The characters
Everyone has a speciality. Pick the one that fits how you play.
Pick the character you like best; other players can pick the same one too. Every character has six stats on a scale of 10, spread according to their speciality.
The Student and Ribbon Girl are yours from the start and play offline too. Once you sign in, you see the whole cast and can buy more with coins you earn by playing.
Snow Girl is Season 1's limited character: she can't be bought with coins or gems. She's the reward for finishing Season 1 at Intermediate or higher in singles or doubles, with your 5 placement matches played.
The Student
Speciality: All-rounder
Free from the startBlue headband, white polo, perfectly even stats. The safe pick for learning footwork, timing and what every shot does.
Speed
Power
Jump
Stamina
Reflex
Control
Ribbon Girl
Speciality: All-rounder
Free from the startBlack ponytail with a coral bow, as all-round as The Student. For players who want no obvious weak spot.
Speed
Power
Jump
Stamina
Reflex
Control
Speedy Courier
Speciality: Speed
Years of deliveries made him the fastest on court, with razor-sharp turns. The trade-off: light shots and less control.
Speed
Power
Jump
Stamina
Reflex
Control
Muscle Man
Speciality: Power
Every smash lands like a sledgehammer, and he jumps well too. His feet are slower, so let the shuttle come to him.
Speed
Power
Jump
Stamina
Reflex
Control
Springy Kid
Speciality: Jump
Bounces like a spring and smashes from the sky. Tires quickly, though, so don't jump all match.
Speed
Power
Jump
Stamina
Reflex
Control
Marathon Runner
Speciality: Endurance
Stamina that almost never runs out. In game three, when everyone else is panting, she's still moving.
Speed
Power
Jump
Stamina
Reflex
Control
Net Hawk
Speciality: Net play
The quickest reflexes in the cast, ready for any smash. The net is her territory.
Speed
Power
Jump
Stamina
Reflex
Control
Tough Old Uncle
Speciality: Control
Not fast on his feet, but every shot lands exactly where he wants. His net shots and drops are infuriatingly tight.
Speed
Power
Jump
Stamina
Reflex
Control
Spry Granny
Speciality: Control
Surprisingly quick feet and very skilled hands. Not much power, but she'll run you all over the court.
Speed
Power
Jump
Stamina
Reflex
Control
Gamer Guy
Speciality: Net play
Quick eyes and precise hands from years of gaming. Great reflexes and control; stamina is his weak spot.
Speed
Power
Jump
Stamina
Reflex
Control
Kitty Kid
Speciality: Jump
Pink cat ears and cat-like agility: fast and springy. In return, the shots are light and hard to place exactly.
Speed
Power
Jump
Stamina
Reflex
Control
Office Ace
Speciality: Power
Straight from the office to the court. Strong arm, good stamina, made for long pressing rallies.
Speed
Power
Jump
Stamina
Reflex
Control
Snow Girl
Speciality: Steady and precise
Season 1 rewardA blue knit beanie with a pompom and a snowflake jersey. Steady and precise: the longer the rally, the surer her hand, though her footwork and smash are modest.
Speed
Power
Jump
Stamina
Reflex
Control
What the six stats do
- Speed: run faster, accelerate and change direction more sharply. Fast characters reach shots that looked lost.
- Power: faster smashes and drives, deeper clears. The faster the shuttle arrives, the more your opponent's return goes wide and short.
- Jump: jump higher and hang longer, faster jump smashes, and a little more reach overhead.
- Stamina: a bigger tank that drains slower. Worth a lot in a three-game match.
- Reflex: more reach against fast shots (smashes, drives, pushes), a quicker racket recovery, getting up sooner after a dive, and steadier returns of fast shots.
- Control: shots land closer to where you aim; net shots, drops and blocks skim the net tighter.
One stat point makes a small difference. No stat widens the perfect-hit window: timing is still all yours.
Rackets, shoes and bonus points
Your final stats in a match = character + racket + shoes + bonus points.
- Rackets differ in weight, balance and stiffness. You set the string tension yourself, for free: low tension gives more power and a bigger sweet spot; high tension gives more control.
- Shoes differ in weight (acceleration), grip (changing direction) and cushioning (less stamina spent, faster up after a dive).
- Bonus points come from your current rank and only count in Ranked and in Private rooms (when the host allows them). Up to 8 points, no more than 3 on one stat.
