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Who's Canonically the Strongest Character in Smash?

Munomario777

Smash Master
Joined
Nov 18, 2014
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:4sonic:VS:4shulk:
FIGHT!!!

So, I thought I'd just make a comprehensive guide to Sonic's abilities, for future reference.

Speed
Sonic's most notable, consistent, and famous trait is his superhuman (or superhedgehog, as it were) speed. As his name implies, Sonic is able to run faster than the speed of sound. Additionally, in the Sonic Adventure DX manual, he is stated to be "the world's fastest, hypersonic hedgehog," "hypersonic" being speeds ranging from 3,840 mph to 7,680 mph. In fact, in Sonic Unleashed, it's hinted that Sonic can run far beyond the speed of light, since the Light Speed Dash (more on this move later) clocks in at 396 SPD, while Sonic's running speed clocks in at above 2,800 SPD. This speed allows him to scale vertical surfaces as well as wall-run horizontally, and he can also run on the surface of water. He can also run as fast backwards as he can forwards. Despite this speed, however, he can turn very sharply at top speed, and almost never misses his target, since he has reflexes to match his speed. The Drift and the Quick Step can also help him maneuver at high speed. His super speed has other applications as well. For instance, Sonic can heal himself by vibrating his molecules very quickly, he can create shockwaves, and he can create an Insta-Shield made of speed energy for a split second to pierce enemy defenses.

Physical Abilities
In addition to his super speed, Sonic also possesses a great amount of agility, being able to dodge nearly anything thrown at him. He can jump several hundred feet in the air, and possesses many jumping techniques, such as a short hop, Spin Jump, Wall Jump, Triangle Jump, double jump, and more midair techniques. He also has great control over his movement, able to dodge attacks swiftly and gracefully despite their incoming speed and his own current velocity. While he may not be quite as physically strong as his friend Knuckles, Sonic still possesses superhuman strength. He can push large objects with ease, and he can lift objects much larger than he is while still running at top speed. His Spin attacks are also very powerful, but they'll be getting their own section. Most of his physical attacks involve kicks rather than punches, since his legs are where his true power lies, between his kicks and his running. For instance, the Stomp can crush many surfaces and defeat many foes, and in Sonic Adventure 2, he was able to topple the huge Egg Golem with just one kick. In addition, Sonic has been shown to be able to tough it through many dangers. He can survive crossfire from all angles, he can smash through several robots with his fist without showing any signs of pain, and most impressively, he can survive atmospheric reentry, doing so on many occasions throughout the series. He also possesses a great amount of willpower, shown in Sonic Unleashed when he keeps his head when under Dark Gaia's influence. This also allows him to keep fighting even when the situation seems bleak and hopeless, and even if he does get mind controlled, it's safe to say that he will do everything in his power to get his head back. Contrary to popular belief, Sonic can swim by using his Spin Jump repeatedly in water, but he still can't breathe while submerged, needing to come up for air eventually (unless using certain power-ups listed below).

Techniques and Moves/Miscellaneous
Besides his running speed, Sonic's signature technique is his ability to curl up into a spiky, spinning ball to attack opponents. In Sonic Heroes, this attack can break through the entire Egg Fleet without even moving at the speed of sound. He can perform this attack when jumping, rolling along the ground, homing in on enemies with the Homing Attack, rocketing downward and bouncing off the ground with the Bounce Bracelet, and revving up with the Spin Dash, allowing him to rocket off at top speed from a standstill. The Spin Attack also allows him to burrow through the ground, depending on how soft it is. The Light Speed Dash has him him dashing along a line of Rings at light speed, and the Light Speed Attack combines this with the Homing Attack to create an extremely powerful strike. The Blue Tornado has him running in circles and creating a whirlwind to throw opponents, defenses, or weapons into the air, and he can concentrate this wind into a blade to fire at his opponents with the Sonic Wind. The Boost allows him to create a blue aura of pure speed (or wind, whatever floats your boat) to blast through opponents at top speed without taking any damage. This move can also be used in midair, allowing him to rocket forward without even touching the ground. Sonic can also apparently control how hard his quills are, since they appear sort of floppy normally, but in his spinball form, they're razor-sharp. This is also demonstrated in his Up Smash in Smash Brothers. His quills can also sense danger, as shown in Sonic and the Secret Rings. Sonic is also very skilled at riding Extreme Gear (super-fast hoverboards), taking on the world's champion in the field, and then even defeating Metal Sonic, who had copied all the data, skills, and techniques from the top Extreme Gear riders in the world. He can also transfer his speed to other objects, shown when he propels mining platforms forward in Sonic Generations's Planet Wisp stage. Sonic has also been shown to be extremely skilled at swordfighting, defeating the Knights of the Round Table and even King Arthur himself in Sonic and the Black Knight when wielding the legendary sword Caliburn (which later becomes Excalibur).

Items/Power-ups
Sonic's first power-ups are the Shields. The basic Shield allows him to take an extra hit, but he also has the Elemental Shields, which block a hit like the normal one does, but with added bonuses. The Bubble Shield grants Sonic a bounce attack and lets him breathe underwater, as well as deflecting minor projectiles. The Electric Shield allows Sonic to double jump, blocks small projectiles, and negates electric attacks, but goes away upon contact with water. The Fire Shield gives Sonic a midair dash attack and protects him from fire attacks, but can't touch water without being extinguished.

In Sonic 2006, Sonic obtains special shoes called the Custom Shoes at the beginning of the game. He can then buy upgrades for these special shoes known as Gems (not to be confused with the Chaos Emeralds, which I'll get into later on), of which there are eight. These Gems grant Sonic different abilities, listed below:
- The Blue Gem gives Sonic a speed boost that allows Sonic to reach top speed instantly
- The Green Gem creates a tornado that can be used to attack enemies
- The Purple Gem shrinks Sonic, allowing him to slip through tight areas, as well as jump infinitely
- The Red Gem slows down time, useful for sneaking past enemies in combination to Sonic's natural speed
- The Sky Gem can be thrown, and when it lands, it draws Sonic towards it like a tractor beam
- The White Gem allows Sonic to levitate in place in mid-air to control his direction more easily and enhance his Homing Attack
- The Yellow Gem gives Sonic a Thunder Shield, but without a double-jump
- A mysterious eighth "Rainbow Gem" from the beta versions of the game, the purpose of which is unknown

In addition, the alien power-ups known as Wisps grant him different Color Power transformations, such as:
- A laser that can pierce through enemies and obstacles, as well as bouncing off surfaces
- A drill that can burrow through soft material and damage enemies/obstacles, as well as giving better underwater mobility and underwater breath
- A rocket that can shoot up into the sky, as well as breaking obstacles and harming enemies
- A spiked ball that can cling onto walls/ceilings, as well as breaking obstacles and harming enemies
- A cube that sends out a shockwave that damages enemies and obstacles, as well as toggling blue rings/blocks
- A hovering green thing that can fly through the air, as well as harm enemies
- A nightmarish giant chomping head thing that grows in size when it eats things, such as obstacles and enemies
- A black hole that can fly, as well as sucking in obstacles and enemies
- A fireball that can fly with explosions, as well as blowing up obstacles and enemies
- A different black hole that creates an asteroid belt with the enemies and obstacles it sucks up, as well as jumping higher with a bigger belt
- An eagle that can soar through the skies, as well as attacking obstacles and enemies
- A music note that can... flop around. (And damage obstacles and enemies!)
- A lightning bolt that can move very quickly and travel through conductive substances, as well as attacking obstacles and enemies
- An iron ball that can climb walls, as well as creating shockwaves when it lands, damaging obstacles and enemies
- A bomb that can explode on obstacles and enemies

Now, this is where he really starts to get impressive.

