Peewee (Used by Hiruma)
|Age||15-16 (series run)|
18 (final chapter)
|Bench press||10 kg (Formerly)|
40 kg (Formerly)
|Relatives||Shuma Kobayakawa (father)|
Mihae Kobayakawa (mother)
|Affiliation||Deimon Devil Bats|
|40 Yard Dash||5.0 seconds (normal) 4.6 seconds (Intially) |
|Team||Deimon Devil Bats (high school)|
Team Japan (Youth World Cup)
Notre Dame High School (3rd year)
Enma Fires (university)
|Japanese||Miyu Irino |
Kokoro Kikuchi (younger)
Romi Park (Jump Festa)
Sena's greatest talents are his speed and agility. Combined, these talents allow him to become one of the fastest athlete at the high school level, and one of the fastest humans alive. All his techniques stem from his his ability to run at incredible speeds and rapidly change the direction he is running in.
Strength and Durability
While he is initially very scrawny, Sena's physical training along with the natural course of his growth grant him enough physical strength to compete against his opponents, using his power when he is unable to dodge around them. He most frequently does so using a chopping technique called the Devil Stungun, which he uses to deflect his opponent's arms when they attempt to tackle him. Sena can also use stiff-arms to push away his opponents, and has even managed to shove players of superior physical strength to the ground when doing so. While Sena primarily plays in the running back position, he has on occasion played as quarterback, most notably when Hiruma was injured in the match against Hakushu. Sena's throwing technique is very unrefined, but he is adept at scrambling using his great speed and can use this to open up plays, allowing him to choose to run or throw the ball.
Speed and Agility
At first, Sena is only able to maintain his full speed, which allows him to run a 40-yard dash in 4.2 seconds, in brief bursts, and he tires quickly after doing so. With time, he improves his stamina and is able to maintain his top speed for extended periods, although constantly doing so places great strain on his legs in the match against Shinryuji. After receiving instruction from Doburoku, Sena learns to change direction without decreasing his speed using a technique called the Devil Bat Ghost. Sena improves this technique on his own, creating a number of sub-techniques including the Devil Bat Hurricane (a spin move) and the faster Devil Light Hurricane. Sena is also the most frequent user of the Devil Bat Dive, a strategy that the Devil Bats frequently use to finish games in situations where they start the play just outside of the end zone and Sena dives over the line in order to score a touchdown.
Throughout the Devil Bats' games, Sena has used the Sky Devil Bat Dive, in which he jumps into the air before receiving the ball, the Twin Double Bat Dive, in which both he and Monta leap and Sena has the option to pass the ball to Monta, the One-Man Devil Bat Dive, in which he jumps over a single defender in a direct confrontation, and the Cerberus Dive, a variation where three different players dive forward while only one carries the ball. The final running technique that Sena develops is the Devil 4th Dimension, a backstop that he performs at full speed immediately after charging straight at an opposing defender; this allows Sena to dodge away from a defender when they dive in to tackle him. Furthermore, Sena is able to combine the Devil 4th Dimension with the Devil Bat Ghost, which grants him the ability to freely move in any direction on a 360-degrees axis without once decreasing his speed.
It should also be noted that Sena has surprisingly good balance, able to run on top of the railings of overpasses and highways (even when drunk). He has often shown great dodging abilities as well, such as the time where he avoided every item that Torakichi threw at him from a near point-blank distance, as well as the time he dodged Agon's thrown football that was aimed directly at his right eye. Ikkyu also noticed this, noting that Sena had used the minimum amount of movement to dodge.
Instinct and Reflex
During times of great stress, Sena's instinct subconsciously guides him to notice quickly notice key details and act appropriately, and when he does his body reflexively acts far faster than he can think. These often gave birth to new techniques. The earliest demonstration of this was during the NASA Aliens game, when Sena instinctively noticed that Panther was only able to use arm fends by giving up cover for the ball, allowing him to jump in an steal it. Next was during the Kyoshin Poseidons game, where, inspired by the Ha-Ha Brothers during his final showdown against Kakei, Sena was able to quickly combine the Devil Bat Ghost and his spin to for the Hurricane Ghost technique.
