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    Seigaku Guide by hbk823

    Version: 1.0 | Updated: 08/05/05 | Search Guide | Bookmark Guide

    Prince of Tennis Smash Hit 2!
    
    SEIGAKU FAQ v1:
    
    Well, this is my first FAQ ever, so I apologize ahead of time if it isn't as 
    good as others. This is a Seigaku FAQ, all Seigaku members, their stats, 
    birthdays, moves and how to do them, passive abilities will be listed for your 
    enjoyment. 
    The stars next to them is my judgment of how useful a move is (1-5 stars).
    I might do an update of this if there's something wrong or I find new info...
    -The stats total are calculated using SS=10, S=9, A=8 etc...
    -Friendship is when you play doubles, and when you execute a special 
    (when a cut in picture of your face shows up), your partner also presses 
    R1 with a special bar (if you do this right, both of your faces will show up),
    this has different effects depends on what shot is being used.
    
    
    Seigaku Roster: (Search [#] to find character]
     [1] Echizen Ryoma
     [2] Tezuka Kunimitsu
     [3] Fuji Syusuke
     [4] Oishi Syuichiroh
     [5] Kikumaru Eiji
     [6] Inui Sadaharu
     [7] Kawamura Takashi
     [8] Momoshiro Takesho
     [9] Kaidoh Kaoru
    
    
    [1] Echizen Ryoma
    
    Vitals
     Year:      1st
     Height:    151 cm
     Birthday:  December 24th
     Power:     F
     Footwork:  A
     Stamina:   C
     Mental:    B
     Technique: SS
     Total:     34/50
    
    Passive Abilities
     Rising - Hit rising shots better
     Diving Volley - Dive for balls that are out of reach
     Jumping Shot - Able to hit jumping shots
     Net Dash - Movements forward towards the net are faster
     Dynamic Body Vision - Hit bad shots less often, but when you do hit a bad 
    shot, special bar goes down
     Seriousness - Mental increases by 2 if you play someone with higher total 
    stats than you
     Large Stage - Starts out at tension 4 in the championship match of Pair Mode
     Skill Sense - Make skills you buy in pair mode around 30% cheaper
     Awakening - Allow you to hit infinite specials at tension 4
    
    Analysis
     Ryoma is one of the top players around. He has a surplus of specials and 
    passive abilities makes him a pain to face. When he takes off the ankle 
    weights and play someone with higher stats than him, he is a 37/50. His only 
    weakness is the lack of power and it can lead to fast stamina loss, but if 
    you just use soft shots, you should be ok. At tension level 4, he is very 
    hard to stop since he has infinite specials. Beware, sometimes his passive 
    skill diving volley can frustrate you because it unnecessary dive for balls 
    and take you out of the point completely.
    
    Specials
    
     ***   [Twist Serve] 
       When: Serving
       Button: R1+X is Twist Serve, R1+O is fake, slice serve
       Friendship: Shot's effectiveness rises
       The ball will bounce dramatically in the direction of Echizen's dominant 
    hand. So if he is serving left  handed, the ball will bounce towards Echizen's
    left side. Only really effective on one side, depends on what hand Echizen is 
    using. If left, then the ad side works best while if right, the deuce side 
    works best. The other side often gets returned.
    
     ***   [Super Rising]        
       When: When receiving serve
       Button: R1+X or R1+O
       Friendship: Shot's effectiveness rises
       A good serve return, hitting it right when it bounces, can hit to corners 
    and set up smashes
    
     **    [Drive A]                
       When: Ball falls in front of service line and you're in the back court
       Button: R1+X
       Friendship: Shot's effectiveness rises
       Shot auto aims at opponent, un-returnable, will blow away opponent's racket.
    Can return smashes, if the opponent doesn't try to return it or if it doesn't
    hit the opponent, it will probably go out. Could be effective it the opponent
    is at the net, because it takes a decent amount of stamina. But if you use it
    while the opponent is back, it's a waste.
    