Chaos Powers
The seven Chaos Emeralds are the most powerful artifacts in the Sonic universe, containing ultimate power when combined. Luckily for Sonic, he has access to all seven of them. Using these gems, he can freeze time, slow down time, teleport, and use other Chaos Powers. However, these all pale in comparison to Sonic's ultimate transformation:

Super Sonic Style!
Combining all of the Chaos Emeralds along with fifty Rings (of which he can hold up to 999 30,000, or possibly 999,999; see Sonic Adventure 2 Battle's Chao Garden), Sonic can transform into Super Sonic, turning golden and gaining a golden aura. He gains the ability to fly, becomes practically invincible (except to crushing, drowning, and falling into bottomless pits), and becomes even faster, being able to move at the speed of light. Sonic can jump higher, has increased reflexes to match his increased speed, and becomes much stronger, being able to smash through robots, barriers, and space fleets with his face! He also possesses a reflective shield, waves of destructive golden energy, and the Super Sonic Boost, which is similar to the regular Boost, but faster and more powerful. Of course, this form also allows Sonic to use the aforementioned Chaos Powers, since both use the Chaos Emeralds. The only real limitation to this form is the fact that Sonic needs Rings to maintain this form, and it drains one Ring every second he remains in the transformation. However, as mentioned above, Sonic's maximum Ring count is 999 (see above strikethrough note) Rings, which would allow him to stay in this form for about 16 minutes eight hours and twenty minutes going with the 30,000 count, or about 11 days with the 999,999 count. This is plenty for someone of Sonic's speed to finish a battle. Even if he runs out of Rings before the battle is over, he still has numerous backup transformations, such as:
- Hyper Sonic, obtained by harnessing the power of the Super Emeralds (Chaos Emeralds + Master Emerald) and 50 Rings. Basically Super Sonic, but with enhanced abilities and a screen nuke. Used sparingly.
- Darkspine Sonic, obtained by harnessing the World Rings of rage, hatred, and sadness. Grants flight, greater strength, unlimited Soul Gauge powers (which are increased speed with Speed Break and slowing down time with Time Break), and pyrokinetic abilities.
- Excalibur Sonic, obtained using the power of the four sacred swords. Grants flight, a golden suit of armor, a red cape, and the ability to wield the legendary sword Excalibur.
- Sonic the Werehog, induced by Dark Gaia's negative energy. Loses his trademark speed, but retains his agility and gains super strength, stretchy arms, and limited energy manipulation.
- The aforementioned Color Powers granted by the Wisps.

All in all, with his speed, agility, strength, willpower, and Super Sonic, Sonic is truly a force to be reckoned with, able to adapt to almost any situation thrown at him. However, he rarely shows his true potential except when he's in truly dire situations. As said by the Blue Blur himself, "An adventure's no fun if it's too easy!"

Feats
- Defeated several god monsters, such as Dark Gaia, Solaris, the Time Eater, the Biolizard (AKA the ultimate life form), and even singlehandedly defeated Perfect Chaos, which harnessed the power of the Chaos Emeralds, in his normal form
- Foiled Dr. Robotnik/Eggman's plans, from enslaving five entire planets with a space amusement park in order to mind control the world to erasing time and space itself
- Won the Extreme Gear tournaments and even defeated a robot which harnessed the skills of the world's top Gear riders
- Defeated King Arthur himself at swordfighting
- Defeated Ultimate Emerl, who had the abilities of every character in the game as well as the raw power of all seven Chaos Emeralds, in his normal form
- Travelled through time on multiple occasions
- A bunch of stuff that I'm probably forgetting

Source
The Sonic News Network (Sonic Wiki)

Source for Shulk's abilities

First off, some rules:
  • The battlefield is a ten-mile-wide square arena, with a solid concrete floor and infinitely thick and infinitely high solid steel walls; nothing comes in, nothing comes out.
  • No ally assistance is allowed here.
  • No time travel, teleportation, etc. to escape; if a combatant is absent from the arena for more than ten seconds of normal time, they forfeit the match.
  • Limited-use attacks, techniques, etc. cannot be used to counter attacks that can be used more than them (for instance, if Sonic used a one-time-use Shield to protect against one of Ganondorf's punch attacks, he could simply punch again after the Shield was destroyed and thus Sonic would have to do something different; thus, I will be skipping to the second time).
  • All items, techniques, attacks, etc. the character has used are compiled here.
With the ground rules out of the way, let's get right into this versus! First up, Shulk is on the offensive!

:4shulk:'s Attack: This is the Monado's Power!
Shulk can use the Monado to use different Monado Arts, which are as follows:
  • Monado Enchant is only useful against the Mechon, so I won't be taking it into account here.
  • Monado Buster generates a huge glowing blade, enhancing Shulk's range significantly.
  • Monado Shield blocks one attack that is of a lower level than it is. Seeing as how there is no system like this for Sonic's attacks, I'll just treat it as a universal one-time-use blocking attack.
  • Monado Speed gives the user enhanced evasion against physical attacks. This means that Shulk is better at dodging, with up to a 90% evasion rate.
  • Monado Purge is a ranged attack, which disables the target's buffing of oneself and the target's debuffing of others.
  • Monado Eater is a frontal attack that causes enemies to bleed (that is, become poisoned for about ten seconds).
  • Monado Armour only works on Shulk's allies; thus, it won't be taken into account here.
  • Monado Cyclone damages enemies near Shulk at any angle, and inflicts Topple (falling over and vulnerable to daze) if the target is inflicted with Break.
Additionally, all of these Arts have a cooldown. I couldn't find a source for how long this is, so I'll be using a cooldown of ten seconds for all Arts (including Shulk's regular attacks such as Back Slash).
:4sonic:'s Counter:
  • Monado Buster: Sonic could dodge the blade with his speed and reflexes, even if it is that long.
  • Monado Shield: Sonic could simply attack twice, once to get rid of the Shield and twice to harm Shulk.
  • Monado Speed: Sonic could either throw so many attacks at Shulk that he couldn't dodge them all (if he attacks 100 times, 90 of those would be evaded, but the other 10 would still hit). Alternatively, he could use Sonic Wind to create a blade of wind as a ranged attack, which Speed can't evade.
  • Monado Purge: Most of Sonic's attacks aren't affected by this, and he could evade the attack with his speed and reflexes.
  • Monado Eater: Sonic can have up to 999,999 Rings; losing a few per second isn't too much of a deal for him. Plus, again, he could dodge the attack.
  • Monado Cyclone: Dodging, reflexes, speed, you get the idea.

:4shulk:'s Attack: Slit Edge
Shulk attacks with the Monado. If the target is hit on the side, their physical defense is reduced by 50%.
:4sonic:'s Counter: Sonic Speed!
Sonic's reflexes and speed would allow him to easily dodge the blade.

:4shulk:'s Attack: Back Slash
Shulk attacks with the Monado. If the target is hit on the back, the damage output is doubled.
:4sonic:'s Counter: Sonic Speed!
Sonic's reflexes and speed would allow him to easily dodge the blade.

:4shulk:'s Attack: Shaker Edge
Shulk attacks with the Monado. Dazes (inability to dodge attacks) if the target is Toppled.
:4sonic:'s Counter: Sonic Speed!
Sonic's reflexes and speed would allow him to easily dodge the blade.

:4shulk:'s Attack: Air Slash
Shulk attacks with the Monado. Inflicts Break (vulnerable to Topple), and a side hit can inflict Slow (does what the name implies).
:4sonic:'s Counter: Sonic Speed!
Sonic's reflexes and speed would allow him to easily dodge the blade.

:4shulk:'s Attack: Shadow Eye
Doubles damage of all physical arts for five seconds.
:4sonic:'s Counter: N/A
Since this isn't actually an attack, there's nothing that Sonic needs to dodge.

:4shulk:'s Attack: Stream Edge
Shulk attacks all enemies in front of him to inflict Break (vulnerable to Topple) on targets, as well as filling up his Talent Gauge.
:4sonic:'s Counter: Chaos Control!
Sonic could use Chaos Control to teleport out of the area of effect.

With Shulk's attacks wrapped up, now onto Sonic's offensive techniques!

