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FujI RyomA EijI
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Type: Open, Anime - Fan GroupCreator: darchje
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Date Created:Aug 30, 2008
Tags: ryoma echizen,eiji kikumaru,fuji syusuke
Description
Fuji Syusuke
Profile
Age 14Date of birth February 29
Class 3-6
School Seigaku
Style Counter-Puncher, Right-handed
playing Style & Techniques
Counters
http://www.crunchyroll.com/user/darchjehttp://www.crunchyroll.com/showtag?tag=ryoma+echizen&type=4http://www.crunchyroll.com/showtag?tag=ryoma+echizen&type=4http://www.crunchyroll.com/showtag?tag=eiji+kikumaru&type=4http://www.crunchyroll.com/showtag?tag=eiji+kikumaru&type=4http://www.crunchyroll.com/showtag?tag=fuji+syusuke&type=4http://www.crunchyroll.com/user/darchjehttp://www.crunchyroll.com/showtag?tag=ryoma+echizen&type=4http://www.crunchyroll.com/showtag?tag=eiji+kikumaru&type=4http://www.crunchyroll.com/showtag?tag=fuji+syusuke&type=48/14/2019 FujI RyomA EijI
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Sometimes called the "Three Counter Moves" (or more often called the Triple Counter). Game
sealing returns, the counters are techniques that could only be pulled off by a genius like Shusuke
Fuji. Each counter has a very low chance of being returned.
Later on in the series, during the Nationals, Fuji upgrades his Triple Counter and reveals more
counters: Kager Zutsumi, Hecatoncheires no Monban and Hoshi Hanabi.
Although Fuji develops six counters, his set of counters is still called "Triple Counter".
Fuji's counters are based on animals: Tsubame Gaeshi: Swallow; Higuma Otoshi: Brown Bear;
Hakugei: Whale; Kager Zutsumi: Dragonfly.
When Fuji "evolves" his Triple Counter, their new names are based on mythical creatures: Houou
Gaeshi: Phoenix; Kirin Otoshi: Qilin; Hakuryu: Dragon.
Tsubame Gaeshi (, Tsubame Gaeshi? trans. "Swallow Return")
The first of Fuji's counters to be shown and the one he is often most associated with. Fuji utilizes
his opponent's topspin by returning the ball with an extreme slice that doubles the amount of spin.
The slice combines with the topspin and causes the ball to dip toward the ground and continue
rolling across the court without a bounce. This counter is legendary in that once it is hit, the game
is sealed. However, Tsubame Gaeshi can still be returned if it is hit before it touches the ground,
which only a handful of players have succeeded in doing.
Fuji's counters can be sealed when an opponent can hit "sinkers", which are balls without spin.
However, Fuji can then utilize the net to force the opponent to hit cord balls (balls that hit the top
of the net before going in), which forces the ball to spin, and along with rolling the ball with his
racket, he can pull off a perfect Tsubame Gaeshi.
In his match against Tezuka, Fuji uses the Tsubame Gaeshi in a reverse manner, dubbed the
Reverse Tsubame Gaeshi. Instead of adding backspin to an opponent's topspin shot, Fuji adds
extreme topspin to a slice/backspin shot. This also causes the ball to simply roll along the ground,
like the original Tsubame Gaeshi, making it almost impossible to return.
Higuma Otoshi (, Higuma Otoshi? trans. "Bear Drop")
By quickly rotating his body, Fuji uses centripetal force to absorb the force of any overhead
smash; he then returns the ball with a lob that almost always lands on the opponent's baseline.
This counter is first broken by Ryoma Echizen, who hits cord balls to change the trajectory of his
smash, therefore altering the position of Fuji's lob. Powerful smashes can also overpower the
centrifugal force used to nullify the force of a smash. In the first round of the National Tournament,
the Shukuchi technique of Higa Chuu renders the counter useless, as Higa players can move
from the baseline to the net and vice versa in "one step".