     ***   [Drive B]             
       When: Ball falls in front of the service line.
       Button: R1+O
       Friendship: Shot's effectiveness rises
       Sliding and hit a high bouncing shot. Good shot, useful to return specials 
    that falls really short in the front court like Zero Shiki or Silent Drop. 
    Can return a lot of balls, just remember to run back right away because it 
    leaves you vulnerable in case it is tapped over
    
     **    [Twist Smash]         
       When: Lob or chance ball, you in the front court
       Button: R1+X is Twist Smash, R1+O is fake, just a normal smash
       Friendship: Shot's effectiveness rises (only with the real version, not 
    the fake)
       Like the twist serve, will bounce to Echizen's dominant hand, but 
    sometimes he will use the Air Walk Drop. Echizen uses it a lot instead of 
    Twist Smash at higher tensions.
     
     ***** [Imitation]
       This is the skill that allows him to copy people's move, it is also the key
    to his hidden move called Proof of Awakening. This will take a little time to
    get used to but once you're familiar with it, you can unleash this combo.
       Must be at tension Level 4!
       Starts with Buggy Whip Shot...
       Buggy Whip Shot             R1+O          -  If that gets returned, then...
       Twist Spin Shot             R1+X or Zero Shiki R1+O - If either iss returned
       Is that all you have, brat? R1+X  or R1+O -  If that gets returned, then...
       Esoteric Wall               R1+X          -  If that gets returned, then...
       Cyclone Smash???            R1+X  The last move of the chain, Echizen 
    twists his body and does an un-returnable smash that looks like the Cyclone 
    from the anime.
       Note: If any of those moves scores before you can do the Cyclone Smash, 
    you will have to start over to finish it. All of this counts as special 
    move(s), so if it gets countered by another special move and scored, you will 
    be dazed as usual. I recommend using Twist Spin Shot because that is more 
    returnable than the devastating Zero Shiki. Good luck!!
    
     ***   [Single Footed Split Step]
       When: After your own shot, before the opponent begins to hit the ball
       Button: R1+O
       Until the point end, speed is increased by 50% and can change directions 
    instantly. This move can be bothersome to human opponents since it can 
    disrupt rhythm and cause a miss hit. Otherwise, if you're taken out of the 
    court diving for the ball, this can help.
    
     **    [Provocation]
       When: After own shot, before the opponent enters their posture to hit the 
    ball
       Button: R1+X
       Lower tension of the opponents that does not have the passive skill "Calm". 
    This however will fill up the opponent’s special bar. Can only be used once per 
    match. In pair mode, you can only buy this in Pair Mode if you have Mental stat 
    of S or higher.
    
     ***   [Power Ankles Removing]
       When: After losing a point, can only be done during or after the third game,
    one time use only
       Button: R1+X
       Footwork stat raised by 1 (which for Echizen put it at S) but beware, 
    if your stamina is in the white zone, it will go down to D. For pair mode, 
    this move increases your acquisition of the body (blue) points by 10%.
    
     **    [Buggy Whip Shot]
       When: You're in the back court, the ball lands behind the service line, 
    can't be smash or lob.
       Button: R1+O
       A cheap version of snake, this is the first step to do Echizen's 
    awakening combo.
    
    
    [2] Tezuka Kunimitsu
    
    Vitals
     Year:      3rd
     Height:    179
     Birthday:  October 7th
     Power:     S
     Footwork:  S
     Stamina:   A
     Mental:    A
     Technique: S
     Total:     43/50
    
    Passive Abilities
     Dynamic Body Vision - Hit bad shots less often, but when you do hit a bad 
    shot, special bar goes down
     Calm - When a move or anything that lowers your special bar, this decreases 
    that effect by a little
    
    Analysis:
     He has the highest stats (other than the unmatchable Nanjiroh) in the game 
    and the moves to make him a monster on the court. Great moves, these are close
    to unstoppable at lower tensions, but at high tensions, he is prone to being 
    countered, especially the corner shot, since it's the only normal shot he has 
    and is predictable where it will go. Top 5 players definitely, although his 
    lack of specials and passive can be a drawback at high tensions. So try to 
    win quickly with him and not mess around, his stamina drains very fast for 
    some odd reason.
    