:4sonic:'s Attack: Sonic Speed!
Sonic can run at speeds beyond Mach 1 (or possibly Mach 10+), and can use this to his advantage. He can confuse opponents, outrun them, and apply this speed to his attacks to increase the damage.
:4shulk:'s Counter: A Vision!
The Monado allows Shulk to foresee enemy attacks in order to dodge them.
:4sonic:'s Counter Counter: You're Too Slow!
Even if Shulk uses a Vision to predict Sonic's attacks, he still couldn't get out of the way in time.

:4sonic:'s Attack: Spin Jump
Sonic can utilize his natural ability to curl up into a ball when he jumps, damaging any opponent he comes in contact with.
:4shulk:'s Counter: A Vision!
Unlike Sonic's super-fast running, the Spin Jump is slow enough to where Shulk could possibly dodge it.

:4sonic:'s Attack: Spin Dash
Sonic can rev up in ball form, and after a couple of seconds, launch off at top speed in his damaging ball form.
:4shulk:'s Counter: Monado Speed
Monado Speed allows Shulk to evade 90% of physical attacks.
:4sonic:'s Counter Counter: Attack a Bunch of Times
Sonic could attack 100 times, and 90 of those would still hit. Also, Monado Speed has a cooldown.

:4sonic:'s Attack: Bounce Bracelet
This attack allows Sonic to bounce on the ground in ball form to gain height, as well as attack enemies.
:4shulk:'s Counter: Monado Shield
Monado Shield acts as a one-hit blocker.
:4sonic:'s Counter Counter: Cooldown
However, it has a cooldown, so Sonic could attack again while it's recharging.

:4sonic:'s Attack: Homing Attack
This midair attack has Sonic curl up into a ball and rocket towards opponents, homing into enemies (even moving ones).
:4shulk:'s Counter: N/A
For reasons stated above, Shulk cannot dodge such a fast attack.

:4sonic:'s Attack: Light Speed Attack
Sonic revs up similarly to a Spin Dash, but rather than dashing along the ground, Sonic gathers energy to home in on opponents in spinball form at light speed for a devastating blow.
:4shulk:'s Counter: N/A
Shulk is too slow to get out of the way of a light speed projectile.

:4sonic:'s Attack: Blue Tornado/Sonic Wind
These two wind-based attacks can create a tornado to lift up enemies and their weapons (including Mario's power-ups!) and create blades of wind to attack opponents, respectively.
:4shulk:'s Counter: N/A
Monado Speed doesn't protect from ranged attacks, and these projectiles are too fast for him to dodge.

:4sonic:'s Attack: The Wisps
The Wisps are a race of alien power-ups that can grant Sonic different Color Powers. These include a bomb, a black hole, a laser, and more.
:4shulk:'s Counter: N/A
Wisps such as Laser would give Shulk a hard time for reasons stated above.

:4sonic:'s Attack: Chaos Control!
Sonic can use the Chaos Emeralds' power to teleport, freeze time, and more.
:4shulk:'s Counter: N/A
Shulk couldn't react in time for teleportation, and nothing makes him immune from time freezing.

:4sonic:'s Attack: Super Sonic Style!
Sonic's ultimate transformation, this has Sonic harness the power of all seven Chaos Emeralds to turn into Super Sonic. In this form, Sonic is faster, invincible, stronger, flying, and more, at the cost of one Ring per second. With a maximum of 999,999 Rings, Sonic can stay in this form for about eleven days. This is more than enough time for someone of Sonic's speed to finish a battle.
:4shulk:'s Counter: N/A
Shulk can't become invincible like that, and has nowhere near enough speed, agility, or defense to withstand Super Sonic.

SUMMARY:
While Shulk's many Arts make him very versatile, Sonic can still overpower him easily.

WINNER: :4sonic:

EDIT: 100 page HYPE! :D

This analysis is part of the bracket
 
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Nerdicon

Smash Journeyman
Joined
Dec 27, 2014
Messages
339
Location
Planet Pop-Star
PAGE 100!!! Also I'll fill in the characters for the top (any suggestions should be stated)
So we have:
:4mario:
:4darkpit::4pit:(these two are super similar, are they allowed to share a spot?)
:4ganondorf:
:4kirby:
Composite:4link:
:4megaman:
:4metaknight:
:4ness:
:4palutena:
:rosalina:
:4samus:
:4shulk:
:4sonic:
:mewtwopm:
:4robinm:
:4marth:
Unless you have any objections.
So mixing things up we get
:4mario:vs:4marth:
:4darkpit::4pit:vs:4robinm:
:4megaman:vs:4metaknight:
:4link:vs:4samus:
:rosalina:vs:4palutena:
:mewtwopm:vs:4ganondorf:
:4sonic:vs:4shulk:
:4ness:vs:4kirby:
Discuss.
 
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Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
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Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
SW-8229-3157-8114
@ Nerdicon Nerdicon Sounds good! I'll make this the official post for the bracket, which will be updated as the battles are posted.

STANDARD BRACKET

ROUND 1 (COMPLETE)
:4mario:
VS:4marth:--:4shulk:VS:4sonic:--:4samus:VS:4link:--:4mewtwo:VS:4ganondorf:--:4megaman:VS:4metaknight:--:4robinm:VS:4pit:--:4kirby:VS:4ness:--:rosalina:VS:4palutena:
----------|-----------------------|-----------------------|----------------------|-----------------------|-----------------------|-----------------------|-----------------------|
-------:4mario:---------------:4sonic:---------------:4samus:--------------:4ganondorf:----------------:4megaman:---------------:4pit:---------------:4kirby:----------------:rosalina:-

ROUND 2 (COMPLETE)
:4mario:VS:4sonic:--:4samus:VS:4ganondorf:--:4megaman:VS:4pit:--:4kirby:VS:rosalina:
----------|-----------------------|-----------------------|----------------------|
-------:4sonic:---------------:4ganondorf:*--------------:4pit:---------------:rosalina:-

ROUND 3 (COMPLETE)
:4sonic:VS:4ganondorf:--:4pit:VS:rosalina:
----------|-----------------------|
------:4sonic:----------------:rosalina:-

ROUND 4 (COMPLETE)
:4sonic:VS:rosalina:
----------|
-------:4sonic:-

LOSER'S BRACKET

ROUND 1 (COMPLETE)
:4marth:VS:4shulk:--:4link:VS:4mewtwo:--:4metaknight:VS:4robinm:--:4ness:VS:4palutena:
----------|-----------------------|-----------------------|-----------------------|
------:4shulk:----------------:4link:**-------------:4robinm:---------------:4palutena:-

ROUND 2 (CURRENT ROUND)
:4shulk:VS:4mario:--:4link:VS:4samus:--:4robinm:VS:4megaman:--:4palutena:VS:4kirby:
----------|-----------------------|-----------------------|----------------------|
-------:4mario:---------------:4samus:------------------U-----------------:4kirby:-

ROUND 3
:4mario:VS:4ganondorf:--:4samus:VS:4pit:----U--VS:4kirby:
----------|-----------------------|---------------------|
---------W------------------:4samus:----------------Y---

ROUND 4
--W--VS:rosalina:--:4samus:VS--Y
---------|-----------------------|
--------Z----------------------a---

ROUND 5
--Z--VS--a--
-------|
------LW---

GRAND FINALS
:4sonic:VS--LW--
----------|
--CHAMPION!

Of course, anyone feel free to take up any of those unfinished battles in the current round! I'd like to do this one round at a time, so please wait until a round is finished before doing a battle from the next one. :)

Also, if a character you're doing an analysis for has already been in a previous analysis, feel free to use snippets of previous analyses to get attacks for that character.

*Samus possesses no holy/blessed weaponry, which is the only thing Ganondorf can be harmed by.
**Link's three-day invincibility, defense, and larger arsenal help him negate Mewtwo's attacks and deliver his own. I lost the progress on this analysis, but if anyone wants to write it, be my guest.
 
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Kirby Dragons

Smash Hero
Joined
Aug 30, 2014
Messages
5,028
Location
Another Dimension
Being a Kirby expert, I'll do any matchups involving him.

:ness2: vs :kirby2:
Kirby Analysis
Analyzing :kirby2:.