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Hakugei (, Hakugei? trans. "White Whale")
Fuji's third counter, Hakugei is a super slice lob with such extreme backspin that as soon as it
passes over the net on to the opposite court, it curves upwards out of sight, than it falls straight
down (usually on the baseline), and it flies back to Fuji's hand. However, Fuji needs wind to use
the Hakugei.
It is first shown during Fuji's match against Hyotei's Jirou Akutagawa. Hakugei can be returned if
the opponent is fast enough to hit the ball as it flies back to Fuji's hand. Fuji can also change the
direction of the ball after it hits the opponent's court, either to go with the direction of the wind or
to lessen the chance of a return.
In the anime, Fuji changes the direction in his match against Tezuka, where Tezuka approaches
the net to wait for the technique, but Fuji adapts and the ball instead flies into the net away from
Tezuka.
Hakugei is completely broken by Kuranosuke Shiraishi's Perfect Tennis when he changes the
direction of how he returns the ball by 90 degrees, hitting it softly in a lateral way.
Kager Zutsumi (, Kager Zutsumi? lit. Dragonfly Illusion)
Fuji's fourth counter, Kager Zutsumi uses both hands as he brings his racket down in an
overhead swing that both contains and nullifies all spin on the ball. The ball is then returned
devoid of spin, and gives the other player the illusion that the ball is farther than it actually is.
This counter is first revealed in Seigaku's first Doubles match with Kawamura against Higa Chuu
in the National Tournament.
Kager Zutsumi is apparently useless against Kuranosuke Shiraishi's Perfect Tennis as the
returning ball without spin comes to Shiraishi's court very slowly and he simply smashes the ball
to win the point.
Houou Gaeshi (, Houou Gaeshi? lit. Phoenix Return)
The upgraded version of Tsubame Gaeshi, Houou Gaeshi is one of the 3 upgraded techniques of
the Triple Counter that Fuji creates in his match against Kuranosuke Shiraishi in the Nationals.
Unlike Tsubame Gaeshi, Houou Gaeshi sinks at a higher rate and is closer to the net, thus
making it much harder to return before it lands.
Houou Gaeshi is first defeated by Masaharu Niou in Tezuka's form; like the Tsubame Gaeshi, the
ball can be returned by hitting the ball before it touches the ground.
Kirin Otoshi (, Kirin Otoshi? lit. Kirin/Qilin Drop)
The upgraded version of Higuma Otoshi. The only visible difference from this technique is that
Fuji uses two hands to repel Shiraishi's smash rather than the one handed Higuma Otoshi. In the
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OVA, it reaches the opponent's baseline much faster than Higuma Otoshi.
Kirin Otoshi is first defeated by Masaharu Niou, who uses Tezuka's form to return the ball by
using the Tezuka Zone to make the ball enter his side rather than letting it go to his baseline.
Hakuryu (, Hakury?, lit. White Dragon)
The upgraded version of Hakugei. Unlike Hakugei, Hakuryu rises much higher into the sky.
Instead of spinning backwards to Fuji, the ball will bounce towards the sides.
Hakuryu is first defeated by Masaharu Niou, who uses Tezuka's form and returns the ball by
smashing it before it bounces.
Hecatoncheires no Monban (, Hekatonkeiru no Monban?, lit. Gate Keeper
of Hecatoncheires)
Fuji's fifth counter (first stated to be his "final" counter), Hecatoncheires no Monban, is actually
translated to "The Hundred Armed Giant", but this is a title from Greek Mythology, and thus keptwith the name "Gate Keeper of Hecatoncheires". Using the reverse side of the racket, Fuji uses
the slide of the oncoming ball over the gut and forcing a super spin to the ball. Then by
instantaneously reversing his wrist and using the other side of the racket, he doubles the spin yet
again. The way this counter works is from the extreme underspin Fuji creates, forcing the ball
being returned back to him being a topspin, and topspins have a faster sink, making the ball sink
before it passes the net.
Kuranosuke Shiraishi manages to overcome the tremendous spin of the ball and breaks this
counter by creating a counter-spin on the ball just strong enough for the ball to go beyond the net.