- You can save 3 loadouts and switch between them on the home screen.
Rackets and shoes are things to collect, and none of them simply wins: gear that's strong in one way is lighter in another.
12 rackets
Weight follows the U scale (6U is the lightest, 3U the heaviest). The tension range is what the frame can take; within it, pick whatever you like.
Practice
A forgiving practice frame: easy power, nothing special.
- Weight
- 4U (80–84 g)
- Balance
- Even
- Shaft
- Flexible
- String tension
- 20–26 lb (9.1–11.8 kg)
Attack
Head-heavy and stiff: big, accurate smashes. Slow to swing, tiring.
- Weight
- 3U (85–89 g)
- Balance
- Head-heavy
- Shaft
- Stiff
- String tension
- 24–30 lb (10.9–13.6 kg)
Defense
Head-light and quick to swing, easy on the arm. Light on power.
- Weight
- 5U (75–79 g)
- Balance
- Head-light
- Shaft
- Medium
- String tension
- 22–28 lb (10.0–12.7 kg)
All-Round
Even at everything, weak at nothing.
- Weight
- 4U (80–84 g)
- Balance
- Even
- Shaft
- Medium
- String tension
- 22–28 lb (10.0–12.7 kg)
Feather
Ultra-light and flexible: lightning swings, little fatigue. Short on power.
- Weight
- 6U (70–74 g)
- Balance
- Head-light
- Shaft
- Flexible
- String tension
- 20–27 lb (9.1–12.2 kg)
Hammer
Head-heavy and flexible: big power that forgives off-centre hits. Less precise.
- Weight
- 3U (85–89 g)
- Balance
- Head-heavy
- Shaft
- Flexible
- String tension
- 20–26 lb (9.1–11.8 kg)
Swallow
NewUltra-light, lightning swings, precise. Light on power.
- Weight
- 6U (70–74 g)
- Balance
- Head-light
- Shaft
- Stiff
- String tension
- 22–28 lb (10.0–12.7 kg)
Blade
NewHits hard and stays accurate. Mistimed hits lose their pace.
- Weight
- 4U (80–84 g)
- Balance
- Head-heavy
- Shaft
- Stiff
- String tension
- 23–29 lb (10.4–13.2 kg)
Slingshot
NewLight and flexible, easy power. Forgives off-centre hits.
- Weight
- 5U (75–79 g)
- Balance
- Even
- Shaft
- Flexible
- String tension
- 20–26 lb (9.1–11.8 kg)
Bear
NewHeavy and solid in the hand. Slower to swing, tires the arm.
- Weight
- 3U (85–89 g)
- Balance
- Even
- Shaft
- Medium
- String tension
- 21–27 lb (9.5–12.2 kg)
Cloud
NewUltra-light yet steady in the hand. Quick swings, little fatigue.
- Weight
- 6U (70–74 g)
- Balance
- Even
- Shaft
- Medium
- String tension
- 21–27 lb (9.5–12.2 kg)
Bee
NewHead-light and stiff: pinpoint net shots and blocks.
- Weight
- 4U (80–84 g)
- Balance
- Head-light
- Shaft
- Stiff
- String tension
- 23–29 lb (10.4–13.2 kg)
8 pairs of shoes
Every pair has three traits: Light (acceleration), Grip (stopping and turning) and Cushion (less tiring, up faster after a dive). A plus in one trait always comes with a minus in another.
Practice
Plain shoes. No extras.
- Light
- Grip
- Cushion
Burst
Light and quick off the mark, but they slide.
- Light
- Grip
- Cushion
Grip
Stop and turn on a coin. Hard on the legs.
- Light
- Grip
- Cushion
Cushion
Kind to the legs. Slower to get going.
- Light
- Grip
- Cushion
Featherlight
NewQuicker on your feet. Thin soles tire you sooner and slow you after a dive.
- Light
- Grip
- Cushion
Steady
NewStop and turn cleanly, easier on the legs. Slow to get going.
- Light
- Grip
- Cushion
Glide
NewSoft and easy on the legs, quick up after a dive. They slide when you stop.
- Light
- Grip
- Cushion
Rocket
NewThe fastest on court. Slippery, hard and very tiring.
- Light
- Grip
- Cushion