Strength
Kirby is strongest in his Fighter form, where he punched a massive crack through a planet the size of earth. In his Fighter form, he can also throw multiple punches at once capable of knocking enemies around like pancakes. In his Throw and Ninja forms, he can hold and toss several steel enemies, the Metaluns. Kirby can carry around heavy weapons like the Grand Hammer or the Ultra Sword. He can enlarge his hammer while in Hammer form to around 16 inches, and can also swing it with enough force to send enemies flying around 8 feet up into the air. In the Cutter form, he can throw a cutter larger than he is. Some of the mentioned abilities might enhance his strength, but others likely don't. He can always carry a key larger than he is. The cracker he carries around can fire cannonballs that can break metal, meaning they must definitely be heavy.
Speed
Kirby can run at high speeds. In Wheel form, he can move at super speed, fast enough to destroy enemies. In Jet form, he can get speed boosts. In Missile form, he has different speeds. With these Copy Abilities, he can ride at potential supersonic speeds. He moves the fastest when on the Warp Star.
Copy Abilities
  • Animal: Gives Kirby powerful claws.
  • Archer: Makes Kirby an archer.
  • Backdrop: Gives Kirby a vast amount of fighting moves.
  • Ball: Turns Kirby into a ball, where he can bounce around and do damage.
  • Balloon: Turns Kirby into a balloon.
  • Beam: Gives Kirby a beam whip.
  • Beetle: Gives Kirby a powerful horn he can use to grab and ram foes.
  • Bell: Kirby gets two bells he can use to create soundwaves.
  • Bomb: Kirby can throw bombs. He can combine this with Ice or Spark.
  • Bubble: Kirby can use bubbles as attacks, or to aid him in copying abilities.
  • Burning: Kirby's dash attack in Melee.
  • Circus: Kirby can juggle pins and create balloons.
  • Clean: Pretty useless.
  • Cook: An instant kill.
  • Copy: Kirby can copy abilities without inhaling.
  • Crash: OHKO.
  • Cupid: Gives Kirby wings and a bow he can use to fire up to three arrows at once.
  • Cutter: Kirby can throw large, sharp boomerangs and control them.
  • Fighter: Kirby has a vast amount of fighting moves and super strength.
  • Fire: Kirby can breathe fire that he can control, and gets his Burning attack.
  • Freeze: Kirby can emit fields to freeze enemies.
  • Ghost: Kirby can fly and possess enemies. He also has a dash attack to use against stronger enemies.
  • Hammer: Kirby gets a hammer with powerful moves such as Hammer Flip.
  • Hi-Jump: Kirby can jump very high, emitting energy fields when he does.
  • Ice: Kirby can skate and breathe ice that he can control.
  • Jet: Kirby can charge up and fire himself, also hover.
  • Laser: A mechanical headband with chargeable lasers that bounce off slopes.
  • Leaf: Kirby can create vines, and transform into a pile of leaves that grants invincibility.
  • Light: Kirby can light up dark areas.
  • Magic: Kirby can pound stakes and destroy metal, able to summon doves, fire cards, and use Clown Spring.
  • Metal: Kirby becomes invincible but slow.
  • Mike: An instant kill that can be used three times.
  • Mini: Kirby's size is halved.
  • Mirror: Kirby can shoot mirror shards and reflect back any type of damage.
  • Missile: Kirby can become a missile and fly, exploding into enemies to attack.
  • Needle: Gives Kirby a needle hat. He can fire needles.
  • Ninja: Gives shurikens, wall sticking, water walking, and down kicks
  • Paint: OHKO.
  • Parasol: Kirby can float, and block projectiles with his parasol. He can also emit stars from it.
  • Plasma: Pretty much Spark.
  • Sleep: Kirby can sleep to regain health, or pass it along to someone to make them sleep (though they don't regain health).
  • Smash: Kirby has all of his moves from SSB.
  • Spark: Kirby can emit and fire spark fields.
  • Spear: Gives several spear attacks.
  • Stone: Kirby can become a stone and crush foes, also invincible.
  • Suplex: Improved Backdrop.
  • Sword: Gives a sword that can move quickly, and be combined with Fire, Ice, or Spark.
  • Throw: Uses his inhale to grab and throw opponents. He can also emit fire, ice, or spark if it is associated with what he is throwing.
  • Tornado: Kirby can become a quick, invincible tornado that can become fiery, icy, or sparky when used on certain terrains.
  • UFO: Kirby can fly and use beam whips. He gets an electrical forcefield as well.
  • Water: Grants hydrokinesis.
  • Wheel: Kirby can become a wheel, invulnerable to all attacks. He can become elemental while used on certain terrains, and even jump or change direction.
  • Whip: Gives a long whip.
  • Wing: Kirby can fly and shoot feathers.
  • Yo-Yo: Kirby combines a yo-yo with breakout dancing.
Kirby can combine the Copy Abilities Burning, Stone, Ice, Needle, Bomb, Spark, and Cutter with each other for even more effects.
Other Abilities
Kirby can puff up to fly, and also turns things into stars when inside his mouth. The Star Rod lets him fire stars. Hypernova gives him a wider, more powerful inhale.
Feats
  • Punched cracks through Pop Star as Fighter Kirby
  • Blew up moon using Star Rod
  • Defeated cosmic beings
Ness Analysis

He has a baseball bat, defeated a universal being with the help of a few others, and knows the following PSI.
  • PSI Flash: From SSB.
  • PSI Rockin': Powerful waves of psychokinetic energy.
  • Lifeup: Heals up to 500 damage.
  • Teleport: Pretty self-explanatory.
  • Hypnosis: Has chance of putting opponent to sleep.
  • Healing: Heals status ailments.
Rules
By Munomario777
  • The battlefield is a ten-mile-wide square arena, with a solid concrete floor and infinitely thick and infinitely high solid steel walls; nothing comes in, nothing comes out.
  • No ally assistance is allowed here.
  • No time travel, teleportation, etc. to escape; if a combatant is absent from the arena for more than ten seconds of normal time, they forfeit the match.
  • Limited-use attacks, techniques, etc. cannot be used to counter attacks that can be used more than them (for instance, if Sonic used a one-time-use Shield to protect against one of Ganondorf's punch attacks, he could simply punch again after the Shield was destroyed and thus Sonic would have to do something different; thus, I will be skipping to the second time).
  • All items, techniques, attacks, etc. the character has used are compiled here.
Attacker: Ness
:ness2:'s Attack: PK Flash
Ness can use PSI to induce a random effect. These are the effects in PK Flash's most powerful state.
  • Crying (lowering attack, 35% chance)
  • Strangeness (makes things target anyone besides the original target, 10% chance)
  • Paralysis (15% chance)
  • Instant Defeat (40% chance)
:kirby2:'s Counter: Attack Power/Number of Fighters Involved/Nothing/Percents/Cook
  • Crying (Kirby's attack power is very high, so this won't affect him much.)
  • Strangeness (Kirby and Ness are the only combatants here, so there's a good chance Kirby will still target Ness. This also has the lowest chance of happening.)
  • Paralysis (This has the second lowest chance of happening, so Kirby might not have to deal with it. However, it can still affect Kirby and prevent him from moving.)
  • Instant Defeat (Though this has the highest chance of happening, there is also a 60% chance that it will not happen. Kirby also has instant death by using the Cook ability, but it is guaranteed to happen. Instant deaths Kirby uses on powerful enemies will end up just damaging them a great amount, Kirby can easily capitalize on it to end Ness.)
Overall, Kirby can deal with 50% of the things that can happen here.

:ness2:'s Attack: PSI Rockin
Ness can use a powerful telekinetic blast to deal anywhere from 320 to 960 points of damage.
:kirby2:'s Counter: Mirror
Mirror Kirby has a defense system that allows him to reflect damage back at the attacker.
:ness2:'s Counter: Lifeup
Lifeup heals up to 500 damage.
:kirby2:'s Counter: Not Enough
PSI Rockin can deal more damage than Lifeup can heal.

