
Genres
Comedy Aims to entertain and amuse through humor, often using witty dialogue, slapstick, or exaggerated situations to provoke laughter.Sports Focuses on competitive sports, the dedication of athletes, and the challenges and triumphs associated with athletic pursuits.Supernatural Involves events or beings that defy natural laws, often including ghosts, demons, vampires, or other paranormal phenomena.Tags
School Partly or completely set in a primary or secondary educational institution.Shoujo Target demographic is teenage and young adult females.Basketball Centers around the sport of basketball.Archery Centers around the sport of archery, or prominently features the use of archery in combat.Adoption Features a character who has been adopted by someone who is neither of their biological parents.Natural
ナチュラル
Miguel, a nine-year-old Peruvian boy, is adopted by the father of high school student Riko Sannoumaru and brought to Japan. Despite the warm welcome from his new family, Miguel remains distant, overly polite, and rarely smiles. Riko is determined to help him feel at home, introducing him to the world outside and to basketball.
Now in high school, Miguel excels in academics and sports, especially basketball, where he surprises everyone with his skills. However, he seems reluctant to fully embrace the game. As he navigates new friendships and the challenges of kyuudou, Miguel must confront the fears that hold him back.
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7.9 Hikaru no Go
Hikaru Shindo is an ordinary sixth-grader with little interest in board games. While searching his grandfather's attic, he comes across an old go board stained with blood. The moment he touches it, the spirit of Fujiwara-no-Sai, a master go player from the Heian era, awakens and takes up residence in his consciousness. Sai once taught the game to an emperor and still longs to achieve the perfect play he calls the "Divine Move." Pressured by Sai's persistent passion, Hikaru reluctantly begins playing go, moving the stones as the ghost instructs him. His encounters with dedicated young players, especially the prodigy Akira Toya, gradually spark a genuine interest in the game. What starts as a
Hikaru no Go
Manga · 1998
5.9 Doll-Kara
Kazuyoshi Ishii, the founder of the martial arts organization K-1, is sent to prison for tax evasion. After serving his sentence, he exits Shizuoka Prison only to be killed by a speeding truck. He then reincarnates in the body of Kei Ichinose, a comatose high school girl. Twenty years after the genesis of K-1, the man known as the MMA world's problem solver now inhabits the body of a schoolgirl. He must come to grips with the karate he left behind and adapt to his new life. The story follows his struggle to reconcile his legendary past with his unexpected present, a tale of youthful spirit and determination.
Doll-Kara
Manga · 2017
6.3 Q & A
After a six-year absence, the Ando family returns to their hometown. For fifteen-year-old Atsushi, the move means living in the shadow of his late older brother, Hitsushi. Known to everyone merely as 'Big Brother's Little Brother,' Atsushi struggles to carve out his own identity under the weight of his sibling's legacy. His life takes an even stranger turn when he wakes up one morning to find himself haunted by the ghost of Hitsushi himself, who died six years ago. The catch is that only Atsushi can see or interact with his brother's spirit. As Hitsushi, nicknamed Q-chan, begins to play pranks and meddle in his daily life, Atsushi must navigate the chaos of school, sports, and budding relat
Q & A
Manga · 2009
5.8 Always Misora
During a third-grade field trip, six children and a cat save a sacred artifact from a burning temple. As a reward, the temple's god grants each of them a unique supernatural power, set to awaken on their 13th birthday. Years later, reunited by chance in junior high, the six friends find themselves forced to join the school's peculiar Sports Rental Club. The club provides temporary members to other teams whenever regulars are unavailable. As they navigate this unusual school life, each teen begins to discover and grapple with their newly activated, often inconvenient, psychic abilities. Their straightforward and athletic friend Misora often finds herself at the center of their misadventures
Always Misora
Manga · 2000
6.4 Before The World Ends
The Dadakusa Girls' High School basketball team is struggling, lacking both skill and motivation. Their mundane routine is shattered when a mysterious man suddenly appears before them, claiming to be a prophet. He delivers an unbelievable ultimatum: the entire world will be destroyed unless this unremarkable team wins the upcoming prefectural tournament. Faced with this absurd yet terrifying prophecy, the girls have no choice but to take it seriously. They must transform from a group of indifferent players into a cohesive, winning team to literally save the planet. As they embark on this desperate training regimen, their journey becomes a chaotic mix of sports, budding romance, and supernat
Before The World Ends
Manga · 2011
5.8 One or Double
A collection of nine short stories by Rumiko Takahashi, published in a single volume in 1995. The tales span a variety of genres, from comedy and romance to sports and the supernatural, showcasing the author's versatility and early work. Each story presents a unique scenario: a dieting goddess, a dog with a surprising attitude, an elderly woman's unusual companion, a race against the end of the world, a grandfather with a mysterious past, an invitation to the Takarazuka Revue, a tennis match with high stakes, a talkative couple, and a goddess living in an ordinary home. The characters navigate everyday life with a twist of fantasy and humor, facing conflicts that blend the mundane with the
One or Double
Manga · 1995