Hoshi Hanabi (, Hoshi Hanabi? lit. Star Fireworks)
Hoshi Hanabi is Fuji's sixth counter. He reveals it for the first time in manga chapter 364, during
the Singles 2 match against Rikkai Dai's Masaharu Nio in the National Finals.
When the opponent hits a cord ball, Fuji responds by launching the ball straight into the sky, out
of anyone's field of vision. Due to a certain wind, the ball will then crash land at a very high speed,
and with an irregular spin, it will bounce to the side. When first used, the ball bounced to the
stadium seating. According to Sadaharu Inui, Hoshi Hanabi can be performed by Fuji because he
can read the wind.
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Ryoma Echizen
Profile
Age 12
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Date of birth December 24
Class 1-2
Known relatives Nanjiro Echizen (father)
Rinko Echizen (mother)
Ryoga Echizen (adopted brother) Nanako Meino (cousin)
School Seigaku
Style All-Rounder, Left-handed, Ambidexterity
Playng Style & Techniques
Twist Serve ( , Twist Serve?)A serve Ryoma typically performs with his right hand, though it needs to be hit with the
opponent's dominant hand. The twist serve is Ryoma's most notable shot. It is meant to shoot
towards the opponent's face, making it difficult to return. He can perform it with his left hand when
he is facing left-handed opponents. He claims that he does this so he can hit the opponent in the
face with the ball.
In the English dubbed version of Prince of Tennis, the twist serve is referred to as the kick serve,
which is similar to the twist serve, but is considered to be less powerful and easier to perform
than the twist serve.
Twist Smash ( , tsuisuto sumasshu?)The Twist Serve in the form of a smash.The ball changes direction after it hits the ground . He
uses this shot to win his game against Shinji Ibu from Fudomine Junior High.
Twist Serve Tornado (OVA only)
The Twist Serve curves to the face in an abnormal way.
Drive A ( A, doraibu A?)A drive (topspin) volley hit towards the face at point blank range. Ryoma first uses this shot during
his match against Yamabuki's Jin Akutsu.
Drive B ( B, doraibu B?)A topspin drive volley with two consecutive bounce arcs, the shape of which form the eponymous
'B'. Ryoma usually slides up near the net and then jumps to perform the Drive B. However, during
his match against Aoi Kentaro, Ryoma also uses a Drive B when he is still sliding on the ground.
He then uses the force made by the ball to go even faster. Though it grants him more speed, this
version lacks the regular Drive B height; due to the topsin, it curves towards the ground instead of
going out.
This is Ryoma's first original shot (as opposed to moves he copies from other players), and is first
used in his match against Yuta Fuji. In the English dub, it has been renamed Drive V.
Drive C ( C, doraibu C?)
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A shot similar to the COOL drive with only half the spin. It is first used by Ryoma in the National
OVA against Higa Chuu. It is similar to Fuji's Tsubame Gaeshi, but both the COOL Drive and
Drive C use enormous sidespin instead of underspin. Upon hitting the ground, it spins rapidly
before curving across the court floor without bouncing.
Drive D ( D, doraibu D?)A drive that follows up a returned Drive B, it has half the spin of the Drive B, but the speed of the
return is enough to get the ball past most players.
COOL Drive (COOL, COOL doraibu?)
A powerful smash with a huge spin that makes the ball roll instead of bouncing up. It can be used
as a forehand or backhand shot. In the manga, Ryoma uses this shot for the first time to defeat
Genichirou Sanada. In the anime, he does not use it until the OVA, where he uses it against Kei
Tanishi of Higa Chuu; Ryoma smashes the ball into his opponent's racquet where the ball then
spins towards Kei's face.
In the Nintendo DS game Jump! Ultimate Stars, Ryoma uses this as a support attack, in which
the target stops moving for a short time upon contact.
Samurai Drive (, Samurai Doraibu?)
A technique where Ryoma hits a powerful return toward the rope that is between the net and the
pole. Because of the tremendous force, the rope slices the ball in half, resulting in both pieces
going in different directions.