:ness2:'s Attack: Casey Bat
The Casey Bat increases Ness' offense by 125.
:kirby2:'s Counter: Inhale/Missing
Kirby could inhale the bat, trapping it in his stomach and rendering it unusable for Ness. In addition, the Casey Bat misses 3/4 of the time.

:ness2:'s Attack: Gutsy Bat
The Gutsy Bat increases Ness' offense by 100, and gives him the chance of getting SMAAAASH!!.
:kirby2:'s Counter: Inhale
Like any bat Ness wields, Kirby could inhale it, rendering it unusable.

:ness2:'s Attack: Combat Yo-Yo
The combat yo-yo raises Ness' offense by 54.
:kirby2:'s Counter: Inhale/Lowered Accuracy
Kirby could inhale any yo-yo Ness uses, and this would give him the Yo-yo ability. In addition, all yo-yos lower Ness' accuracy.

:ness2:'s Attack: Bionic Slingshot
Ness can use a bionic slingshot to fire shots at Kirby.
:kirby2:'s Counter: Inhale/Star Spit
Kirby could inhale the slingshot, rendering it unusable. Kirby could also inhale the shots, and spit them back as Star Spit, which could be used to destroy the slingshot and/or hurt Ness. Inhaling three of the shots would also allow Kirby to spit a giant star to massively damage Ness.

:ness2:'s Attack: Hypnosis
Ness can put Kirby to sleep.
:kirby2:'s Counter: Sleep Scroll
When Kirby is put to sleep, he can use the Sleep Scroll to heal a little damage. Kirby does not need to inhale Hypnosis to use this; Kirby has been turned into Sleep Kirby by King Dedede before with no inhalation involved.

Attacker: Kirby
:kirby2:'s Attack: Inhale
Kirby can inhale Ness and trap him inside his stomach.
:ness2:'s Counter: Teleport
Before Ness is swallowed, he can teleport out of Kirby's stomach.
:kirby2:'s Counter: Hypernova
The Miracle Fruit greatly enhances Kirby's suction power.
:ness2:'s Counter: Teleport
Ness would still be able to teleport away.

:kirby2:'s Attack: Spark
Spark Kirby can emit electric fields, and even fire the fields with the Spark Scroll.
:ness2:'s Counter: Franklin Badge
Ness has the Franklin Badge, that reflects electricity back where it came from.
:kirby2:'s Counter: Spark Field
Kirby can use another spark field to destroy the first field.

:kirby2:'s Attack: Ultra Sword
Ultra Sword is a Copy Ability that gives Kirby a giant weapon to attack with.
:ness2:'s Counter: Souvenir Coin
The Souvenir Coin not only enhances Ness' defense, but boosts his dodging rates.
:kirby2:'s Counter: Pure Destructive Power/Defeating Sphere Doomers
Ultra Sword is said to be able to rend the earth and destroy everything in its path, Ness will never be able to tank that. Ultra Sword Kirby was also able to defeat the flying Sphere Doomers, so Ness can't dodge it.

:kirby2:'s Attack: Star Rod
Kirby can fire stars from the Star Rod.
:ness2:'s Counter: Shield
Ness' most powerful Shield could reflect the stars back at Kirby.
:kirby2:'s Counter: Nightmare's Reflection
Nightmare, the villain who Kirby used the Star Rod on, would also deflect the stars, but Kirby was still able to defeat him.

:kirby2:'s Attack: Fighter
Fighter Kirby has the powerful Megaton Punch.
:ness2:'s Counter: Teleport
A punch is a close-range attack, so Ness could teleport away from it.
:kirby2:'s Counter: Crack
Fighter Kirby's Megaton Punch punched a crack through the planet, so it could reach Ness no matter where he teleported to.

:kirby2:'s Attack: Triple Star
Kirby can fire powerful stars from the Triple Star.
:ness2:'s Counter: Skip Sandwich
The skip sandwich boosts Ness' speed, also healing him of 6 health.
:kirby2:'s Counter: Star Control/Star Power
Kirby can control the stars he fires, so Ness couldn't dodge them. The stars also do tremendous damage, so healing with the sandwich would not do anything.

:kirby2:'s Attack: Crash
Crash Kirby can emit massive amounts of energy to deal heavy damage.
:ness2:'s Counter: PK Flash
One of PK Flash's effects is to instantly defeat an enemy.
:kirby2:'s Counter: Percent
The instant defeat only has a 40% chance of working, so if Kirby used Crash and Ness used PK Flash, something else would likely happen then what is planned.

:kirby2:'s Attack: Refrigerator
By mixing the Spark and Ice abilities, Kirby can fire food rapidly from his body that heals.
:ness2:'s Counter: Shield
Ness can reflect the food back at Kirby.
:kirby2:'s Counter: Continuous Food
Kirby can hit reflected food by continuing to emit food.
:ness2:'s Counter: Eating
Ness can eat the food to restore health.
:kirby2:'s Counter: Kirby Only
Only Kirby can eat the food. Touching the food would hurt Ness.

:kirby2:'s Attack: Monster Flame
Monster Flame Kirby can use a large, flaming dragon to attack.
:ness2:'s Counter: Nothing
Monster Flame is controllable and burns everything in his path, so Ness cannot tank or dodge it.

Summary
Ness does not have many attacks, and the attacks he does have can be reflected or inhaled. Kirby has a large variety of powerful attacks that Ness cannot stop. The winner is Kirby.
 
Last edited:

Nerdicon

Smash Journeyman
Joined
Dec 27, 2014
Messages
339
Location
Planet Pop-Star
Being a Kirby expert, I'll do any matchups involving him.

:ness2: vs :kirby2:
Kirby Analysis

Ness Analysis


Rules
By Munomario777
  • The battlefield is a ten-mile-wide square arena, with a solid concrete floor and infinitely thick and infinitely high solid steel walls; nothing comes in, nothing comes out.
  • No ally assistance is allowed here.
  • No time travel, teleportation, etc. to escape; if a combatant is absent from the arena for more than ten seconds of normal time, they forfeit the match.
  • Limited-use attacks, techniques, etc. cannot be used to counter attacks that can be used more than them (for instance, if Sonic used a one-time-use Shield to protect against one of Ganondorf's punch attacks, he could simply punch again after the Shield was destroyed and thus Sonic would have to do something different; thus, I will be skipping to the second time).
  • All items, techniques, attacks, etc. the character has used are compiled here.
Attacker: Ness
:ness2:'s Attack: PK Flash
Ness can use PSI to induce a random effect. These are the effects in PK Flash's most powerful state.
  • Crying (lowering attack, 35% chance)
  • Strangeness (makes things target anyone besides the original target, 10% chance)
  • Paralysis (15% chance)
  • Instant Defeat (40% chance)
:kirby2:'s Counter: Attack Power/Number of Fighters Involved/Nothing/Percents/Cook
  • Crying (Kirby's attack power is very high, so this won't affect him much.)
  • Strangeness (Kirby and Ness are the only combatants here, so there's a good chance Kirby will still target Ness. This also has the lowest chance of happening.)
  • Paralysis (This has the second lowest chance of happening, so Kirby might not have to deal with it. However, it can still affect Kirby and prevent him from moving.)
  • Instant Defeat (Though this has the highest chance of happening, there is also a 60% chance that it will not happen. Kirby also has instant death by using the Cook ability, but it is guaranteed to happen. Instant deaths Kirby uses on powerful enemies will end up just damaging them a great amount, Kirby can easily capitalize on it to end Ness.)
Overall, Kirby can deal with 50% of the things that can happen here.

:ness2:'s Attack: PSI Rockin
Ness can use a powerful telekinetic blast to deal anywhere from 320 to 960 points of damage.
:kirby2:'s Counter: Mirror
Mirror Kirby has a defense system that allows him to reflect damage back at the attacker.
:ness2:'s Counter: Lifeup
Lifeup heals up to 500 damage.
:kirby2:'s Counter: Not Enough
PSI Rockin can deal more damage than Lifeup can heal.