    Specials:
     ****  [Speed Serve]
       When: Serving
       Button: R1+X
       Friendship: Shot's effectiveness rises
       A serve that is twice the normal serve speed. Really useful, one of the 5 
    best serve in the game.
    
     ***** [Zero Shiki Drop Shot]
       When: You're in the front court, can return anything except smashes
       Button: R1+O
       Friendship: Shot's effectiveness rises
       Ball rolls once it hits the ground, similar to the Tsubame Geashi. Arguably
    the best shot in this game. Certainly is the best drop shot.
    
     ***   [Corner Shot]
       When: When you're behind the service line
       Button: R1+X or R1+O
       Friendship: Shot's effectiveness rises
       Super fast shot aimed at the corners and paints the chalk. Very useful in 
    singles, but a reliability in doubles since the opponent can smash it right 
    back and you have no time react. Also if the opponent is in the front court, 
    they can also smash it right back. Best situation to use this is when your 
    opponent is stuck at the baseline. Execute the shot then run up front. Even 
    if they return it, they will be out of the court or it will be a chance ball, 
    you then smash it
    
     ***   [Tezuka Zone]
       When: After own shot, before opponent enters into shot posture
       Button: R1+O
       All balls with spin will return to Tezuka. Exceptions are specials. This 
    isn't the same Tezuka Zone as it was in the manga or the anime. This doesn't 
    work on specials so it can be useful, but not the same "Tezuka Zone". I've 
    never used this much; really find no reason to with the Corner Shot and Zero 
    Shiki available.
    
    [3] Fuji Syusuke
    
    Vitals
     Year:      3rd
     Height:    167cm
     Birthday:  February 29th
     Power:     E
     Footwork:  D
     Stamina:   D
     Mental:    B
     Technique: SS
     Total:     31/50
    
    Passive Abilities
     Dynamic Body vision - Hit bad shots less often, but when you do hit a bad 
    shot, special bar goes down
     Analytical Invalidity - People that have the ability "Analysis" and can read 
    shots like Inui and Yanagi can't see where you are hitting, this cancels 
    analysis out.
    
    Analysis:
     I think that he is a little underrated in this game, only decent stats and 
    almost useless passives. He is like Tezuka without the high stats. He should 
    at least be at D C C A SS and a 35/50 because he is one of the strongest 
    around, and his stats doesn't reflect that, a lot of weaknesses and isn't 
    much of a force in singles. However, despite the not so great stats, Fuji can 
    still beat most people due to his great specials. But he is best used in 
    doubles, his high Technique can be a pain for the opponent due to his well 
    placed shots and the deadly Triple Counters.
    
     ***** [Vanishing Cut]
       When: Serving
       Button: R1+O, R1+X is a fake. 
       A super slice shot that is not visible after hitting the ground, will always
    bounce towards Fuji's right. The best serve to use against CPU, and probably 
    the second best serve overall. Very difficult to return, I have not seen CPU 
    return it once, even on hard mode. Best used if you aim at the right corners 
    when serving. You can also fake it from time to time against human opponents 
    which increases the effectiveness.
    
     ****  [Tsubame Gaeshi]
       When: When receiving a topspin or lob to the forehand.
       Button: R1+X
       Friendship: Shot's effectiveness rises
       Tsubame Gaeshi (or Swallow Return) will score once it hits the ground. So 
    don't even try to return it if you can't hit it on the fly. Very effective if 
    the opponent is at the baseline. Although the shot is slow, it also give you 
    time to recover in case the opponent hits it back. A great move overall.
    
     ***** [Higuma Otoshi]
       When: Returning smashes
       Button: R1+X
       Friendship: Shot's effectiveness rises
       Higuma Otoshi (or Brown Bear Drop) One of the coolest moves around in my 
    opinion. Really useful, if you bait someone into smashing in the front court, 
    it's almost a guaranteed point if you lob it into the corners. It can not be 
    returned once it lands (like most of Fuji's moves). This move is one of the 
    reasons why Fuji is a genius.
    