The greatest demonstration of this was during the Shinryuji Naga game. When the game became desperate enough that Hiruma told Sena to focus solely on blitzing Agon, Sena hyperfocused on him, allowing him to put slight pressure on Agon. This culminated in being able to make an interception by realizing the Naga's fake out through seeing Agon's reaction, causing him to subconsciously raising his hand. It evolved even more when Agon threatened to end the Devilbats' Christmas Bowl dream, causing Sena to angrily attack Agon and eventually leading to him slamming him to the ground.
The main thing Sena lacked at the beginning of the story was his willpower, leading him to often get bullied and forced to run errands. From the moment Sena joined the Devilbats however, his willpower only continued to evolved. The first major trigger for this evolution was before he ever played a game when the Ha-Ha Brothers stole his phone. Enraged by the idea of the bullies hurting Mamori and Kurita, Sena quickly stole it back and ran away through entire crowds and diving into the train, leading to Hiruma seeing his running for the first time and gleefully finding his new star running back.
The next major evolution comes during the Oujou game, with Sena seriously considering running away before the game, but deciding otherwise. The next time he did consider it before the game's penultimate play, he decided to try his best to pass Shin one last time, and showed him his true light speed running. Though the game ended in a loss, it convinced Sena to try his best to win every game onwards and defeat Shin.
Throughout the series this drive to protect his friends has pushed Sena onward to get better. He learned from Riku about protecting the ball by sacrificing his body, and used this knowledge to use his body as a pivot for the Devil Light Hurricane. During the Bando Spiders game, spurred on by Akaba's taunts and his desire to become the best runner, Sena pushed his body more than ever before and forced it to go at his max speed even while dodging. During the Nagas game, his rage at Agon spitefully trying to destroy their dreams allowed him to go on the offense and attack Agon, leading to finally getting their first touchdown. His willpower during the Oujou game allowed him to last through the entire match, form the Devil Stungun to block the Trident Tackle, and finally use it to push himself into momentarily going at 40-yards in 4.1 seconds. His determination during the Dinosaurs game allowed him to become an capable quarterback as Hiruma was injured, and even led him to purposefully get hit by Gaou to protect the ball and collide against Marco for the Vertical Light Hurricane. Then, during the Christmas Bowl his sheer determination led him to finally pass Yamato using the Devil's Fourth Dimension and Fourth Dimension Ghost techniques in order to become the true Eyeshield 21. Finally, during the World Youth Cup, Sena manages to take down Panther for the first time by rebounding off the ground to stop him using his head.
Sena initially wasn't very smart in the traditional sense. He had below average grades and often needed clarifications for longer rules. However, he did have some creativity and running smarts, allowing him to visualize efficient running paths through crowds of people or for long routes.
Throughout the series, Sena becomes a little smarter and more observant through practice and training. He can reliably memorize all of the Devilbats' secret cards and tactics. During desperate situations, he can analyze what's going on and react accordingly, such as during the Dinosaurs game when was able to perform very well as a quarterback when Hiruma got injured.
By the end of the series, Sena was smart enough to become the Devilbats' new captain, and during his final year of high school was able to pass a full semester at the prestigious University of Notre Dame.
Techniques and Skills
Normal Running & Cuts: This was Sena's method of running at the beginning of the series, gained during years prior when he was a gopher for bullies. He is able to attain a rocket start, as well as make very sharp turns and cuts. However, his speed decreases after the explosive start so, before training with Deimon, his 40-yard-dash is 5.0 seconds. If he's pressed to a certain emotional level, (such as being chased by Cerberus or Shin), his time shortens to as little as 4.2 seconds (see Speed of Light Pace).
- Change of Pace: This was Sena's pattern of running up until after the game of the Nasa Aliens. This involves him running at relatively easy pace, then suddenly accelerate to full speed. The problem with this is that just before he speeds up or makes a turn, he stops for a moment, which allow others to tackle him.
- The Devil's Cut: A skill that allows Sena to keep his pace after changing direction (in which he moves at his full speed). Initially, Sena had to stop before changing directions through his sharp cutting ability in his movements, but after the Death March, in which he had to maneuver while kicking a rock while keeping pace with his full speed, he developed The Devil's Cut. Ultimately this technique overcame the old Change of Pace and allowed Sena to keep running without losing any speed making him a better runner as a result. With this he learned the Devil Bat Ghost.