:ness2:'s Attack: Casey Bat
The Casey Bat increases Ness' offense by 125.
:kirby2:'s Counter: Inhale/Missing
Kirby could inhale the bat, trapping it in his stomach and rendering it unusable for Ness. In addition, the Casey Bat misses 3/4 of the time.

:ness2:'s Attack: Gutsy Bat
The Gutsy Bat increases Ness' offense by 100, and gives him the chance of getting SMAAAASH!!.
:kirby2:'s Counter: Inhale
Like any bat Ness wields, Kirby could inhale it, rendering it unusable.

:ness2:'s Attack: Combat Yo-Yo
The combat yo-yo raises Ness' offense by 54.
:kirby2:'s Counter: Inhale/Lowered Accuracy
Kirby could inhale any yo-yo Ness uses, and this would give him the Yo-yo ability. In addition, all yo-yos lower Ness' accuracy.

:ness2:'s Attack: Bionic Slingshot
Ness can use a bionic slingshot to fire shots at Kirby.
:kirby2:'s Counter: Inhale/Star Spit
Kirby could inhale the slingshot, rendering it unusable. Kirby could also inhale the shots, and spit them back as Star Spit, which could be used to destroy the slingshot and/or hurt Ness. Inhaling three of the shots would also allow Kirby to spit a giant star to massively damage Ness.

:ness2:'s Attack: Hypnosis
Ness can put Kirby to sleep.
:kirby2:'s Counter: Sleep Scroll
When Kirby is put to sleep, he can use the Sleep Scroll to heal a little damage. Kirby does not need to inhale Hypnosis to use this; Kirby has been turned into Sleep Kirby by King Dedede before with no inhalation involved.

Attacker: Kirby
:kirby2:'s Attack: Inhale
Kirby can inhale Ness and trap him inside his stomach.
:ness2:'s Counter: Teleport
Before Ness is swallowed, he can teleport out of Kirby's stomach.
:kirby2:'s Counter: Hypernova
The Miracle Fruit greatly enhances Kirby's suction power.
:ness2:'s Counter: Teleport
Ness would still be able to teleport away.

:kirby2:'s Attack: Spark
Spark Kirby can emit electric fields, and even fire the fields with the Spark Scroll.
:ness2:'s Counter: Franklin Badge
Ness has the Franklin Badge, that reflects electricity back where it came from.
:kirby2:'s Counter: Spark Field
Kirby can use another spark field to destroy the first field.

:kirby2:'s Attack: Ultra Sword
Ultra Sword is a Copy Ability that gives Kirby a giant weapon to attack with.
:ness2:'s Counter: Souvenir Coin
The Souvenir Coin not only enhances Ness' defense, but boosts his dodging rates.
:kirby2:'s Counter: Pure Destructive Power/Defeating Sphere Doomers
Ultra Sword is said to be able to rend the earth and destroy everything in its path, Ness will never be able to tank that. Ultra Sword Kirby was also able to defeat the flying Sphere Doomers, so Ness can't dodge it.

:kirby2:'s Attack: Star Rod
Kirby can fire stars from the Star Rod.
:ness2:'s Counter: Shield
Ness' most powerful Shield could reflect the stars back at Kirby.
:kirby2:'s Counter: Nightmare's Reflection
Nightmare, the villain who Kirby used the Star Rod on, would also deflect the stars, but Kirby was still able to defeat him.

:kirby2:'s Attack: Fighter
Fighter Kirby has the powerful Megaton Punch.
:ness2:'s Counter: Teleport
A punch is a close-range attack, so Ness could teleport away from it.
:kirby2:'s Counter: Crack
Fighter Kirby's Megaton Punch punched a crack through the planet, so it could reach Ness no matter where he teleported to.

:kirby2:'s Attack: Triple Star
Kirby can fire powerful stars from the Triple Star.
:ness2:'s Counter: Skip Sandwich
The skip sandwich boosts Ness' speed, also healing him of 6 health.
:kirby2:'s Counter: Star Control/Star Power
Kirby can control the stars he fires, so Ness couldn't dodge them. The stars also do tremendous damage, so healing with the sandwich would not do anything.

:kirby2:'s Attack: Crash
Crash Kirby can emit massive amounts of energy to deal heavy damage.
:ness2:'s Counter: PK Flash
One of PK Flash's effects is to instantly defeat an enemy.
:kirby2:'s Counter: Percent
The instant defeat only has a 40% chance of working, so if Kirby used Crash and Ness used PK Flash, something else would likely happen then what is planned.

:kirby2:'s Attack: Refrigerator
By mixing the Spark and Ice abilities, Kirby can fire food rapidly from his body that heals.
:ness2:'s Counter: Shield
Ness can reflect the food back at Kirby.
:kirby2:'s Counter: Continuous Food
Kirby can hit reflected food by continuing to emit food.
:ness2:'s Counter: Eating
Ness can eat the food to restore health.
:kirby2:'s Counter: Kirby Only
Only Kirby can eat the food. Touching the food would hurt Ness.

:kirby2:'s Attack: Monster Flame
Monster Flame Kirby can use a large, flaming dragon to attack.
:ness2:'s Counter: Nothing
Monster Flame is controllable and burns everything in his path, so Ness cannot tank or dodge it.

Summary
Ness does not have many attacks, and the attacks he does have can be reflected or inhaled. Kirby has a large variety of powerful attacks that Ness cannot stop. The winner is Kirby.
Kirby still wins every time, but Ness' teleport will only work if he runs around for a bit, so he could get swallowed by Hypernova. Ness also has PSI Shield to reflect PSI back at the user, though Kirby doesn't really have any PSI unless he copies Ness. Kirby also has several cases of invincibility and the wheel ability would demolish Ness and I thought I was the resident Kirby expert
 
Last edited:

Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
3,253
Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
SW-8229-3157-8114
Being a Kirby expert, I'll do any matchups involving him.

:ness2: vs :kirby2:
Kirby Analysis

Ness Analysis


Rules
By Munomario777
  • The battlefield is a ten-mile-wide square arena, with a solid concrete floor and infinitely thick and infinitely high solid steel walls; nothing comes in, nothing comes out.
  • No ally assistance is allowed here.
  • No time travel, teleportation, etc. to escape; if a combatant is absent from the arena for more than ten seconds of normal time, they forfeit the match.
  • Limited-use attacks, techniques, etc. cannot be used to counter attacks that can be used more than them (for instance, if Sonic used a one-time-use Shield to protect against one of Ganondorf's punch attacks, he could simply punch again after the Shield was destroyed and thus Sonic would have to do something different; thus, I will be skipping to the second time).
  • All items, techniques, attacks, etc. the character has used are compiled here.
Attacker: Ness
:ness2:'s Attack: PK Flash
Ness can use PSI to induce a random effect. These are the effects in PK Flash's most powerful state.
  • Crying (lowering attack, 35% chance)
  • Strangeness (makes things target anyone besides the original target, 10% chance)
  • Paralysis (15% chance)
  • Instant Defeat (40% chance)
:kirby2:'s Counter: Attack Power/Number of Fighters Involved/Nothing/Percents/Cook
  • Crying (Kirby's attack power is very high, so this won't affect him much.)
  • Strangeness (Kirby and Ness are the only combatants here, so there's a good chance Kirby will still target Ness. This also has the lowest chance of happening.)
  • Paralysis (This has the second lowest chance of happening, so Kirby might not have to deal with it. However, it can still affect Kirby and prevent him from moving.)
  • Instant Defeat (Though this has the highest chance of happening, there is also a 60% chance that it will not happen. Kirby also has instant death by using the Cook ability, but it is guaranteed to happen. Instant deaths Kirby uses on powerful enemies will end up just damaging them a great amount, Kirby can easily capitalize on it to end Ness.)
Overall, Kirby can deal with 50% of the things that can happen here.

:ness2:'s Attack: PSI Rockin
Ness can use a powerful telekinetic blast to deal anywhere from 320 to 960 points of damage.
:kirby2:'s Counter: Mirror
Mirror Kirby has a defense system that allows him to reflect damage back at the attacker.
:ness2:'s Counter: Lifeup
Lifeup heals up to 500 damage.
:kirby2:'s Counter: Not Enough
PSI Rockin can deal more damage than Lifeup can heal.