     ***   [Hakugei]
       When: You're in the backcourt and the ball can't be a topspin or smash.
       Button: R1+O, R1+X is a fake
       Hakugei (or White Whale) is a slice over the head, bounce on the baseline 
    then returns to Fuji's hands. It is very useful in singles, but can be a 
    double edged sword in doubles. It is very prone to smashes since it is slow. 
    But if you can get it off with the opponent in the front court, it will score 
    most of the time. It can't be returned once it lands. The fake is useful too, 
    as it is a lob.
    
     ***   [Swallow Hatches]
       This is the same as the Tsubame Gaeshi, but it can only be used at level 2 
    and above. This is the only move that can counter Rokkaku's Itsuki's Sinker.
    
    [4] Oishi Syuichiroh
    
    Vitals
     Year:      3rd
     Height:    175cm
     Birthday:  April 30th
     Power:     C
     Footwork:  B
     Stamina:   C
     Mental:    C
     Technique: C
     Total:     31/50
    
    Passive Abilities
     Top Spin Lob - Hit better top spin lobs than people with the same stat as you
     Doubles - Special bar rises faster when you play doubles
     Rear Guard - When playing doubles behind the service line, "Concentration" 
    passive skill kicks in and your special bar rises really fast when not moving
     Support - If pair up with someone that has lower total stat than you, your 
    partner will get all their stats boosted by 1.
     My Glove - When bowling, the bar moves really slow
    
    Analysis:
     The best pure doubles player available, with stats that have no holes and 
    amazing passive abilities, Oishi is one you do not want to face in a match. 
    His Doubles and Rear Guard passives let him gain a special bar very fast no 
    matter what the tension level is, and he can unleash the deadly Moon Volley 
    anytime he wants. Oishi is also very effective in singles, and the best bowler
    in PoT. His Support passive can enhance his partner's stats which makes him a 
    lethal force to deal with.
    
    Specials:
     ***** [Moon Volley]
       When: You're in the back court, balls other than drop, lob or smash.
       Button: R1+X
       A lob that falls on the baseline that is twice as fast as normal shots. Moon
    Volley is a shot exclusive to Oishi, no one else can acquire it (although you 
    can get the imitation version if you are Eiji or if Oishi is your partner). 
    The Moon Volley is very fast and accurate, the only way to return it is to 
    get back and smash it on the fly (assuming you are not fast enough to get all 
    the way back to smash it on the bounce) When it is being lobbed over your head
    in singles, just go with instinct and guess where it's going to go, if you 
    guess wrong, it's a point for Oishi. An excellent move.
    
     ****  [Drop Volley]
       When: You're in the back court, balls other than drop, lob or smash.
       Button: R1+O
       Friendship: Shot's effectiveness rises
       Oishi here fakes the Moon Volley and hits a drop shot instead.
    
     ****  [Short Volley]
       When: You're in the front court, balls other than lob
       Button: R1+X
       Friendship: Shot's effectiveness rises
       A sharp angle volley that will land to either left or right side a little 
    above where the service line meets the singles line no matter where you hit 
    it from.
    
    
    [5] Kikumaru Eiji
    
    Vitals
     Year:      3rd
     Height:    171cm
     Birthday:  November 28th
     Power:     E
     Footwork:  S
     Stamina:   D
     Mental:    C
     Technique: E
     Total:     28/50
    
    Passive Abilities
     Acrobatics - Allow you to play an acrobatic style (Eiji's hops when he volley)
     Diving Volley - Allow you to dive for balls out of reach
     Power Volleyer - Increase the power of volleys by 1
     Jumping Shot - Allow you to hit jumping shots
     Dynamic Body Vision - Hit bad shots less often, but when you do hit a bad 
    shot, special bar goes down
     Match Point - All stats increases by 1 when it is match point
     Avant-Garde - When playing doubles and you are above the service line, your 
    special bar rises faster
    
    Analysis:
     Decent overall, definitely worthy of the Golden Pair. While his stats are 
    just average, it is his moves that put him over the top. Having a copy Moon 
    Volley helps him be a huge force in both singles and doubles and Acrobatics all
    ow him to get many balls and recover quickly. His charge moves makes up 
    somewhat for the lack of stamina so Eiji is one of the better players around.
    
