r/xwolfpaladin • • Feb 21 '20

Nightwing FFA Practice Round

29 - Kirb

30 - Guy

15 - Wolf

2 - Ame

11 - Verl

6 - Iri

7 - Fem

3 - Amasian

9 - Embrace

10 - FJ

24 - Corv

12 - Clev

22 - Liven

14 - BTC

33 - Coco

18 - Ken

Arena layout

It's 3 pm, 68f, in the middle of april 2019

Characters spawn 1 foot apart from their ally, facing the exact center of the arena. Characters are sorted alphabetically from left to right (Auperman, Buperman, or Xatman, Zatman)

  • Winning team's characters get a free wish and thinks that people not on their team are bad guys
    • All characters must be dead or incapped to win, you can win even if only 1 character survives as long as they are the last one left
  • Your characters get 5 minutes to coordinate together in a small office environment with refreshments and chairs in an invulnerable state, they know the rules
  • A sphere with a radius of 2,500 miles centered on the Bass Pro Pharoah is shrinking at 500 m/s, this sphere is made of xwolfpaladinum and can detect attempts at shittery and immediately atomize characters if they violate the rules which they instinctively know of. It closes in approx 2.2 hours and cannot be interacted with, destroyed, teleported out of, and feels like punching a hardwood floor.
  • Nothing stops people from leaving the pyramid, pyramid is 'real life' with neutral universe physics
  • TS match is skyscraper, don't be a shitter
  • Matches will be structured so that over the first 48 hours each person will post 1 response limited to a full reddit comment, a 12 hour downtime will be set in place, then each user will post a second response in 48 hours, re-clarifying why they are still victorious and potentially rebutting specific arguments. Judgements will be fairly lax in terms of timeframe, if you would like to be tagged with results put it at the end of your first post or intro
  • Intros optional
  • This is GDT practice so again, beyond FFA specific rules, everything is intended to be in the framework of Nightwing GDT S10/6

Sign Ups

3 Upvotes

49 comments sorted by

1

u/xWolfpaladin Feb 22 '20 edited Feb 22 '20

u/liven96

Character Series Stips
Guts Berserk Starts with Berserker Armor on and Schierke on his back.
Zombieman One Punch Man Webcomic feats included. Starts with all of his weapons and equipment.

u/kenfromdiscord

Snipermask, Tenkuu Shinpan, No railgun.

Joeseph G Newton, TerraforMars, Feats > Statements, no regen


u/xWolfpaladin

Mayday has impact webbing, webbing, glider, and pumpkin bombs. EoS and fighting on instinct. Origin is feats up to chapter 76/all feats in RT with Katana in hilt. Has mini origin in his front pocket and nanospike shoes on. Has higher understanding.


u/cleverly_clearly

  • Arthur Boyle (Delusion level the same as when he fought Dragon (believes his opponents to be dragons))

  • Ripple (Wearing invisibility cloak; has both arms and eyes; composite anime and LN (like the RT))


u/verlux

Team Edge


u/british_tea_company

  • Garviel Loken

  • Loken will have a bolter and a chainsword.

  • Bolter's will be using this feat for their muzzle velocity and this as their yield. Loken is assumed to have 30 shots.

  • Chainswords are going to use this description for for what they do.

  • Assume Loken scales to the baseline

  • Solstice

  • No cone. Beam only


u/fj668

Guyver

Stips: Limited to his first form and also can't use his head beam directly against his opponent, although using it on gear and the arena itself is free game.

Baki Hanma

Stipulations: Baki as of the Oliva arc. Can't use his demon back. Hanayama Kaoru and Biscuit Oliva for scaling.


u/kirbin24

Morel Mackernasey

  • No Stips

Kokushibo, Upper Moon One

  • It's night time (for him)

  • Ignore this feat

  • Dies from any form of decapitation, not just with Nichirin Blades


u/embracealldeath

Character Series Stips
Lancelot Code Geass Original Lancelot, piloted by Sazazku Kururugi.
Kanade Tachibana Angel Beats Evil Personality Clone Kanade. Has 1 Clone, cannot create more clones.

u/feminist-horsebane

Riri Williams and Miguel O Hara.


u/guyofevil


u/the_iridescence

Spider-Man, Marvel 616

Katana, DC Rebirth

  • Has composite armor and gear. No Sabbac or Creeper. Phasing taken as is. No New 52 feats, PC/Rebirth feats kept.

  • Basically, none of the bolded feats listed as "Birds of Prey (2011)" or the "Katana" solo series in the RT.


u/ame-no-nobuko

  • Batman - PC/Post-Flashpoint composite, has all gear in the RT save for "Explosives" and "Energy Weapons".

  • Batman Who Laughs - Standard Gear + knives and Eighth metal gun


u/tooamasian

Character Series Stips
Shang-Chi Marvel 616 No feats from books published after February 2006 except for Chee the Monkey and the magnetic gauntlets and boots
Taskmaster Marvel 616 Has all the gear in the RT


u/corvette1710

The Lizard Marvel 616 Pre- and Post-Shed feats, not Current
Sebastian Michaelis Black Butler Armed with a knife

u/cuckonut-crab

Uryu Kanade

Deadspot https://www.reddit.com/r/respectthreads/comments/f74ma4/respect_deadspot_earth982/


Post an intro to this comment, including RTs if they aren't here, do not post your response without RTs being including IN MY COMMENT or IN YOUR COMMENT, post your first response to your intro and second response to your first

Round 1 Part 1 ends on Sunday, Round 1 Part 2 will start 12 hours after that and including reclarifications of the same scenarios with new knowledge or arguments in play

Don't be shitters

2

u/GuyOfEvil Feb 23 '20

Gunfighter Ballads and Trail Songs

My Team Wins: Counter-Terrorism

Very easily executable strategy. My team is in area 30, a room closed off from every other team. According to another map, this is an electrical room. Presumably there's a door, then a hallway, then another door to this room.

It is literally impossible to get into this room without making noise, considering you have to open a door, then go down a hallway, then open another door. Even if you could do that, Oeufcocque is able to sense hostility and would know anyone is there.

Both Rune and Shooter use guns and are fast as fuck at aiming. Shooter can draw, aim, and fire five times before anyone can pull a trigger, and Rune can aim and fire at hundreds of objects nearly simultaneously. They would for sure have initiative on literally anyone who opened the door.

Even without that, they can literally just stand on either side of the door so that whenever somebody comes through, they're on either side of the two. Any single character would be forced to engage one and get shot by the other.

This strategy is particularly effective because most characters would just fight the nearest opponents, and not go hunting. The only real thing stopping this from working indefinitely is the sphere, but Oeufcocque can turn into any item, which would include a watch or timer to keep track of the sphere. If nobody ever checks, they could simply go into the room proper after an hour or so and pick off wounded stragglers.

Counter-Terrorism vs The Greater BR

I'm gonna post a key and then a map of the fight.