:ness2:'s Attack: Casey Bat
The Casey Bat increases Ness' offense by 125.
:kirby2:'s Counter: Inhale/Missing
Kirby could inhale the bat, trapping it in his stomach and rendering it unusable for Ness. In addition, the Casey Bat misses 3/4 of the time.

:ness2:'s Attack: Gutsy Bat
The Gutsy Bat increases Ness' offense by 100, and gives him the chance of getting SMAAAASH!!.
:kirby2:'s Counter: Inhale
Like any bat Ness wields, Kirby could inhale it, rendering it unusable.

:ness2:'s Attack: Combat Yo-Yo
The combat yo-yo raises Ness' offense by 54.
:kirby2:'s Counter: Inhale/Lowered Accuracy
Kirby could inhale any yo-yo Ness uses, and this would give him the Yo-yo ability. In addition, all yo-yos lower Ness' accuracy.

:ness2:'s Attack: Bionic Slingshot
Ness can use a bionic slingshot to fire shots at Kirby.
:kirby2:'s Counter: Inhale/Star Spit
Kirby could inhale the slingshot, rendering it unusable. Kirby could also inhale the shots, and spit them back as Star Spit, which could be used to destroy the slingshot and/or hurt Ness. Inhaling three of the shots would also allow Kirby to spit a giant star to massively damage Ness.

:ness2:'s Attack: Hypnosis
Ness can put Kirby to sleep.
:kirby2:'s Counter: Sleep Scroll
When Kirby is put to sleep, he can use the Sleep Scroll to heal a little damage. Kirby does not need to inhale Hypnosis to use this; Kirby has been turned into Sleep Kirby by King Dedede before with no inhalation involved.

Attacker: Kirby
:kirby2:'s Attack: Inhale
Kirby can inhale Ness and trap him inside his stomach.
:ness2:'s Counter: Teleport
Before Ness is swallowed, he can teleport out of Kirby's stomach.
:kirby2:'s Counter: Hypernova
The Miracle Fruit greatly enhances Kirby's suction power.
:ness2:'s Counter: Teleport
Ness would still be able to teleport away.

:kirby2:'s Attack: Spark
Spark Kirby can emit electric fields, and even fire the fields with the Spark Scroll.
:ness2:'s Counter: Franklin Badge
Ness has the Franklin Badge, that reflects electricity back where it came from.
:kirby2:'s Counter: Spark Field
Kirby can use another spark field to destroy the first field.

:kirby2:'s Attack: Ultra Sword
Ultra Sword is a Copy Ability that gives Kirby a giant weapon to attack with.
:ness2:'s Counter: Souvenir Coin
The Souvenir Coin not only enhances Ness' defense, but boosts his dodging rates.
:kirby2:'s Counter: Pure Destructive Power/Defeating Sphere Doomers
Ultra Sword is said to be able to rend the earth and destroy everything in its path, Ness will never be able to tank that. Ultra Sword Kirby was also able to defeat the flying Sphere Doomers, so Ness can't dodge it.

:kirby2:'s Attack: Star Rod
Kirby can fire stars from the Star Rod.
:ness2:'s Counter: Shield
Ness' most powerful Shield could reflect the stars back at Kirby.
:kirby2:'s Counter: Nightmare's Reflection
Nightmare, the villain who Kirby used the Star Rod on, would also deflect the stars, but Kirby was still able to defeat him.

:kirby2:'s Attack: Fighter
Fighter Kirby has the powerful Megaton Punch.
:ness2:'s Counter: Teleport
A punch is a close-range attack, so Ness could teleport away from it.
:kirby2:'s Counter: Crack
Fighter Kirby's Megaton Punch punched a crack through the planet, so it could reach Ness no matter where he teleported to.

:kirby2:'s Attack: Triple Star
Kirby can fire powerful stars from the Triple Star.
:ness2:'s Counter: Skip Sandwich
The skip sandwich boosts Ness' speed, also healing him of 6 health.
:kirby2:'s Counter: Star Control/Star Power
Kirby can control the stars he fires, so Ness couldn't dodge them. The stars also do tremendous damage, so healing with the sandwich would not do anything.

:kirby2:'s Attack: Crash
Crash Kirby can emit massive amounts of energy to deal heavy damage.
:ness2:'s Counter: PK Flash
One of PK Flash's effects is to instantly defeat an enemy.
:kirby2:'s Counter: Percent
The instant defeat only has a 40% chance of working, so if Kirby used Crash and Ness used PK Flash, something else would likely happen then what is planned.

:kirby2:'s Attack: Refrigerator
By mixing the Spark and Ice abilities, Kirby can fire food rapidly from his body that heals.
:ness2:'s Counter: Shield
Ness can reflect the food back at Kirby.
:kirby2:'s Counter: Continuous Food
Kirby can hit reflected food by continuing to emit food.
:ness2:'s Counter: Eating
Ness can eat the food to restore health.
:kirby2:'s Counter: Kirby Only
Only Kirby can eat the food. Touching the food would hurt Ness.

:kirby2:'s Attack: Monster Flame
Monster Flame Kirby can use a large, flaming dragon to attack.
:ness2:'s Counter: Nothing
Monster Flame is controllable and burns everything in his path, so Ness cannot tank or dodge it.

Summary
Ness does not have many attacks, and the attacks he does have can be reflected or inhaled. Kirby has a large variety of powerful attacks that Ness cannot stop. The winner is Kirby.
Nicely done! Added to the bracket.
 

Nerdicon

Smash Journeyman
Joined
Dec 27, 2014
Messages
339
Location
Planet Pop-Star
:mewtwopm:vs:4ganondorf:
Rules were stated above by other peeps
FIGHT!!
Attacker: Mewtwo
:mewtwopm:"s attack: Just about everything
Mewtwo has a wide arsenal of attacks, but...
:4ganondorf:'s Counter: It's no use!
None of Mewtwo's attacks are holy, so Ganondorf can't be killed by them

:mewtwopm:'s attack: Mewtwo uses Skill Swap!
Mewtwo can use skill swap to switch abilities with the target, probably in hopes of taking Ganondorf's invulnerability, however...
:4ganondorf:'s Counter: I've seen something like this before...
Taken straight from Bulbapedia: Skill Swap can't be used to gain wonder guard, an ability that gives immunity to everything except the weakness of that Pokémon. Sounds familiar doesn't it?

:mewtwopm:'s attack: Mewtwo uses Psychic!
Mewtwo may not be able to beat Ganondorf, but maybe he can stall it for a tie!
:4ganondorf:'s Counter: Limited uses
Mewtwo can only use psychic a certain number of times, maxing out at 16 uses. So he wouldn't be able to hold him for long

Attacker: Ganondorf
:4ganondorf:'s attack: Slash! Punch!
Just general physical attacks like sword slices and punches. Just general brute strength
:mewtwopm:'s Counter: You're too slow!
Mewtwo is a fast Pokémon, while Ganondorf is a rather slow guy
:4ganondorf:'s Counter Counter: Teleportation
While Ganondorf isn't fast, he can keep up with Mewtwo via teleportation
:mewtwopm:'s Counter,Counter,Counter: Mewtwo uses Protect!
A nigh indestructible barrier should protect Mewtwo right?
:4ganondorf:'s Counter x4: Limited uses
Protect can only be used 16 times and has a lower chance of activating each time it's used in a row, so it loses its effectiveness pretty quickly. Plus a few attacks have been shown to go through protect

:4ganondorf:'s attack: Flaming-head-attack-of-death-and-cookies!
A giant attack powerful enough to level a castle
:mewtwopm:'s Counter: Mewtwo used Beg for mercy!
Mewtwo has no way to block this other than the aforementioned protect

:4ganondorf:'s attack: Dark magic
Ganondorf has several different forms of dark magic, to the death volleyballs, to giant waves of energy, to summoning fires that summon fire bats!
:mewtwopm:'s Counter: Mewtwo used Muster Up Courage! But it failed!
Mewtwo has no real counter to Ganondorf's dark magic, plus dark beats psychic.

