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Ashita No Joe 2
Yabuki Joe is left downhearted and hopeless after a certain tragic event. In attempt to put the past behind him, Joe leaves the gym behind and begins wandering. On his travels he comes across the likes of Wolf Kanagushi and Goromaki Gondo, men who unintentionally fan the dying embers inside him, leading him to putting his wanderings to an end. His return home puts Joe back on the path to boxing, but unknown to himself and his trainer, he now suffers deep-set issues holding him back from fighting. In attempt to quell those issues, Carlos Rivera, a world renowned boxer is invited from Venezuela to help Joe recover.
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Chihayafuru
Chihaya Ayase, a strong-willed and tomboyish girl, grows up under the shadow of her older sister. With no dreams of her own, she is contented with her share in life till she meets Arata Wataya. The quiet transfer student in her elementary class introduces her to competitive karuta, a physically and mentally demanding card game inspired by the classic Japanese anthology of Hundred Poets. Captivated by Arata's passion for the game and inspired by the possibility of becoming the best in Japan, Chihaya quickly falls in love with the world of karuta. Along with the prodigy Arata and her haughty but hard-working friend Taichi Mashima, she joins the local Shiranami Society. The trio spends their idyllic childhood days playing together, until circumstances split them up. Now in high school, Chihaya has grown into a karuta freak. She aims to establish the Municipal Mizusawa High Competitive Karuta Club, setting her sights on the national championship at Omi Jingu. Reunited with the now indifferent Taichi, Chihaya's dream of establishing a karuta team is only one step away from becoming true: she must bring together members with a passion for the game that matches her own. [Written by MAL Rewrite]
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Kuroko No Baske
Teikou Junior High School's basketball team is crowned champion three years in a row thanks to five outstanding players who, with their breathtaking and unique skills, leave opponents in despair and fans in admiration. However, after graduating, these teammates, known as "The Generation of Miracles", go their separate ways and now consider each other as rivals. At Seirin High School, two newly recruited freshmen prove that they are not ordinary basketball players: Taiga Kagami, a promising player returning from the US, and Tetsuya Kuroko, a seemingly ordinary student whose lack of presence allows him to move around unnoticed. Although Kuroko is neither athletic nor able to score any points, he was a member of Teikou's basketball team, where he played as the "Phantom Sixth Man," who easily passed the ball and assisted his teammates. Kuroko no Basket follows the journey of Seirin's players as they attempt to become the best Japanese high school team by winning the Interhigh Championship. To reach their goal, they have to cross pathways with several powerful teams, some of which have one of the five players with godlike abilities, whom Kuroko and Taiga make a pact to defeat. [Written by MAL Rewrite]
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25 min/ep
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Ballroom E Youkoso
Tatara Fujita is a shy middle schooler who has no particular plan for the future. He has gotten through life by avoiding any kind of confrontation and blending in with the crowd. But blending in isn't enough to get out of trouble, as some bullies harass him for money. Luckily, he is saved by a man named Kaname Sengoku. Kaname invites Tatara to his dance studio. Although he would normally never set foot in such a place, Tatara is captivated by Sengoku's commanding presence. Granted an opportunity to dance with fellow classmate Shizuku Hanaoka—who often practices at the studio—Tatara realizes there's something about the idea of being put in the limelight and dancing where people will see him that keeps him coming back. With an earnest, passionate drive to improve, Tatara begins his journey into the world of competitive dance. [Written by MAL Rewrite]
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