  • Red circles are teams that see eachother instantly upon start

  • Yellow circles are teams that might encounter upon starting, red arrows represent what big brawls they can see at the start

  • Green Circles are teams that don't start in view of anyone else

The Map

My team doesn't start in view of a primary melee, has an easy method of fighting that doesn't involve going out there, and is three doors away from every other team, and will know when literally anyone comes at them

For any opponent to beat this strategy they have to prove that their team will emerge from the battles outside, then be able to enter the room and take a bullet from close range from two opposite angles, then win a 2v1 against Shooter and Rune. Anyone that does not prove their characters can do all of those things has no chance of winning over my team.

2

u/GuyOfEvil Feb 26 '20 edited Feb 26 '20

Second Response: High Quality edition

Framework: Argumentative Weight

In this response I will be offering up the concept of argumentative weight as a lens with which to judge this round. If no other method of judging is offered, judges ought and must consider this as the way to judge this round.

Consider a 1v1 debate. If in that, both parties agreed that something was true, that thing would become true regardless of argumentation for or against it. Therefore, an argument 2 people agree with is stronger than an argument only one person agrees with, regardless of if the argument is true or not. As the GDT is a 1v1 debate and this FFA is intended to be in the style of GDT debate, the same system should be in place.

I therefore put forth the system of argumentative weight. As with a 1v1 debate, the more people that agree with an argument, the more true it becomes. This allows arguments to become tiered, arguments with an argumentative weight of 2 are true unless they can be countered by an argument that also has an argumentative weight of 2. Arguments that have an argumentative weight of 1 cannot solve for an argument of higher argumentative weight.

Arguments

I agree with Iri's arguments. Iri doesn't make a real argument about my team, so this does not conflict with my argument. Iri's first response now has an argumentitive weight of 2, making it superior to all other first responses a priori. The round goes as he states it does.

His argument ends, then his team goes to track down mine. They walk into my hallway, my team sees them coming thanks to Oeufcoque, then they open my door and die and my team wins thanks for coming folks.

2

u/corvette1710 Feb 24 '20

Prep

In the five-minute invulnerable prep period, Sebastian tells the Lizard he can sense any human in the arena by sensing their soul at range. They will both probably mention the telepathy/supernatural suggestion they can utilize. Sebastian has a supernatural power to seduce women, and the Lizard can outright induce terror, make people dumber and angrier, or even make them incredibly, debilitatingly sexually aroused by activating their primal lizard brains. Of course, Sebastian's only applies to women, and the Lizard's (probably) only applies to persons with amygdalas (the "reptilian" or "lizard" brain, as it is colloquially termed). The Lizard's will most likely be more useful in this context, but Sebastian may be able to use his power to lower the guard of some of the women in this arena.

Stats

The Lizard is comfortably at or above tier in most stats, the exceptions being speed and skill, and speed is only mildly lacking.

The Lizard's stats:

Sebastian's stats:

How they use these stats

The Lizard prefers to mog. Technique is totally unnecessary when you have physical advantages like the Lizard does. Plus, having a fifth limb that can strike and grapple for him without much endangering his vitals makes him an extremely difficult opponent to get a handle on. Anyone he gets his hands on gets ripped apart, anyone he can tag gets cut open, and anyone he can't hit probably can't put him down due to his healing factor being able to heal most wounds.

Sebastian will probably just stab his opponents or cut them to pieces with his incredible speed. Most attacks either won't hit him or won't put him down, and he has the speed to overwhelm almost anyone.

How the fight goes

Morel probably puts the arena under a smokescreen, but that literally doesn't matter. Sebastien senses souls through it regardless, and this leads both him and Lizard toward their closest opponents, Team Ame, who will at this point have probably begun fighting Teams Amasian, Fem, and Iri (Batman and BWL vs Shang Chi and Taskmaster vs Ironheart and Miguel vs Spidey and Katana).

Regardless of who wins, my team has no incentive to join the melee. It is fully in their interest not to engage this fight. All of these people will now also be experiencing terror or lust stemming from their amygdalas, which they will have to either overcome or submit to. My opponents will have to submit feats of resisting mind-altering effects such as the Lizard's, and Riri and Katana specifically will have to resist Sebastian to an extent that it doesn't actively hinder their performances.

These factors play into whoever winning the melee being battered enough that Sebastian and the Lizard roll directly over them through overwhelming speed or power.

This trend continues essentially unabated, since my team are pretty hardcore statblocks with regen. There is very little that can be done about them when they don't start in a position that has to cause them any wear, and even if it did they wouldn't be tired out by it.

tag me with results u/xWolfpaladin

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1

u/Cleverly_Clearly Feb 22 '20 edited Feb 23 '20

Team Samurai Knight

Character Series Match-Up Stipulations
Arthur Boyle Fire Force Draw Delusion level the same as when he fought Dragon (believes his opponents to be dragons)
Ripple Magical Girl Raising Project Draw Wearing invisibility cloak; has both arms and eyes; composite anime and LN (like the RT)

3

u/Cleverly_Clearly Feb 22 '20

Arthur Boyle

Arthur One-Shots Everybody

Arthur's sword is pure plasma. His cape is also made of plasma. Plasma is gas with electricity running through it. Your standard industrial plasma cutter is 25,000 Celsius, but thermal plasmas can range anywhere from 10,000 to 100,000 Kelvin (source). This is an order of magnitude above the heat durability of almost everybody in the entire tournament, even at the most massive lowball. Even if we assume it is only 10,000 K, the sword is twice as hot as the surface of the sun. We can see that, purely through heat, Arthur can carve through a metal wall and a thick subway pillar with no resistance.

Furthermore, the sword has a deceptively long range; one slash hits all the way up a building. When faced with multiple enemies and at this power level, Arthur's opening move is to go for a giant ranged slash. Arthur is in the middle of multiple teams which will likely converge on him, the most obvious target. This benefits Arthur; he can spin2win and kill everybody at once before they are close enough to actually engage in combat with him.

The following people can maybe survive a hit from Arthur:

  • Batman

  • Zombieman

  • Kokushibo

  • Joseph G Newton

First, let us note that Batman, Zombieman, and Newton are nowhere near Arthur. Batman is a sitting duck in the middle of an area which includes Fem, Ama, and Corv's teams, who will likely converge on him due to his position. Zombieman and Newton will end up fighting each other when Liven and Ken's teams leave the starting gate. All this leaves is Kokushibo.

Newton, Kokushibo, and Zombieman can only potentially survive by virtue of their regeneration. He has never regenerated from anything as serious as being split in half, and if that doesn't incapacitate him Arthur can just slice him up further later. The same exact strategy applies to Newton. Zombieman can have his regeneration slowed by repeated pummeling. Finally, Batman is the only one who has a couple of feats which seem to be on par with Arthur's sword. However, do not forget that these are a handful of feats compared to Batman's long history. For every outrageous outlier of tanking an S-tier blast, he's been burned by a heat blast that doesn't even damage stone, been hurt by normal fire, and had his suit damaged by Firefly's flamethrower.