- Speed of Light Pace: This is Sena's ability to run the 40-yard dash in 4.2 seconds, considered to be at the highest level even among professional athletes. Initially, he is only able to tap into this speed once per game, as it totally exhausts him after using it. However, in the match against the Bando Spiders, he manages to overcome his limits and manages to hold his top speed for a much longer period of time (though he still collapses after the match). By the beginning of the Kantou Tournament, Sena is able to run at this pace frequently without rest. First used in a match against the Ojo White Knights during the spring tournament.
- Speed of Super Light Pace: Shin estimated for Sena's Final Play against him that he was able to run a 40-yard dash in 4.1 seconds. He achieved this by using Shin's arm as a propellant. Its name was christened by Shin, and is only used in the final play against the Ojo White Knights in the fall tournament.
Foresight: A technique first developed for running errands, Sena is able to deduce the amount of movement, as well as any openings his obstacles (often people, such as the opposing team's players in an on-going game) might leave unguarded (or about to), and thus effectively discern the directions needed to escape a tackle or breakthrough defense while he's running. He first uses this technique in an actual game against the Koigahama Cupids team when he returns the final kickoff of the game for a game winning touchdown, making the skill very handy in slipping through large numbers. This also helps him to determine which way he could play being a quarterback, either to do a pass or run. However, its main weakness is that it can't anticipate the moves of an incoming opponent if they are moving at the same rapid pace as Sena at his topmost speed, forcing Sena to improvise when facing other speedy players like Shin, Riku or Panther. Used frequently in games (typically represented graphically as arrows of light).
- Scramble and Pass: In the quarterback position, Sena takes the ball after the snap and rushes toward the sides. He then makes a short, awkward pass toward any eligible receiver. The trajectory of the ball is described as horrible by Ikkyu, though in practice it works for Sena, as the opponents can't tell which way the ball is heading. This is somewhat similar to the halfback option play in the NFL. Used only against the Hakushuu Dinosaurs.
- Devil Dragon Fly: An adaptation of Shinryuji's trademark play, both Sena and Hiruma play as quarterbacks. Either quarterback is able to receive the snap, and the number of plays, such as lateral passes between quarterbacks and passes to receivers, are increased greatly as a result. Unsui comments that the way Deimon played this formation is different, but definitely has the shape of the Original DragonFly. The players can work this tactic perfectly thanks to amount of Spartan practice (physical and mental) they've been through. Used only against the Hakushuu Dinosaurs.
Chris Cross: Another variation of running play, Monta and Sena cross paths with the quarterback (Hiruma) as their center. This hides the true ball carrier, as any of the three players may have the ball after crossing (hence the name of the play). Due to Sena and Monta's initial inexperience with the play, their first use of the Chris Cross results in a fumble. Used twice, and only against the Teikoku Alexanders.
- Devil Cross: The "warped" version of Chris Cross, in which the ball carrier laterals the ball toward the quarterback after luring the defense, giving the pass play more options and freedom.
Devil Bat Ghost: A technique in which Sena is able to use a crossover step to make a sharp cut without slowing down. He learned this after enduring the 2000 km Death March by kicking a stone pebble and running simultaneously (and, by doing so, learned how to increase his steps without losing his speed). Its effect creates a kind of blurry afterimage which confuses opposing blockers, causes them to misjudge his speed or tackle the afterimage created by the move. By episode 46 of the anime, in a match against Shin, Sena discovers the strain of the Devil Bat Ghost has on his knees, which he soon overcomes with constant practicing and soon Sena is able to use Multiple Devil Bat Ghost Bursts. Later, his Devil Bat Ghost evolved so much, that he is practically creating shadows and moving in a complete 360 degree range at will, making him nearly impossible to touch. Just like Shin said, "Even with all power in this world, it's no use against a speed you can't touch".
The Devil Bat Ghost has the honor of both being Sena's signature move, and the final technique seen in the entire manga, with Sena using it against the Koigahama Cupids for his first game in college and the very last page of the series.
- Multiple Devil Bat Ghost: In chapter 287, after witnessing "true" Ghost Steps performed by Yamato, Sena manages to perfect his own Devil Bat Ghost using a combination of violent crossover and simple cut steps, creating four "clones".