    Specials:
     
     ***   [Acrobatic Volley]
       When: Inside forecourt, any ball except lob
       Button: R1+X
       Has a wide range, can return smashes making this move useful. You need the 
    passive ability Acrobatics to acquire this move in Pair Mode. It can leave you
    momentary defenseless.
    
     ***** [Oishi's Moon Volley]
       When: You're inside the forecourt, balls other than drop, lob and smash.
       Button: R1+X
       Friendship: Shot's effectiveness rises
       It is a slightly slower, less accurate original Moon Volley, so usage should
    be the same. You can only acquire this move in Pair mode if Oishi is your 
    partner.
    
     ****  [Kikumaru Beam]
       When: Inside forecourt, when it's time to smash any balls except smash.
       Button: R1+O
       Friendship: Shot's effectiveness rises
       A great smash move, very effective in singles and opponent are trying to lob
    balls over your head
    
     ***** [Kikumaru Seal Step]
       When: Tension is 3 and above, inside the forecourt, after own shot, before 
    opponent enters shot posture.
       Button: R1+X
       One of the cooler looking move around, Eiji moves so fast, it seems like 
    there are three of him, it will return any ball that isn't a lob over Eiji's 
    head. A very good move in doubles, but in singles, it is very susceptible to 
    lobs.
    
     ***   [Charge]
       When: After own shot, before opponents enter shot posture.
       Button: R1+O
       When your stamina bar becomes white, you regain stamina even if you are 
    moving and playing.
    
    [6] Kawamura Takashi
    
    Vitals
     Year:      3rd
     Height:    180cm
     Birthday:  November 18th
     Power:     SS
     Footwork:  G
     Stamina:   A
     Mental:    D
     Technique: G
     Total:     27/50
    
    Passive Abilities   
     Friendship - You special bar goes up when your partner hit 5 straight rally 
    shots
    
    Analysis
     A pure power player with not much else, he has a decent arsenal of moves, 
    especially the chance ball inducing move that can get him easy points. His 
    very slow footwork makes him very bad in singles
    
    Specials
    
     **    [Burning Serve]
       When: Serving
       Button: R1+X
       Friendship: Shot's effectiveness rises
       A serve that is three times the normal weight, takes up a little stamina 
    from the receiver.
    
     ***   [Burning Hadokyuu]
       When: Balls other than smashes
       Button: R1+O
       Friendship: If it get returned, it will be a lob
       Ball that takes away stamina, a shot that weights 3 times a normal shot. 
    It will blow racket away if you try to return it before it bounces
    
     **    [Great Hadokyuu]
       When: Balls other than smashes
       Button: R1+X
       Friendship: Shot's effectiveness rises
       Balls that aim at the opponent, if opponents try to return it before it 
    bounces, racket will be blown away. It can go out on many occasions.
     
     ***** [Dash Hadokyuu]
       When: At opponent's match game, only used once a game, this move will 
    replace the Great Hadokyuu. Doubles only
       Button: R1+X
       Blown away both people's rackets and drain massive stamina. Must be at 
    match game when you play to 3 or more (best if trailing 0-2 in a 3 game match,
    0-3 when playing a 4 game match etc…). You probably can do this behind the 
    baseline. Exclusively to Kawamura.
    
     ***** [Hey Hey Com'on]
       When: After own shot, before opponent enters into shot posture
       Button: R1+O
       Induces a chance ball for you to smash right back at your opponent, really 
    useful.
    