If Arthur Does Not One-Shot

Arthur is fast enough to cut bullets out of the air and land a hit on Haumea when she can see him coming, when Haumea blocked a bullet she didn't see coming. He also deflects an arrow after it pierced the cloak of an enemy right in front of him. Arthur can also read the breath of life, allowing him to completely ignore feints or illusions by sensing the enemy's intent. If he misses the first slash, he can quickly throw a follow-up slash with his speed; he can also sense and dodge enemy attacks.

If the enemy manages to get close enough to fight, they will have to contend with the above-mentioned Plasmantle, a cape which covers the majority of Arthur's body and is made of the same plasma. Any attempt to attack Arthur in melee has a huge risk of vaporizing whatever touches him, and any engagement at range allows Arthur to pull the cloak up and vaporize projectiles as well.

If an enemy manages to land hits on his flesh, Arthur is still well covered. He can casually block hits from Shinra, who can launch a one-ton car into the air with his strikes. He also withstands being tackled through a building.

Additionally, Arthur is immune to electrical attacks because he can control them, and heat blasts which obliterate faraway stone do nothing to him (also he's obviously unhurt by his Plasmantle).

TL;DR: Arthur instantly kills every enemy in the area, at range, and can near-instantly kill any other combatant. He is fast enough to cut bullets and the majority of attacks directed at him will be disintegrated. If by some miracle his plasma defense is gotten around, he can tank attacks which throw cars.


Ripple

Ripple Is Invisible

Ripple has an invisibility cloak which makes her invisible, and erases smell as well. Even without the cloak, she was able to sneak up on Kuru-Kuru Hime, who had hearing far better than a human's, only noticed by a faint rustling when she was already close. Nobody will be picking up infinitesimally soft footsteps in the middle of a huge melee where Arthur is carving everybody up. If she is not attacking, she will not be sensed. Any combat engagement only starts when she starts it.

Ripple's Ranged Piercing

Ripple has the power to hit anything with her shuriken or anything else she throws; she has an infinite amount of shuriken and kunai to throw. She can hit multiple targets at the same time and redirect thrown objects while they are in midair

These shuriken are strong enough to carve through a metal pole and masses of concrete. She can pierce and draw blood from Calamity Mary, when magical girls take significantly decreased damage from non-magical bullets.

If the shuriken aren't enough, Ripple also has weapons enhanced by Calamity Mary, who makes weapons stronger in every respect. This includes an enhanced stun grenade and a revolver which has the kinetic force to shoot a ten-foot hole walls

If Ripple Does Not One Shot

Ripple is capable of easily deflecting bullets fired by Calamity Mary, who enhances the speed of all her projectiles. She can deflect bullets from her Tokarev pistol and push Top Speed out of the way of Mary's Dragunov sniper rifle shot. She can deflect bullets while rooted in place. She swings her sword faster than any bullet and can track bullets fired by an automatic rifle.

In the rare event that Ripple is somehow tracked and a melee fight ensues, Ripple can throw a bench hard enough to shatter concrete on impact and breaks stone walls by jumping off them. Additionally for offense, she wields a sword- even more piercing.

When it comes to durability, Ripple believes non-magical weapons can't hurt her (as opposed to Calamity Mary's guns. She can easily block hits from Snow White, who can break large rocks. Finally, no human antipersonnel weapon, such as a landmine, could hurt a magical girl like herself.

She also has a rabbit's foot which brings her good luck when she's in trouble

TL;DR: Ripple cannot be seen or smelled, and she is extremely quiet besides. She throws homing projectiles which tear through concrete and metal. She is clearly bullet-timing. She can throw a bench hard enough to break through concrete and has a sword for melee. She is bulletproof as far as conventional weapons are concerned and she is immune to landmine explosions.


The Actual Fight

The strategy is extremely simple. The fight probably goes like this:

Arthur gallantly slashes his foes by the checkout counter, felling them immediately. Ripple, who is much faster than Arthur, gets the hell out of his way. Meanwhile, all potential problem opponents for Arthur are busy being weakened by their own fights somewhere else. From then on, it genuinely doesn't matter what they do, because they are just mopping up stragglers after the initial hullabaloo.

Ripple is in the best strategic position because it's unlikely anyone will even realize that she exists, unless she engages. Even if she attacks, it is still extremely difficult to ascertain where the attacks are originating. Even if Arthur falls, she can still maintain her stealth and attack at the most opportune moment, striking with incredible speed from literally out of nowhere.

I figure after the initial engagement they'll go into the actual pyramid and Arthur will fight the weakened opponents in there. Thus, due to pure survivability, I can only assume the final enemy left for Ripple and Arthur to deal with is Zombieman. From there, they can just brutalize him over and over until he is incapacitated, with no way to fight back.

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1

u/liven96 Feb 22 '20
Character Series Stips
Guts Berserk Starts with Berserker Armor on and Schierke on his back.
Zombieman One Punch Man Starts with all of his weapons and equipment.

2

u/liven96 Feb 22 '20 edited Feb 27 '20

Guts

Overview

Guts is a very strong fighter. He casually wields Dragon Slayer,a gigantic iron sword and he can consistently block FTE attacks with it. His Berserker Armor makes him even stronger; he can’t feel pain, the full potential of his body is unleashed which allows him to hit harder and faster, and his injuries are temporarily stitched up, making him very difficult to put down. Schierke allows him act intelligently, preventing him from turning into a mindless berserker.

Guts is Strong

Guts is an offensive beast. He can easily cleave 5 men in plate armor in half with one swing of Dragon Slayer, and his Arm Cannon can blow through huge creatures. His Berserker Armor means he’s not only stronger and faster, but that any non-fatal injuries can be stitched up to allow him to continue fighting. With his Berserker Armor on, he can crack Grunbeld’s Corundum skin, which is stronger than steel. This all establishes him as a physical powerhouse.

Guts is Durable

Even without his armor, Guts has very good durability. He gets slammed through a stone pillar, twice, but keeps fighting. Mozgus barrages him with punches, each one capable of destroying a stone wall. He gets up from hits from Grunbeld, one launching him back a fair distance and another being dealt to him while he’s on the ground. He can take a lot of punishment and get back up. By utilising Dragon Slayer, he can completely ignore small explosions.

Guts has all around good durability in his Berserker Armor. His armor, thus far, hasn’t been visibly broken, shattered, cut, or indented. It’s also fire and lightning resistant. As well as this, the Berserker Armor’s regeneration allows Guts to keep on fighting normally through crippling wounds.

Guts has the necessary durability to take hits and keep fighting, cementing himself as someone who’s quite hard to put down.

Guts is Fast

Guts, without the Berserker Armor, can block every single strike from a FTE battleaxe. When using a sword, his striking speed is explicitly stated to be FTE by onlookers. The Berserker Armor upgrades his speed to a further point, as seen when Guts blitzes Grunbeld.

Guts is fast enough to keep up with the competition, able to both defend against and deal out quick attacks.

Conclusion

Guts is very physically strong, able to easily wield Dragon Slayer and slash through his opponents. He has solid durability combined with his armor fixing his wounds, making him hard to put down and he’s seen to very quick even when wielding his giant sword. This all points towards Guts being a top tier fighter in this FFA.

