlocks Munehiro Kabaji, Taroh Sakaki (no points lost)
Stats
Ball speed - 4
Ball weighting - 5
Grip - 3
Movement speed - 3
Agility - 4
Spin - 1
Taunt - 5
Praise - 4
Concentration - 4
Recovery - 3
Wake up - 3
Movement sense - 4
- His not captain of Hyotei for nothing. Great tennis skills and with some of
the coolest specials in the game. Took me a while to figure out how to use
most of his techniques though. Winning with Keigo demonstrates heaps of skill
and style. 5/5
Service Specials
- L + R + A/B :: Prelude to Despair :: 3 bars
The A version will make Keigo do a topsin serve, and the ball will travel
faster after bounce. THe B version will make him do a backspin serve, and the
ball will slow down and barely bounce at all after it lands. Both serves are
ok techniques, fun to play mind games with a human player. However, they are
not too useful really. 2/5
- L + R + SELECT :: Insight :: 2 bars
This isn't actually a serve, but can only be done when you during serve. Also
Keigo will need to have lost a point due to a special technique before this
technique can be used. Reduces opponent's Yellow bar to zero. In doubles
this move cannot be done unless you are serving or recieving serve. 5/5
Play Specials
- L + R + A :: Bigi: Pattern A :: 4 bars
After hours of playing, I still can't say that I know the definite conditions
to use this technique, however I do know that this move must be performed on
Keigo's backhand. Keigo will hit a court ball. Seems dull ey? However, if an
opponent returns it, it will be a lob, and Keigo will finish it off
automatically with a jumping smash, which will not count as a Smash Ace even
if you win the point. The court ball is lovely, and usually wins the point
most of the time, however, if your opponent can return the court ball, your
angle for smashing isn't very good, and can usually be returned most
definitelylosing the point for you. Not very useful. Looks really cool though.
2/5
- L + R + B :: Bigi: Pattern B :: 4 bars
Ahh, the more useful version. Must be performed on his forehand. Keigo will
hit a faster return down the court. If it is returned, it will be a lob, and
Keigo will finish off the lob with a smash (yes its a Smash Ace this time),
since the technique hits the ball deep, you will have a full court ready for
you to hit the ball. Very cool. However, you can't always seem to use it
though. 4/5
- L + R + A/B :: Switch Blades :: 2 bars
This technique can only be performed as a volley return when the opponent
is at the net. This technique is a little hard to do on most normal returns
played at the net because the flash time is very short, but is very good
against net play specials. Keigo will track to the ball and hit it like
Takeshi Momoshiro's Jacknife. This move can also break grip quite well.
Like I said, since it is very difficult to perform this move against normal
returns, try vsing a character like Jirou Akutagawa, since his specials
are performed at the perfect conditions for this technique. 5/5
Net Play Specials
- L + R + A/B :: Rondo to Destruction :: 4 bars
This technique is undoubtly the coolest in the entire game. It adds insult
to injury, and is massively devastating. Unfortunately, it is also very
difficult to be performed. This special is a lob return, however, I think
it depends on where the opponent is standing to be able to do this move.
Also, the flash time is short. The opponent needs to be standing near the
service line, but not in the net area. The lob will also need to pass
above you without Keigo having to move to the ball much. If you are lucky
and you can pull this move off you will win the point a happy man/woman.
Keigo will jump and smash the ball...into the opponents racquet! But thats
not all. The ball will be returned up into the air and he will jump and smash
it again to win the point! Be careful to hit the ball elsewhere afterwards
since the opponent seems to 'pick up' his racquet straight after, and if he
can return the second smash, I don't think it counts as his racquet breaking.
Damn cool. 5/5
Doubles Specials
- L + R + SELECT :: Solo Trust :: 1 bar
Before the serve is made, Keigo can perform this move and will then...sit
down. You teammate will get a boost in his stats. Not grip however. Be
careful not to use this move to reduce your techniques gauge to a low lvl,
or else he will get his grip broken easily. In fact, don't use this move
at all because two players will almost definitely beat one. 1/5
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