    [7] Inui Sadaharu  
    
    Vitals
     Year:      3rd
     Height:    184cm
     Birthday:  June 3rd
     Power:     B
     Footwork:  C
     Stamina:   C
     Mental:    C
     Technique: C
     Total:     31/50
    
    Passive Abilities   
     Analysis - See where the opponent is aiming their shots at
     Underestimate - Until you're trailing in game count or until the opponent uses
    a special, all your stats goes down by 1. However you can remove this in Pair 
    Mode
    
    Analysis
     Stats are evenly spread out, decent moves, he has the Analysis ability which 
    allows him to see where opponents hit is a big bonus, but he does have the 
    soft spot passive which could hamper him some bit. When he takes off the Power
    Ankles and Power Weights, he gains 2 more stats points which allows him to be 
    dominant.
    
    Specials:
     **    [S.S.S.]
       When: Serving
       Button: R1+X
       Friendship: Shot's effectiveness rises
       Short for Stealth Sonic Serve, this serve will be invisible until it 
    bounces, 1.5 faster than normal serves. For a serve that is said to rival the 
    Scud Serve, this comes no where close, it's too slow to be effective.
    
     ***   [D.A.E.]
       When: You're in the forecourt, chance balls.
       Button: R1+X
       Friendship: Shot's effectiveness rises
       Short for Data Analysis and Estimation. An accurate volley, only usable on 
    chance balls.
    
     ***   [D.R.S.]
       When: You're in the backcourt, when it is time to smash.
       Button: R1+X
       Friendship: Shot's effectiveness rises
       Short for Delay Release Smash. When you start to hit it, hold down the 
    button, and whenever you let go of it, that is when Inui will release the 
    smash, but it does have a time limit, it will let go by itself within a couple
    of seconds.
    
     ****  [D.A.S.]
       When: After own shot, before opponent enters shot posture
       Button: R1+O
       Short for Data Analysis and Stimulation. This will increase the chances of 
    the opponent hitting a bad shot (i.e. chance balls, out shots...). It's not
    as effective as Kawamura's move, since it doesn't guarantee you anything.
    
     ***   [Power Ankle Removing]
       When: After losing a point, must be at the third game or more.
       Button: R1+X
       Inui gains 1 stat towards his footwork. In Pair Mode, you get 10% more
    body (blue) points if you have this.
    
     ***   [Power Wrist Removing]
       When: After losing a point, must be at the third game or more.
       Button: R1+O
       Inui gains 1 stat towards his power. In Pair Mode, you get 10% more body
    (blue) points if you have this.
    
    [8] Momoshiro Takeshi
    
    Vitals
     Year:      2nd
     Height:    170cm
     Birthday:  July 23rd
     Power:     A
     Footwork:  C
     Stamina:   B
     Mental:    A
     Technique: E
     Total:     33/50
    
    Passive Abilities   
     Jumping Shot - Allow you to hit jumping shots
     Net Dash - Movements forward towards the net are faster
     Energetic - It makes it more difficult to lose stamina
     Determination - Every time your opponent scores, your special bar goes up
    
    Analysis
     Great base stats, too bad it isn't backed up by deadly moves, although his
    smash specials are good, he lacks any other moves that can end points quickly.
    
    Specials
    
     ****  [Dunk Smash]
       When: Backcourt, time to smash.
       Button: R1+X, R1+O is a fake smash, drop shot.
       Friendship: Shot effectiveness rises
       Powerful jumping smash, the fake is effective too
    
     ***** [Super Dunk Smash]
       When: Forecourt, time to smash
       Button: R1+X
       Friendship: Whoever tries to return it will have half of thier stamina
    drained. Can't be returned without a special, whoever tries to return it
    without a special will have racket blown away.
    
     **    [Jack-Knife]
       When: Behind the service line, balls that fall behind the service line but
    can't be lob or smash
       Button: R1+X
       Friendship: Shot effectiveness rises
       Two handed backhand utilizing weight of body. Not very effective, easily
    returned, but it does drain a little stamina.
    
     **    [Jack-Knife Poach]
       When: Forecourt, ball that will fall behind the service line but can't be
    lobs or smashes
       Button: R1+X
       Friendship: Shot effectiveness rises  
       Same as Jack-Knife, only a volley like move.
    