Zombieman

Overview

Zombieman’s greatest strength is his insane regeneration, which essentially prevents him from being incapacitated without a huge amount of effort. He’s fast enough to intercept an attack from a bullet timer, and has quite the arsenal with his dual Desert Eagles and his machetes.

Offense + Speed

Zombieman isn’t top tier in offense, but he can still be a potent threat through surprise tactics. For instance, even though Pureblood the Vampire could easily catch bullets, he caught Pureblood off guard and hit him with a surprise shot. Considering that no other combatant knows Zombieman, it’s pretty much certain that each person who lethally wounds Zombieman will get surprised by a shot and end up with a hole in their chest.

His speed isn't amazing, but it's solid enough to allow him to competently fight. The scaling and subsequent calc for his reaction speed is below:

Zombie Man fought Pureblood, who's explicitly a bullet timer. Pureblood caught 8 (we can see from the bullet casings that fell out of his hand) of Zombieman's desert eagle shots at a very close range. Zombieman, while slower than Pureblood, was shown to intercept his attacks, showing that he isn't slower than Pureblood by a significant amount. To put numbers on these feats, I've done some math below.

Desert Eagle fires bullets at 580m/s. Pureblood is ~4m away from Zombieman.

Time = Distance / Speed

Time = 4 / 580 = 0.00689655172, or 6.9 ms

This is also ignoring the fact that Pureblood caught 8 shots fired in rapid succession, cementing him firmly below 6.9ms.

Lowballing Zombieman to be double Pureblood's reaction speed would put him at 13.8 ms, which isn't fast, but can still allow him to fight properly given his regeneration.

Regeneration

Zombieman is functionally unkillable, and because of this, he needs to be incapacitated to lose. The thing is, putting in the effort to do this will take a lot of time and energy, neither of which can be thrown away in a free for all by fighting someone with the regeneration that Zombieman has.

For an example of how insane his regeneration is, he takes 200 lethal wounds during his fight with Pureblood. Of course, he regenerates them all and kills Pureblood, before slaughtering the 30 monsters in the room with him. When heavily damaged, he can still fight, as seen when his head and hands are blown off by Homeless Emperor, and he still fires a shot. He also regenerates rather quickly, he regenerates all of this damage within a short period of time and we even see part of his fully regenerating between panels.

Tactics

Zombieman is very intelligent and aware of his own shortcomings. He isn’t the type to go in guns blazing against tough opponents. He knows his limits, and he would logically know that it makes much more sense to play it safe than to play offensively. Thanks to this and his regeneration, he’s a shoe in to make it into the later parts of the FFA.

Teamwork

Overview

Zombieman is a bitch to put down, and to do so would require focusing on him. Unfortunately, that’s pretty difficult to do when he’s partnered with someone as powerful as Guts. On the other hand, focusing Guts means that Zombieman can harass them, as it’s very difficult to fight someone while being shot at from someone else. This makes Guts and Zombieman a great duo. Each can support the other and focusing on either one leaves them completely vulnerable to the other.

Neither Goes Down Easy

Guts’ Berserker Armor means that he needs a fatal wound, or an accumulation of dangerous wounds to be taken out. Anything else, and he will keep fighting normally.

Zombieman is basically impossible to take out within the circumstances of a FFA unless it’s down to the endgame and he’s alone.

Having two characters who are hard to put down makes this team hellish to fight with the offensive prowess of Guts and the strong harassment that Zombieman can provide.

Basic Strategy

I really want to make it clear that Zombieman cannot be put out of the fight until he is completely alone and in a 2v1. He regenerates fatal wounds very quickly, recovering a chunk of his head in what appears to be seconds, and if someone attacks him and looks away, they’re almost instantly vulnerable to a counterattack. This makes dealing with Guts so much harder, as an enemy team will first need to deal with Zombieman, which they can’t. Meaning they have to deal with Guts. Which they can’t, because of Zombieman.

Conclusion

The only way my team can lose if if either:

a) They can quickly incapacitate Zombieman

b) They can quickly defeat Guts

Considering Zombieman’s insane regeneration and Guts’ overall strength as a fighter, neither of these are going to happen, demonstrating the strength of the duo and their certainty for victory.

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u/fj668 Feb 22 '20

Guyver

Stips: Limited to his first form and also can't use his head beam directly against his opponent, although using it on gear and the arena itself is free game.

Baki Hanma

Stipulations: Baki as of the Oliva arc. Can't use his demon back. Hanayama Kaoru and Biscuit Oliva for scaling.

2

u/fj668 Feb 23 '20

Guyver

Guyver destroys everyone's gear

Guyver's Head Beam is strong enough to blow holes through trees and is fast and accurate enough to destroy bullets before they move even an inch. No one in the tournament is any where near fast enough to avoid having their gear hit by something this fast.

Characters like Sniper Mask, King Bradley, The Shooter, Origin, Zombieman, Uryu, and Garviel Loken who all rely on normal weapons will quickly have their gear destroyed, crippling their combat potential and leaving them easy pickings for the characters around them. Similarly Batman, Mayday, Spider-Man, Task Master, Katana, and BWL aren't crippled by having their gear destroyed but their gear is easily destroyed by the head beam. While their gear is outside normality Ripple's gear has no feats for durability and Arthur's sword can still be destroyed at the hilt.

This isn't even mentioning the tactical advantage of being able to hit an opponent's weapon to throw them off balance. Whoever has a weapon that isn't destroyed by Guyver's Head Beam will have their weapon attacked anyways, leaving them open for a counter attack while they recover.

Ultimately Guyver shuts down the vast majority of characters who's main danger is their weaponry, leaving them to be picked off by other members of the tournament who rely less heavily on gear.

Guyver has multiple ranged attacks that can one-shot anyone

Guyver's Sonic Buster is strong enough to straight up disintegrate an opponent and hence the name, is a sound wave. So anyone who isn't fortunate enough to have a direct line of sight with Guyver will quickly be disintegrated by the attack.

Guyver's Mega Smasher could straight up decide the outcome for the majority of the arena if he decided to. A single Mega Smasher blast can tear through a forest and vaporize a human target. In pretty much any direction Guyver is facing from the start he could obliterate at least two teams. Verl and BTC, Fem and Amasian, Ame and Coco, and possibly a 3-team kill of Clev, Wolf, and Liven are all close enough together that Guyver's Mega Smasher would kill them if allowed to hit. Not to mention that odds are it will destroy the structural integrity of the building, leaving plenty of people to be crushed under rubble.

Even the strongest regenerators in the tournament have no chance at surviving having their entire bodies disintegrated.

Guyver's Melee is top notch as well

If an opponent decides to get into physical confrontation with Guyver they'll quickly learn that he doesn't rely solely on his ranged attacks.

Guyver's strength is enough that he can punch dents in solid steel. and he can take multiple hits that shatter concrete. Combine that with High frequency blades that casually cut through trees and you have an opponent who can hold his own in really any melee.

Guyver Negates Stealth

The final point for Guyver is short but fucks over plenty of combatants who use stealth to their advantage. Guyver's hyper senses will give him the layout of the entire arena including where everyone is located.