It was first seen during his one-point match against Kintar Tooyama, but only the outcome of the
ball was shown, not the technique itself. Ryoma first shows how the technique is done during his
match against Seiichi Yukimura, which is also when its name is revealed.
Muga no Kychi (, Muga no Kychi?, trans. State of Self Actualization)
A state in which the user naturally intakes all techniques he sees and can perfectly copy them.
Ryoma enters this for the first time in an unofficial match against Akaya Kirihara, and controls it
for the first time in his match against Genichirou Sanada (both occurrences take place in the
manga).
The Samurai's Eye (, Samurai no Me?) is the anime equivalent of Muga no Kychi. It gives
Ryoma a very dynamic play style because he is able to switch between many other player's
techniques.
Muga no Kychi has three doors:
Hyaku Ren Jitoku no Kiwami (Pinnacle of Hard Work)
He unlock this when Muga no Kyochi is useless against Rikkaidai's Captain Seiichi Yukimura in
the National Finals. Ryoma can use Hyaku Ren Jitoku no Kiwami to focus all his energy into
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different parts of his body, increasing the capabilities of that body part.
Saiki Kanpatsu no Kiwami (Pinnacle of Great Wisdom)
He unlock this when Hyaku Ren Jitoku no Kiwami didn't work during his match against Rikkaidai's
Captain Seiichi Yukimura in the National Finals. With Saiki Kanpatsu no Kiwami, Ryoma is
capable of predicting the number of shots he needs to win a point.
Teni Muh No Kiwami (Pinnacle of Perfection)
This is the ultimate door and final door of Muga no Kychi. In this state, Ryoma's hair and eyes
turn permanently green, along with most of his hair spiking upwards. Ryoma then uses Teni Muh
No Kiwami to hit the ball at a speed that cannot be seen, unless one reviews it on a video
monitor.
According to Nanjiro, there was no such thing as Teni Muh to begin with. It was simply the
feeling that one has when they first enjoy playing tennis. However, when people become too
absorbed in winning and losing in tennis, they eventually forget that feeling.
One-footed Split Step (, kata ashi supuritto suteppu?)
A split step involving landing only one foot. This difference allows Ryoma to increase his speed
and cover the court more effectively. In the English dub, it has been renamed as "Ryoma Split
Step".
Nitry (, Nitry? lit. Two Sword Style)
The name given to Ryoma's ambidexterity because he can play with either hand. It is a technique
inherited from his father, Nanjiro Echizen. During a match, Ryoma can switch his racket to either
hand, making it easier for him to return a ball, especially when his dominant hand is unable to
quickly reach it.
Tezuka Zone (Samurai Zone) (, Tezuka zn?)
The method Tezuka uses in putting a specific spin on each ball that he hits, causing the ball to
automatically return to him. Ryoma uses an incomplete version to break out of Atobe's World of
Ice technique. However, it is stated in the manga that Ryoma learned this technique instinctively
from playing against his father's completed version of the Samurai/Nanjiro Zone every day.
Cyclone Smash (anime only) ( , saikuron sumasshu?)An extraordinarily powerful smash done by jumping high into the air, and twisting, then un-
twisting, the body back onto the ball. It is first shown while battling Atobe, before the Kant finals.
He later perfects the move while playing Rikkai Dai's Vice Captain Sanada.
Snake (Buggy Whip Shot)
A forehand or backhand shot that has an offset topspin that causes it to curve to the corners of
the court, making the opponent run around and lose stamina, Ryoma first finds out about this
technique from an article on a pro. Later, after he sees Kaidoh perform a variation of it, known as
Snake, he realizes that Snake is the Buggy Whip Shot and manages to copy it, although he said
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that it is quite difficult to perform with a short reach.
Zero-Shiki Drop Shot
In the reserve match against Wakashi Hiyoshi, Ryoma shows the ability to use Tezuka's famed
drop shot, which is a heavy backspin drop shot that drops after passing 1 foot, then after it lands
on the ground, rolls back to the net instead of bouncing. However, due to Ryoma's stance (his
racket 30 cm off from his normal stance), it was too obvious and Inui stated that it will not work
the second time. However, he was able to use it in perfect form against Sanada in the manga, but
it was thanks to the Muga no Kychi. He has only performed the shot with his right hand, so it is
unknown how he would perform it with his dominant left hand.