Devil Bat Dive: Inspired by his desperate dive into a closing train to escape from the Hah Brothers in the first chapter, Sena rushes toward the scrimmage line at top speed, then jumps over the opposing linemen in a corkscrewing motion. This is a very dangerous maneuver and even Hiruma initially forbids him to use it more than once or twice per game, and only for a clinch point, as it could easily cause injury to Sena.
By the end of the manga, with Sena's resilience having been trained, the Devilbats are able to consistently get TFPs after touchdowns by using Kurita's power and the Devil Bat Dive together.
- Sky Devil Bat Dive: An alternate version of the Devil Bat Dive, Sena is first placed at the end of the scrimmage line. Hiruma rushes the opposing line as Sena makes a fast reversal; once Sena gets up to speed, he jumps upward as Hiruma laterals the ball to him.
- Fake Devil Bat Dive: Unlike the regular Devil Bat Dive, this involves Sena jumping over opposing players while pretending to carry the ball. The technique is intended to fool the opposing team in stopping his charge while the real carrier of the ball gets through. This was first shown during the game against the Wild Gunmen, and last seen against the Dinosaurs.
- Double Devil Bat Dive: Sena rushes toward the goal line then jumps over the defending linemen like in a regular Devil Bat Dive, but then passes the ball in midair to Monta who is in the end zone. Used only against the Ojo White Knights during the fall tournament.
- Hurricane Devil Bat Dive: An anime-exclusive technique where Sena spins like a drill during the dive.
- One Man Devil Bat Dive: Sena dives over a single opponent. In its first use against Shin Seijirou, it was used in tandem with the Devil Stungun and Devil Bat Ghost. He uses this move in the last play against the Ojo White Knights in the fall tournament, and again against the Teikoku Alexanders.
- Extremely Low Altitude Devil Bat Dive: A combination attack with Komusubi, using the small lineman's power and Sena's ability to fly over a low-gravity opponent such as Gaou. Used only once against the Hakushuu Dinosaurs, and succeeds only when Kurita intervenes to prevent Gaou from crushing Sena and Komusubi.
- Cerberus Dive: A double fakeout move with Hiruma and Kid. Hiruma fakes carrying the ball and dives over the line. Kid also dives but also does a Quickdraw pass to Sena right as he jumps. Sena then performs a final dive to complete the move, putting in three times the breakthrough power and deception of the usual dive. This is the last official play shown in the World Youth Cup, and the second to last technique shown in the entire manga.
Spin Move: A regular move which Sena used to evade Togano in the first chapter. While running forward, he evades enemies' tackle or block by swerving to the side and spinning his body to gain momentum he needed to break/escape the block/tackle.
- Devil Bat Tornado: Also called the Devil Bat Hurricane Ghost, this was created during the game against the Kyoshin Poseidon by combining the Devil Bat Ghost with a Spin Move. Its effect not only causes an afterimage to appear, but also adds rotational force, making a two-handed tackle (like Shun Kakei's "anchor-grapple") less effective.
- Devil Light Tornado: Also called the Devil Light Hurricane, this is basically combining the Devil Bat Tornado with the Speed of Light Pace. In chapter 217, he uses this in an attempt to evade Shin's Trident Spear Tackle. However, Shin, with his own Speed of Light Pace and the extra speed of the Trident Tackle, manages to down Sena. It is also not as effective against close defensive attacks such as Marco's Screw Bite.
- Vertical Devil Light Hurricane: Sena collides into his opponent head-on, then pushes upward while rotating at the Speed of Light Pace. Using the opponent's body as a pivot, Sena rolls past and forward, thereby evading any attacks. Being so close prevents an opponent with a close defensive attack (like the Screw Bite) from getting his hands around the ball. Was used successfully for the final touchdown against the Hakushu Dinosaurs, though the impact coupled with Gaou's tackle against Sena numbed his arms for the rest of the match.
Stiff-Arm: A normal defensive move used to keep an opposing player at a distance. By sacrificing ball safety, Sena can extend one arm to ward off a blocker. First done against Agon in the game against the Nagas.