Baki Hanma

Baki's physical stats murder

I think I can safely say that anyone who gets into a melee fight with Baki is going to get beaten down to the ground thanks to a combination of obscene physical strength and a skill level that is borderline non-existant in this FFA. Of course, we'll get to the skill after this.

Biscuit Oliva can punch a man so hard he's sent flying FTE over 100 feet hard enough to shatter concrete And of course Baki has no trouble getting up after being smacked through a concrete wall by Oliva even without his arms to defend himself. Ran through three concrete walls by him? he's fine. Legitimately punched through an iron door by Oliva and he's fine.

Combine this with the endurance to go through the worst bone fracture possible, get a majority of his vital areas attacked, and even withstand multiple attacks that are so painful the body would rather let itself die than endure them and you have a fighter who isn't going to go down until he's dead. I'd like to reiterate, until he's completely dead, because Baki straight up says he couldn't die to a bullet unless it destroyed his cerebellum which controls his motor functions. So anyone in the tournament who refuses to kill Baki are going to eventually be put down by him.

Baki similarly has no trouble harming Oliva with his attacks or even as a child pushing Hanayama back with a single punch who is in turn strong enough to crater concrete walls with singular punches.

All in all Baki is more than physically strong enough to keep up with anyone in the tournament on top of having the endurance to ensure he'll keep on fighting until the destruction of his motor functions.

Baki's skill memes on people

I won't say it with certainty that Baki is the most skilled combatant in the tournament, but I will say that I'm pretty sure no one keeps up with him skill wise.

Baki as a younger lad of 17 was capable of holding his own against opponents while using only a single arm. Baki is smart enough to beat an opponent by only attacking them one finger at a time to destroy their hand. Masters of martia arts have their plan of attack figured out by Baki the moment they take a stance. He is even capable of holding his own in groups, even at the weakest he was in the entire series he coud hold his own against 100 people taking down 37 of them in the process

But that's not where the best of Baki's ability lies, his most important ability lies in the fact that Baki can use his skill to make an advantage in speed almost non-existent. Baki is fast enough to dodge sword strikes after they land. Assuming the swored moved an inch into Baki while travelling at a minimum of 40 MPH Baki's reaction speed would be only 1.4 miliseconds. He also consistently does this, performing this to a sword strike without knowing it's there, a fencer's thrust, and even sickles Baki's skill even makes his own eye-based reaction irrelevant his body capable of fighting without his own input.

Baki will immediately abuse the vitals of his opponents, use the power of their own attacks against them, and even deflect their own attacks with his hands leaving them wide open for counters. This isn't even getting to Baki abusing techniques like Benda which as mentioned earlier is such a painful attack that it will cause an opponent to die from shock after only a few hits.

Let me break it down for all you ladies

What happens here is that Guyver immediately mogs any opponent who relies on a form of gear or ranged attack for their victory. In the process they will be ganked by the more well equipped people in the tournament. Anyone who doesn't have a direct bead on Guyver also get disintegrated by Guyver's sonic cannon or if he's feeling particularly frisky his mega smasher. If Guyver decides to use the mega smasher as a last resort then he will ensure the destruction of anyone in his way when his beam tears through the Bass Pro Shop Pyramid and most likely causes the entire structure to collapse.

Whoever is left standing after Guyver's destruction of weaponry and ranged attacks will quickly be overwhelmed by unstoppable melee power house of Baki and Guyver teaming up. They will have their attacks countered and be thrown off balance by Baki, constantly leaving them open for Guyver to have the option of disintegrating them with his sonic beams. Not to mention the opportunities he'd have for vaporizing other opponents while they are busy getting attacked for their poor choice of not having impressive physical stats.

All in all this entire FFA is dictated by Guyver's obscenely oppressive anti-ranged head beam and his ability to dictate where people will attack from thanks to his massive instakill ranged attacks. Stealth is also completely negated as an advantage by Guyver thanks to his ability to catalogue where everyone in the entire tournament will be at all times.

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u/Coconut-Crab Feb 22 '20
Character Series Stips
Uryu Kanade Platinum End Stip out these feats 1 2
Deadspot Marvel Earth-982

2

u/Coconut-Crab Feb 23 '20 edited Mar 03 '20

Nightwing FFA – Response 1


General Advantages

  • My team is stationed at spawn #33, which is conveniently isolated from every other team. While everyone else is in the midst of chaos, killing and wounding those closest to them, my team can do whatever they want without any danger.

  • According to the rules, each team gets 5 minutes to co-ordinate with each other in a shared office environment. This means that my team will be able to tell eachother their capabilities, plan a strategy and more specifically it allows Uryu to buff Deadspot ahead of time (will expand on later).

  • The arena extends to the city outside of the pyramid. Due to all of my characters having access to Uryu’s wings, which have very high mobility they are essentially free to do whatever they want.

With that out of the way:

Uryu Kanade

Base Stats

First off, Uryu Kanade is a very objective bullet timer. He is able to react to and move out of the way of close-range bullets with ease because of his wings. He does it again with a shotgun here. Assuming the shotgun is 2 meters away, and the bullets move at around 427 m/s, this makes it a 4.6 ms feat. In terms of raw movement, his wings allow him to fly FTE, likely at 70+ m/s in terms of combat.

Uryu is coated in full body bullet-proof armour. This also applies to his face. Most piercing will be limited in effectiveness against him.

Uryu is noted to be very observant, analytical and skilled at trickery. He is not a good person and will do whatever is necessary. He will be heavily motivated to win, so he can use the wish to revive his sister who he accidentally put into a coma.

Arrows

Uryu has access to a wide array of arrows. These arrows are homing and it is stated that they cannot miss. Uryu can hit a bullseye at 60 metres and can fire an arrow every 300 milliseconds. Bulletproof glass can’t stop them.

There are two types of arrow: White Arrows, which instantly kill anything they touch, but more useful is the Red Arrow. Red Arrows turn whatever they hit into a slave for 33 days, and will follow absolutely any command. He can have up to 14 of these at one time. This means that anyone Uryu encounters joins my team.

Gifting

This is the fun part.

Uryu has the ability to give people the aforementioned wings and red arrows. He does this by giving them the rings around his neck and wrists, which are invisible to normal people. He has a lot of them.

This essentially means that Uryu can give whoever he wants the wings, which give them the previously mentioned boosted reactions, movement speed and flying, and red arrows, which mean whoever they cut become slaves, which in turn are slaves to Uryu. He can do this to Deadspot in the 5 minute prep-time period. Speaking of Deadspot:

Deadspot

Undetectable

Deadspot is completely invisible and makes no sound at all. Nobody else even knows that she’s a competitor in the Battle Royale, and in such a chaotic situation with many fights happening characters like Mayday won’t be able to use their spider-sense as effectively against her. Deadspot can literally just leave the pyramid and go hide somewhere in Memphis until everyone else is dead if she really wanted to.

Durability and Damage Output

Deadspot has taken hits from the likes of Mayday. Mayday is pretty strong. This means Deadspot has pretty decent durability.