Super Rising
One of the common shots used by most characters, Super Rising is a half volley where the
returner hits the ball they are returning just as it is bouncing up in order to give the opponent less
time to react. Ryoma first sees this shot during his match against Yuta Fuji using it against him,
and uses it himself to try to return Yuta's Twist Spin Shot. However, it was imperfect until thematch against Akutsu, meaning that the Super Rising didn't take very long to master.
Rondo towards Destruction (manga only)
A high-level two-part smash that knocks away the opponent's racket with the first hit, and scores
with the second smash, Ryoma was able to use this against Atobe, the one who invented it
himself, when outside of Muga no Kyochi. In the OVA, Ryoma was in Muga no Kyochi to use this
technique, while in the manga, it was stated by Fuji that he was no longer in Muga no Kyochi
before he used this technique.
Dragon Cyclone Smash (animated movie only)
A move where Ryoma returns the ball at a high speed, creating a cyclone around him, which he
then uses as a diversion as he hits his return.
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Eiji Kikumaru
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Profile
Age 14
Date of birth November 28
Class 3-6
School Seigaku
Style Serve and Volley, Right Handed
Playing Style & Tecniques
Acrobatic Play
Not just for flash, Eiji's flexible body allows him to reach balls with a touch of flair that few can
replicate. His graceful dives and flips astonish the spectators and often gets grudging praise from
his opponents.
Motion Vision
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Eiji's eyes are so sharp that he can even catch the minute movements of a ball in motion. This is
first shown after Inui is off the regulars, and becomes the team's trainer. During the training
session, Eiji's vision is commented on by his fellow teammates. Though this ability has been used
against him (see the doubles match against Saint Rudolph's Yoshirou Akazawa and Ichirou
Kaneda), it is definitely a plus as it allows Eiji to react faster and keep up his acrobatic play, and
as an observer he can see the ball and mention details such as when Ryoma plays against
Jyosei Shonan's Reiji Shinjou. (anime only) Also, it is shown when Ryoma plays against Fuji in a
practice match.
Net Play
When Eiji's up at the net he usually controls the game. With Oishi at the baseline, this pair can
make plays that earns them the title of the "Golden Pair".
Kikumaru Beam
The Kikumaru Beam is a sharp volley that is hit in the air by Eiji with his right hand on the
backhand side of his body, pinpointing the ball to the place where the opponents are not standing.
Moon Volley
Though this is Oishi's move, Eiji uses this to both help Momoshiro and himself to both mature and
gain the flow of the match during the game against Hyotei Gakuen Doubles 2, though he didn't hit
it at the last line as Oishi did.
Kikumaru Bazooka
Eiji spins high up in the air and fires off a powerful smash while also shouting out "Kikumaru
Bazooka!"
Seal Step
Eiji uses his natural flexibility and speed to move from one location to a new one the moment the
opponents eyes leave his first location. This gives the opponent the impression that there are two
of him for a doppelganger type effect. The anime exaggerates this more than the manga giving
Eiji the ability to high five and hug his doppelganger making it slightly supernatural. Where as in
the manga it is all about Eiji using his speed at the right moments for an illusion as is revealed
during the match against Saeki Kojirou and Itsuki Marehiko of Rokkaku.
"Pretend to Sleep" Attack
When playing against Kaneda and Akazawa, Eiji ran out of energy and stood still for 2 games,
finally scoring a point against his opponents when they thought they had won. In the end,
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however, Seigaku lost the match because Eiji's 'battery ran out', making him so thoroughly
exhausted that Oishi had to help him leave the court, as he could not walk on his own.
Synchronization
When playing in the nationals with Oishi as his doubles 1 partner, they become fully synchronized
and moved as if they were one; breathing as one and knowing exactly what their partner's next
move would be. It was said that doubles players could not go to the top of the pros without
'synchronization'. He and Oishi can now go into 'synchro' willingly.
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