     ****  [Smash Out]
       When: Tension at level 4, smash must fall behind the service line.
       Button: R1+X
       Does not work on specials, but all other smashes will be out when you use
    this, similar to Sengoku's move that calls lobs out.
    
     **    [Are]
       When: Tension at 2 or more, after winning a game, but still trailing in
    game count. Doubles only.
       Button: R1+X
       This will lower the opponent's tension by 1. Only once a match can you use
    this
    
    [9] Kaidoh Kaoru
    
    Vitals
     Year:      2nd
     Height:    173cm
     Birthday:  May 11th
     Power:     C
     Footwork:  E
     Stamina:   SS
     Mental:    S
     Technique: E
     Total:     33/50
    
    Passive Abilities   
     Diving Volley - Allow you to dive for balls that are out of reach
     Side Dash - Side to side movements are faster
     Determination - Every time your opponent scores, your special bar goes up
    
    Analysis:
     High base stats and the specials to back them up, his greatest weakness is
    the lack of footwork, which screws him over in singles, other than that, he is
    a great doubles player. He can unleash the snake at only half a special bar and
    high mental stats means he will spam it. At higher tensions, he can do the
    Cobra, and you will never have to worry about stamina with Kaidoh. He can be a
    very annoying opponent.
    
    Specials:
    
     ***   [Snake]
       When: Backcourt, ball must fall behind the service line.
       Button: R1+O
       Friendship: Shot's effectiveness rises
       Sharp angle shot, can curve either way, can really bothersome to people
    that have low footwork or still stuck at the baseline, the best way to return
    this is to volley it while standing at the center of the net.
    
     ****  [Boomerang Snake]
       When: Must be behind the service line and in the right corner, balls must
    ball behind the service line to the forehand.
       Button: R1+X
       Friendship: Shot's effectiveness rises
       Can only be acquired in Pair Mode if you have "Will Power". It can return
    smashes, but can also hit the net sometimes. Can't be returned until it bounces
    
     ***   [Diamond Back]
       When: Forecourt, ball must fall behind the service line, can't be lobs.
       Button: R1+O
       Friendship: Shot's effectiveness rises
       This is just running back to hit a snake, the effect is still the same.
     
     ****  [Cobra]
       When: Tension must be at 3 or above, you must be behind the baseline, ball
    must fall behind the service line
       Button: R1+O
       Friendship: Shot's effectiveness rises
       A fast intimidating lob, similar to the moon volley but with more height and
    less speed.
    
     **    [Viper Dive]
       When: You must be behind the service line, opponent has to hit a drop shot
       Button: R1+O
       Friendship: Makes the shot bounces very little
       A diving effort by Kaidoh to return a drop shot, it will leave you very
    vulnerable if the opponent gets to the shot in time
     
     ***   [Python Dive]
       When: Tension must be at 3 or higher. Cord ball falls on Kaidoh's right 
    side, can't be smashes or, lobs.
       Button: R1+X
       Friendship: Shot's effectiveness rises
       This move relates to Kaidoh's encounter with Aoi in the manga, Kaidoh will
    dive and hit a boomerang snake to return a cord ball. Beware, if the court ball
    isn't far out enough, Kaidoh will hit the net
    
     ***** [Will Power]
       When: After losing a point, stamina bar at white
       Button: R1+X
       This will recover all the stamina bar, can only be used once per match.
    
     ***   [Death Adder]
       When: At opponent's match point
       Button: R1+O
       This will raise tension to level 4 at the opponent's match point, although
    it maybe too little too late
       
     
    Legal:
      Prince of Tennis and all creations belongs to Konami and Konomi Takeshi and
    all the copyrights are theirs too. I want to thank them for putting out such a
    great game for me to enjoy.
    
    Thanks to:
      c0ld, Kiyo, orangy and the creation that is the translator. Also thanks to
    Gamefaqs for putting this up.
    
    
    "Don't hunt what you can't kill, kids!"
    
    Prince of Tennis rules!!!
    
    Copyrights 2005 hbk823

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