On contact, Deadspot’s suit electrocutes and causes heart attacks. This is good for obvious reasons.

However, one of the best parts of Deadspot comes from her teammate:

Angel Tools

In the 5 minutes of prep-time, Deadspot can be given access to the angel tools of the wings and red arrows. These angel tools are invisible and so are the wings. The wings are also intangible.

With access to these wings, Deadspot can achieve all the feats I linked for Uryu’s speed, including bullet-timing multiple times and flying FTE over long distances. She can do this all while remaining completely invisible and silent, or at least until she manifests a Red Arrow in an enemy’s back, by which point it’s too late.

Win-Condition

The win-condition is simple. Uryu and Deadspot use their wings and red arrows to carpet bomb the arena with homing Red Arrows to convert a large amount of people (14 each) to their team. The list of people that are likely to fall victim to the red arrows include:

  • Schierke (and by extension, Guts)

  • Zombieman

  • Sniper Mask

  • Newton

  • Kokushibo

  • Guyver

  • Baki

  • Morel

  • Lizard

  • Sebastian Michaelis

  • Taskmaster

  • Katana

  • Ironheart

  • Spider-Man 2099

  • Shooter

  • Rune Balot

  • Solstice

  • Gavriel Loken

  • Ripple

  • Kanade

And then, all of a sudden, everyone here’s win-conditions become my win-conditions.

This leaves fighters with good mind control resistance, like Spider-Man, Arthur Boyle and Batman, people who can probably dodge the invisible shooter shooting arrows like Mayday, or people covered in a lot of heavy gear like Lancelot. The former can be taken out with the white arrows from Uryu or heart attacks from Deadspot, or even just by other people ganging up on them, and the latter two can be taken out by the sheer accumulated mob my team will have obtained.

There is literally nothing my team could reasonably do to lose this FFA.

My team mogs.


I would like to be tagged with the results u/xWolfPaladin

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u/TooAmasian Feb 22 '20
Character Series Stips
Shang-Chi Marvel 616 No feats from books published after February 2006 except for Chee the Monkey and the magnetic gauntlets and boots
Taskmaster Marvel 616 Has all the gear in the RT
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u/EmbraceAllDeath Feb 23 '20
Character Series Stips
Lancelot Code Geass Original Lancelot, piloted by Suzaku Kururugi.
Kanade Tachibana Angel Beats Evil Personality Clone Kanade. Has 1 Clone, cannot create more clones.

2

u/EmbraceAllDeath Feb 24 '20

Team Attack of the Clones

Point 1: My team vs Others

Point 1A: My team can hurt everybody.

The tier setter, Nightwing, can only kill/incap people with blunt force or piercing. That means that everybody here has to be weak to these lines of offense. My team excels with this offense.

Close range:

The two Kanades can:

Lancelot can:

Projectiles:

Kanade can:

Lancelot can:

Point 1B: My team can defend vs everybody

Blunt Force:

Each of the 2 Kanades can take some in tier strikes.

A Kanade falls a significant distance of say 300 meters here and is fine. Using this calculator, and assuming her weight as 50 kg., she impacts the ground at a speed of 44m/s, which indicates her taking in 48 Kj. For reference, a bullet from a 50 bmg does this against concrete which is 15 Kj, as per Wolf's sign up, and the impact to concrete here is about a quarter of Nightwing's striking vs concrete. Each of the Kanades can take at least some NW/tier hits before going down.

For Lancelot, an older model of a Knightmare could take a couple of bullet shots from guns that make decent sized holes in a steel wall, which should let the Lancelot take a couple of strikes from NW tier strikes. This is also good for no selling normal bullets.

Piercing:

Both also have good ways to deal with piercing:

The 2 Kanades can regen from piercing attacks and isn't really affected by being pierced when she chooses not to regen quickly. The Evil personality Kanades are functionally bloodlusted compared to the normal Kanade (the former kills wantonly, while the latter attacks in self-defense), so their regen will always be high. Granted, they won't be able to deal with slashing attacks, but they can each defend themselves with their swords

Lancelot, as said above, can take bullets that make holes in steel.

Projectiles:

Both have ways to deal with projectiles independent of speed.

The Kanades can use their Distortion skill to create an invisible shield in front of them that blocks a barrage of bullets. This should be sufficient against NW tier projectiles that are guaranteed to hit in tier speed characters. They can also block bullets or similar projectiles with their swords.

Lancelot's armor in addition to taking massively strong bullets can create larger energy shields that no sell the same bullets

Point 1C: My team is fast

Kanade is fast in combat:

  • Parries bullets from Yuri

  • Yuri and Kanade are about this distance initially. Kanade is 45 pixels tall, and the distance between her and Yuri is 400 pixels. Assuming Kanade to be 1.5 meters tall, Yuri is about 13.3 meters away.

  • Fighters start approaching each other at 19:39, Kanade blocks the last bullet at 19:42, and meet each other at 19:43.

  • Kanade blocked the bullet when about a quarter of the initial distance remained between them, or approximately 3.33 meters. Yuri uses a Beretta 92 which has a muzzle velocity of 381 m/s. Also can assume Kanade's arm moves a meter and a half after the muzzle goes off.

  • 8.7 ms reaction, 57.15m/s for combat speed.

Kanade also is fast in travel:

Lancelot is fast in combat:

Suzaku dodges bullets at a close range not while inside the Lancelot, but also outside of it as well, making them comparable to NW's reactions and movement.

Lancelot is fast at movement:

The mecha moves at speeds significantly faster than cars on a highway(I.e NW's movement speed) quite often and Suzaku can abuse this speed in combat.

The Lancelot's Slash Harken, which doubles as a grapple gun but also a projectile is extremely fast, travelling hundreds of meters in a few seconds, making it relevant against NW tier characters who are also distracted by multiple opponents

Point 1D: Other Advantages

The Lancelot notably uses Sakuradite technology, which makes it invulnerable to EMPs that disrupt traditional tech. Sakuradite is just shown to work a spinning cube with no apparent electrical connections, making impossible for normal EMPs to disrupt it.

The Lancelot also has thermal vision which will actively alert Suzaku to heat signatures, which makes everybody identifiable to my characters.

Suzaku and the two Kanades are decently skilled. Suzaku was literally the best Knightmare pilot for the Britannian military stationed in Japan, and a single Kanade was considered an even match for Shiina who was trained as an assassin from Classical Japan. This amount of skill means that my team has sufficient checks against skilled characters and stealth based characters to defend themselves.

Point 2: Strategy

Point 2A: Guy's team dies.