- Devil Stungun: In chapter 229, by using his arms, Sena is able to partially deflect Shin's Trident-Spear Tackle. His counter is likened to a foot soldier using the point of his sword to redirect the trident of a charging horseman away from him, rather than meeting the attack head on. The attack seems inspired by a similar move used against Agon Kongo of Shinryuji. Like a similar move used by Patrick "Panther" Spencer of the NASA Aliens, this move sacrifices ball safety for a chance to break through (Doburoku: "When you had twice the chance to break through your enemy, the chance of the ball being lost is 10 times greater"). Unlike the basic Stiff-Arm, this involves a jabbing or chopping motion. Used unsuccessfully against Marco of the Hakushuu Dinosaurs, who countered with the Screw Bite.
- Stungun Ricochet: By slamming his arm against the Trident Tackle during a One-Man Devil Bat Dive, Sena was able to propel himself forward and temporarily go beyond his max speed at 40 yards, 4.1 seconds. This was only used for the final play in the rematch against Ojou, and was also the final technique in the anime.
- Sagittarius: Inspired by the team strategy of the same name used by Shin and Sakuraba of Ojo, the Deimon version is first seen in the Hakushuu game. This combines the Devil Stungun and the Devil Backfire, and Sena becomes Monta's guard as the latter catches a pass. Monta refers to this as "Explosion MAX!"
- Helmet Slam: Sena pushes down against the opponent's helmet from above, preventing a diving tackle. First used against Agon during the Nagas game, leading to his first touchdown of the entire game. Used against Panther once more in the World Youth Cup, but though Sena was able to pass him successfully Panther still caught up even with Yamato blocking him.
Devil 4th Dimension : Sena's ultimate running technique, created during the Christmas Bowl against the Teikoku Alexanders. While running at his 4.2 second pace, Sena takes one quick backstep without changing his speed or stance: doing this during the instant of tackling causes the blocker to miss completely, rendering him off-guard while Sena cuts around. To the blocker, it seems as if time was running backward, hence the name (time being the "fourth dimension"). During the International Youth Cup semifinal match against Germany, Sena takes only a half-step back as a feint before he changed his run in order to defeat Germany's star player Schultz.
- Devil Bat 4th Dimension Ghost : The weakness of the Devil 4th Dimension is that for a moment after the backstop, there is a brief period of time where Sena lags: defensive players can take advantage by stopping their own movement while facing the backstep, going for the kill at exactly the right moment. Yamato chose to defeat the backstep by sealing it with his Caesar Charge, using his strength to increase his speed to super-light levels, completely overrunning Sena. Sena removes this weakness by combining the Devil 4th Dimension Run with the Devil Bat Ghost, confusing the blocker's perception at the moment of lag (since they are already committed to the tackle). Afterwards, Yamato mentioned that no amount of strength or talent could overcome this technique, for it is 'genuine speed'.
Trident Tackle: Shin's signature technique, which Sena used to try to tackle Panther in the world cup game against America. With Sena's weak arm strength, Panther easily shook him off.
Imagination: Not really an ability for play; Sena is frequently shown to have an excessive amount of imagination, whether he is on or off the field, while he's unconscious or fallen asleep. In his imagination, real or fictional characters appear, usually possessing extraordinary (and sometimes, absurd) abilities to teach, encourage, or push Sena forward in terms of mental strength.
- he imagines himself as a neat secretary (later discovered, similar to his father) who aids the team perfectly, right before deciding to be Deimon Devil Bats' secretary (1st Down)
- he imagines Deimon Devil Bat (Big) in his mind when trying to remember the TFP rule (12th Down)
- he imagines a 'Serious Eyeshield 21' comic character, who tells him not to run away and try to break through and past Mamoru Banba's defense (44th Down)
- he imagines Patrick "Panther" Spencer doing a moon jump wearing a space suit, where Cerberus pops Sena like a balloon to catch him (71st Down)
- he imagines the moment after defeating Agon Kongo, only to get stabbed by Seijuro Shin's Trident Tackle afterward, and eventually grilled up as food (205th Down)
- ...and much more
According to the Chapter 205 of the manga (205th Down: The Warrior's Sabbath Day), Sena's excessive imagination is passed on from his mother, Mihae Kobayakawa. Meanwhile, Sena's imagination of himself becoming a neat secretary is derived from his father, Shuuma Kobayakawa, who works as a lawyer.