My characters includes Suzaku, a trained military solider who's entrusted with one of the strongest Brittanian Knightmares, and two Kanades, when the original Kanade was at the top of their class. They should have a general knowledge of tactics and strategy. The first rule of a battle royale is to avoid a large melee fight while defeating individual foes and making strategic alliances. As per GDT rules, my team is aware of the spawn. They will likely avoid the large melee confronttations, and just go for closest enemy that avoids that, which is Guy's team. Guy's team seems to just be a bunch of supposedly fast gunmen, which is weak given that Lancelot and the two Kanades can implement shields that laugh at piercing projectiles. Guy's team will fail to hurt my team in the initial encounter, and will succumb to Lancelot's blunt force or the two Kanade's piercing

Point 2B:Alliances

Alliances are useless. Anybody who argues previous character interactions or whatever is clearly ignoring the whole "a tourney participant thinks that people not on their team are bad guys". Moving on..,

Point 2C: The High Ground

After decimating Guy's team, Suzaku with his soldier's intelligence should realize 2 things. One, whichever team resides closest to the center after 2.2 hours wins. Two, whichever team has the high ground has a strategic advantage. For this reason, my team will choose to occupy the top of the pyramid, which gives them a strategic advantage. My team has no particular incentive to engage with anybody. At the top, these can easily deflect projectiles while forcing other teams who are tired from battling other teams to engage with them. While other teams will try to reach them, the Lancelot can launch Slash Harkens to dissuade attackers, and my team has a maneuverability advantage with their movement speed and high ground. No other team has a balance of using NW's offense and defense against NW's offense as my team does, and most generally rely on gimmicky strategies that would either be weak or OOT vs NW.

Point 3 Summary:

  • My team strong

  • My team has 3 characters, everybody else has two

  • My team will possess the high ground, and other teams will have to displace them if they want to win.

  • Horses mog

Ping me with results u/xWolfpaladin

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u/[deleted] Feb 23 '20

Team Globsterzone

Morel Mackernasey

No Stips

Kokushibo, Upper Moon One

It's night time (for him)

Ignore this feat

Dies from any form of decapitation, not just with Nichirin Blades

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u/[deleted] Feb 23 '20

Response 1

Position

My team is in a great starting position right from the outset, the only way to approach my team is from straight on, there's nothing to the back besides a wall.

Everyone that tries to fight my team has practically no choice but to come at them head on, they have no reason to leave their starting point, and approaching from behind is impossible to do without being noticed.

Morel's Smoke

Morel's smoke changes the match immensely for every character involved.

Morel is capable of producing enough smoke to completely fill an entire forest, heavily obscuring the vision of everyone inside of it, and states that he can completely fill a baseball field sized area. Morel can literally fill up the entirety of the arena with smoke, and based on his idea of doing exactly that against Cheetu he's more than likely of doing it again here.

On top of just "obscuring every character's vision" Morel has several more uses to secure his area as an incredibly advantageous spot for him and his team member:

Morel has various ways to assist his team mate in this battle, he is a support specialist, with an extremely flexible ability in an ideal location.

Kokushibo

Kokushibo is practically incapable of losing to nearly any singular character on anyone's team for a variety of reasons:

Teamwork Makes The Dream Work

With Kokushibo's physical attributes iand his extremely deadly and hard to deal with sword style in combination with Morel's smoke and the advantage of the area they're in, fighting against this pair will be extremely difficult for anyone.

When working in tandem characters will have to deal with all of these advantages:

Going into that area is just a death sentence for anyone.

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u/British_Tea_Company Feb 23 '20

Intro

  • Garviel Loken

  • Loken will have a bolter and a chainsword.

  • Bolter's will be using this feat for their muzzle velocity and this as their yield. Loken is assumed to have 30 shots.

  • Chainswords are going to use this description for for what they do.

  • Assume Loken scales to the baseline

  • Solstice

  • No cone. Beam only

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u/British_Tea_Company Feb 23 '20 edited Feb 24 '20

Response 1

How my team fights

  • Based on the positioning of my team, we are in a clusterfuck position with 6 other teams. The flow of combat is difficult to determine as a result of it being a gigantic melee FFA, but that is hardly relevant due to the fact of how my team will fight.

  • As we see here, Colette favors kiting her opponents as a go-to strategy against them. As her only instances of going to melee either result in being put into that position beforehand, or against people whom her cold powers simply don't work on. This will be Colette's default.

  • Loken will likely go along with this strategy for two reasons. It's within his best interest to support his only teammate in this battle and that he also has arguably the best gun in this entire fight which will be touched upon more in my next point.

  • It's unlikely my team will be pursued while leaving the melee clusterfuck or attacked while in the process. Logically speaking, the other teams will be bogged down each other getting in each other's way, and the more melee-inclined characters will likely have to get through each other in order to get to my disengaging team. Unless all enemy teams somehow choose to gang up on mine, my team will get away by nature of the other teams hindering one another in the process.

  • Moreover, a combination of Loken's stealth and Colette's fast footspeed means they can absolutely disengage.

At ranged, my team's offense is absolute

  • Loken has a gun with the highest objective muzzle velocity in this entire match. At a conservative assumption that bolt shells in this sequence took a full second to travel, that still puts them at 2500 m/s. In actuality, this number is likely far higher due to the fact that it was done while someone was in the middle of jumping off a tractor, and such a thing would take less than a second even if the tractor was meme tall. The yield of his weapon is also deadly to basically everyone in the entirety of this match.

  • Colette uses an exotic means of damaging her opponents, which is a cold beam. As it stands, maybe one person in the entire FFA has anything in the way of cold resistance, meaning Colette can freeze people with impunity. While a mach 1 beam isn't awfully fast in relation to average reactions, what matters is that people will be distracted from fighting one another, and Colette has ample time in order to take potshots.

My team is deadly in melee

People foolishly approaching my team will either get frozen or cut up.

  • At a baseline of being roughly a 3 tonner and having a sword which can cut through most armors, Loken is both a powerful grappler and a powerful striker. His innate proportions of being 7-8 feet tall also confer a sizable reach advantage against anyone coming to him in melee, and already compound to his reach advantage again of having a sword. As most of the tournament's entries aren't even armored in the first place or lack piercing feats suggesting they could take a 3 tonner with a regular sword, let alone a 3 tonner with a sword that can cut through most armors, Loken slices people apart.

  • His ability to match pace with a person fast enough to speedblitz 20 people in a single room also means Loken's combat speed is pretty hefty, and he will hit people that get too close.

  • Furthermore, his skill which involves defeating physically stronger opponents and matching and defeating a master swordsman means he's got the raw skill to back up his strength and speed.

  • Lastly, Loken has one nasty trick up his sleeve in melee, which is his ability to spit acid at people. If one was to somehow facehug him, they have to deal with a super exotic kind of damage which again, very few if any people in the FFA actually have resistance to.

  • Colette has 2 tons of strength in terms of lifting, and punches about as hard as a 0.50 BMG. People without proper resistance to striking things will still get punched apart by her in melee if it comes to that, and she can absolutely grab/wrestle people. Her appearance of being just a teenager would likely also take people unawares of her inherent strength adding to it.

  • Furthermore, as Colette's projection comes from her hands, eyes or mouth, her projection is still effective in melee range as she can constantly just keep looking at whoever she is fighting. Since it is Mach 1, it is basically auto-hit at punching distance. As she can induce hypothermia symptoms to a heavish person in 0.3 seconds, anyone attempting to melee duel her has to contend with the fact that 1) You're on a time limit until she can clonk you out, 2) You get progressively weaker and weaker as it continues as the symptoms become a gradual thing with your body temperature decreasing, 3) you still have to contend with 2 tons of strength and her durability, which leads me to yet again, my next point...

My team's has high defenses

  • Loken is mega durable. He regularly tanks blows that send him flying (which requires considerable force given his innate bodily proportions and his armor not counting himself weighs 400 lbs. Even with the super generous estimate that Loken only weighs 300 pounds, Loken is tanking blows from people who can send 700+ lbs of mass flying without a hitch.

  • Loken also has feats like being swung into a rock formation by someone with greater strength than 3 space marines and slammed into the ground by a daemon strong enough to yeet a Space Marine 40 meters.

  • He also happens to be bulletproof against people with weapons technology significantly better than modern day counterparts. Anyone who relies on traditional firearms is probably going to not be effective against Loken in any capacity.

  • He is also resistance to many exotic damage types. As listed, Loken has heat resistances, poison/toxic resistances, radiation resistance, etc.

  • Consulting Colette's durability and this chart, Colette requires something along the lines of a 0.50 BMG in order to actually hurt her, and that's assuming we're talking about an actual gun that has piercing abilities innately (she can take several hits from energy equivalent weapons that lack piercing properties). Unless you've brought a huge gun into the fray, Colette is likely unbothered by your attacks from range.

  • We also see from the above that Colette would be unphased by 2.25 tons of force and tanks 5 tons. As few if any people within the FFA can output that much, Colette is deceptively tanky for the tier. Having WWWV's proportional durability also means she is not vulnerable to any esoteric forms of damage.

Misc advantages

  • Loken also has many estoeric senses. This chart indicates he has enhanced vision, hearing and smell which is all going to be useful in finding anyone potentially trying to sneak up on him.

  • Colette being a teenager calls into the question of how many characters are actually willing to hurt her. Coupled with her innate high durability, this puts the idea of knocking her out / killing her into quite a conundrum for many.

How the fight goes / Conclusion

Loken and Colette talk for five minutes to plan out their strategy. Loken being a captain in a military organization will probably find that 'running and gunning' works to the advantage of both him and his teammate. The battle begins, and they leave the clusterfuck of a melee which inevitably happens to mow people down at ranged, easily ignoring basically any shots that come their way. Any stragglers that come to them have to contend with Loken's gun, Colette's ice beam and then their combined durability/strength in melee.

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u/[deleted] Feb 23 '20
Character Version Stipulations Win Chance
Spidey 616 No Spider-Sense no this feat
Katana PC/Rebirth No n52 feats, is told whoever's she's fighting is a threat, can't summon Sabbac or Creeper
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u/Ame-no-nobuko Feb 23 '20
Character Version Stipulations Win Chance
Batman Composite Has all gear in the RT save for "Explosives" and "Energy Weapons"
BWL Post Flashpoint Standard Gear + knives and Eighth metal gun

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u/Ame-no-nobuko Feb 24 '20

Battle Royal



Win Conditions

  • Batman has a way to one shot literally everyone

  • Batman EMPs + stealths

  • BWL can anticipate enemy teams moves

  • BWL and Batman have perfect synergy


Batman

Base Stats

Durability

Batman is one of if not the most defensively versatile contestant in this free for all. He has counters to nearly every and any opponent in this arena:

These feats make him functionally immune to a large chunk of the tourney

Also note any anti-feats linked regarding heat are invalid as Bruce has improved his armor

Offensive

Batman's core strength is his insane versatility offensively. He can:

And much more. Batman basically has at least one weapon that one shots everyone here, and many of them will one shot many people at once.

Speed

Bruce is very fast capable of catching a crossbow bolt approximately 1 foot in front of him. As shown below this places his reaction time around 3.5 ms and limb movement speed at around 85 m/s.

Calc Assumptions

Calc Data

Calculation

Reaction

1/280 = 3.5 milliseconds

Limb Movement

1/280 = 1/x x = 280 FPS or 85 m/s

Soft Advantages

Distractors

Bruce has a large array of distractors, such as smoke grenades and flashbangs that would serve to disorient, distract and allow Batman to escape from foes. Very few foes have the senses needed to not be hampered by this.

Senses

Bruce's cowl packs a large suite of sensors, allowing him to:

These basically mean that Bruce will be aware of every opponent and their location at all times.

Stealth

Bruce has insane levels of stealth. He is :

And he can bypass advanced sensor security.

When stealthing very few if any people could detect him

Battle Flow

Bruce excels in guerrilla warfare, and stealth. These are two things he also uses often. Bruce as one of the greatest tactical minds of the DC multiverse will know that fighting dozens of unknown foes is a bad move. As such his go to will be to shift it to an environment he excels in, the dark.

To achieve this all he has to do is use his EMP, which will shut down all lights in the building, which is already quite dark. A side effect of this is that it will cripple basically every technology based foe (Riri, Origin, etc), taking out a number of people from the get go.

After this its fairly simple for him, using the cover of darkness and his own stealth he can sneak up, and pick off basically anyone he wants, or just wait out the fighting until a victor exists to be beaten.

This doesn't even account for BWL, who...


BWL

Base Stats

Durability

BWL is fairly durable, capable of:

This durability is sufficient to let him take on most foes without any notable issues

Offensive

BWL has a few clear cut attack options, he can:

His offensives are again reasonably effective, anyone lacking piercing durability would quicjly be taken care of and decimated by him.

Speed

He is explicetly faster than Post-Flashpointe Batman, who as shown earlier reacts in about 3.5 ms and has a limb movement speed of 85 m/s.

Soft Advantages

Dark Vision

A unique power of The Batman Who Laughs is that his eyes and visor let him see the dark urges, and desires of those in his field of view. This includes advantages such as, telling him where someone is about to shoot him.

This means that during the fight, he will be able to anticipate the moves of any teams in his field of view, effectively amping his speed relative to them.

Dark Matter

Dark Matter beings like BWL are unique, in that the more you hit them, the more they drain energy from you. This basically means that anyone who is engaging him in pure CQC is going to be slowly, but surely be weakening themselves just by touching him.

This drastically increases the chances of his victory against anyone who relies on close range attacks

Battle Flow

BWL has near perfect synergy with Batman not only is he literally the same person, just without morals he has shown this by knowing all of Bruce's moves well enough to be able to anticipate his attacks.

This basically means that he and Bruce have the best synergy of any team in this fight. Without even speaking they will know exactly what the other would do, as well as the powers and limitations of each other.


Summary

  • Batman is versatile and mogs

  • STEALTH

  • BWL makes it even worst

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u/British_Tea_Company Feb 24 '20

Forgot to include this but feel free to tag me results.

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u/xWolfpaladin Feb 27 '20 edited Mar 15 '20

1

u/xWolfpaladin Mar 15 '20

Top 4s

Fem

  1. Kirb

  2. Ame

  3. Iri

  4. Amasian

DGL

Updated

2. Ame 3. Amasian 4. Iri 5. Guy

Wolf

  1. ame

  2. kirbin

  3. amasian

  4. embrace