:4ganondorf:'s attack: This isn't even my final form!
Ganondorf can transform into the much more powerful Ganon with a plethora of new abilities and enhancements of preexisting abilities
:mewtwopm:'s Counter: Mewtwo used Cry in a Corner!
Mewtwo was already completely overwhelmed by Ganondorf, he has a pot's chance in Hyrule of beating Ganon

Summary
This wasn't really a fight and more of a massacre, Mewtwo literally can't touch Dorf, while Ganondorf had several attacks that Mewtwo couldn't handle

WINNER: GANONDORF!!!
 

Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
3,253
Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
SW-8229-3157-8114
:mewtwopm:vs:4ganondorf:
Rules were stated above by other peeps
FIGHT!!
Attacker: Mewtwo
:mewtwopm:"s attack: Just about everything
Mewtwo has a wide arsenal of attacks, but...
:4ganondorf:'s Counter: It's no use!
None of Mewtwo's attacks are holy, so Ganondorf can't be killed by them

:mewtwopm:'s attack: Mewtwo uses Skill Swap!
Mewtwo can use skill swap to switch abilities with the target, probably in hopes of taking Ganondorf's invulnerability, however...
:4ganondorf:'s Counter: I've seen something like this before...
Taken straight from Bulbapedia: Skill Swap can't be used to gain wonder guard, an ability that gives immunity to everything except the weakness of that Pokémon. Sounds familiar doesn't it?

:mewtwopm:'s attack: Mewtwo uses Psychic!
Mewtwo may not be able to beat Ganondorf, but maybe he can stall it for a tie!
:4ganondorf:'s Counter: Limited uses
Mewtwo can only use psychic a certain number of times, maxing out at 16 uses. So he wouldn't be able to hold him for long

Attacker: Ganondorf
:4ganondorf:'s attack: Slash! Punch!
Just general physical attacks like sword slices and punches. Just general brute strength
:mewtwopm:'s Counter: You're too slow!
Mewtwo is a fast Pokémon, while Ganondorf is a rather slow guy
:4ganondorf:'s Counter Counter: Teleportation
While Ganondorf isn't fast, he can keep up with Mewtwo via teleportation
:mewtwopm:'s Counter,Counter,Counter: Mewtwo uses Protect!
A nigh indestructible barrier should protect Mewtwo right?
:4ganondorf:'s Counter x4: Limited uses
Protect can only be used 16 times and has a lower chance of activating each time it's used in a row, so it loses its effectiveness pretty quickly. Plus a few attacks have been shown to go through protect

:4ganondorf:'s attack: Flaming-head-attack-of-death-and-cookies!
A giant attack powerful enough to level a castle
:mewtwopm:'s Counter: Mewtwo used Beg for mercy!
Mewtwo has no way to block this other than the aforementioned protect

:4ganondorf:'s attack: Dark magic
Ganondorf has several different forms of dark magic, to the death volleyballs, to giant waves of energy, to summoning fires that summon fire bats!
:mewtwopm:'s Counter: Mewtwo used Muster Up Courage! But it failed!
Mewtwo has no real counter to Ganondorf's dark magic, plus dark beats psychic.

:4ganondorf:'s attack: This isn't even my final form!
Ganondorf can transform into the much more powerful Ganon with a plethora of new abilities and enhancements of preexisting abilities
:mewtwopm:'s Counter: Mewtwo used Cry in a Corner!
Mewtwo was already completely overwhelmed by Ganondorf, he has a pot's chance in Hyrule of beating Ganon

Summary
This wasn't really a fight and more of a massacre, Mewtwo literally can't touch Dorf, while Ganondorf had several attacks that Mewtwo couldn't handle

WINNER: GANONDORF!!!
Nice! Adding to the bracket.
 

Braydon

Smash Ace
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Doesn't everything that comes near Ganon without some form of godly protection like the triforce have their soul sapped out and get turned into a redead?

Also how are you going to do Palutena? I'm not entirely sure what her powers are because it seemed she just commanded a bunch of angels and let pit fly, but then when the Chaos Kin attaches itself to her she traps pits soul in that ring... Idk pit beat her so I'm just going to assume her only major power is controlling her angels.
 
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Kirby Dragons

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Doesn't everything that comes near Ganon without some form of godly protection like the triforce have their soul sapped out and get turned into a redead?

Also how are you going to do Palutena? I'm not entirely sure what her powers are because it seemed she just commanded a bunch of angels and let pit fly, but then when the Chaos Kin attaches itself to her she traps pits soul in that ring... Idk pit beat her so I'm just going to assume her only major power is controlling her angels.
This might help.
http://vsbattles.wikia.com/wiki/Palutena
It's also debatable if she can use the Powers like Reflect Barrier or Transparency, as she created them and grants them to Pit.
 
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Nerdicon

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Give Palutena all the powers and her attacks from her boss fight, just remember powers only have a few uses each. No infinite uses of Brief Invincibility or Instant Death Attack. Let's not forget how frail she was in her boss fight. Though at full power she'd have the general durability of Medusa as opposed to what little she had in her boss fight
 

Munomario777

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I'd like to do the Mario VS Marth analysis, but I can't find a good source for Marth's abilities as far as combat goes; could someone who plays the games help me out here? Same goes for Robin.
 

Kirby Dragons

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I'd like to do the Mario VS Marth analysis, but I can't find a good source for Marth's abilities as far as combat goes; could someone who plays the games help me out here? Same goes for Robin.
I don't play the games; I always use the FE Wiki for information.
http://www.fireemblemwiki.org/wiki/Main_Page
If necessary, you can use the pages called "Marth" and "Avatar (Awakening)". There are boxes on their pages with skills and equipment they can use, as well as charts with skills they can use under their information for Fire Emblem: Awakening.
 

Munomario777

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I don't play the games; I always use the FE Wiki for information.
http://www.fireemblemwiki.org/wiki/Main_Page
If necessary, you can use the pages called "Marth" and "Avatar (Awakening)". There are boxes on their pages with skills and equipment they can use, as well as charts with skills they can use under their information for Fire Emblem: Awakening.
Okay, thanks! :)
 

yurikos

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:4sonic:VS:4shulk:
FIGHT!!!


Source for Shulk's abilities

First off, some rules:
  • The battlefield is a ten-mile-wide square arena, with a solid concrete floor and infinitely thick and infinitely high solid steel walls; nothing comes in, nothing comes out.
  • No ally assistance is allowed here.
  • No time travel, teleportation, etc. to escape; if a combatant is absent from the arena for more than ten seconds of normal time, they forfeit the match.
  • Limited-use attacks, techniques, etc. cannot be used to counter attacks that can be used more than them (for instance, if Sonic used a one-time-use Shield to protect against one of Ganondorf's punch attacks, he could simply punch again after the Shield was destroyed and thus Sonic would have to do something different; thus, I will be skipping to the second time).
  • All items, techniques, attacks, etc. the character has used are compiled here.
With the ground rules out of the way, let's get right into this versus! First up, Shulk is on the offensive!

:4shulk:'s Attack: This is the Monado's Power!
Shulk can use the Monado to use different Monado Arts, which are as follows:
  • Monado Enchant is only useful against the Mechon, so I won't be taking it into account here.
  • Monado Buster generates a huge glowing blade, enhancing Shulk's range significantly.
  • Monado Shield blocks one attack that is of a lower level than it is. Seeing as how there is no system like this for Sonic's attacks, I'll just treat it as a universal one-time-use blocking attack.
  • Monado Speed gives the user enhanced evasion against physical attacks. This means that Shulk is better at dodging, with up to a 90% evasion rate.
  • Monado Purge is a ranged attack, which disables the target's buffing of oneself and the target's debuffing of others.
  • Monado Eater is a frontal attack that causes enemies to bleed (that is, become poisoned for about ten seconds).
  • Monado Armour only works on Shulk's allies; thus, it won't be taken into account here.
  • Monado Cyclone damages enemies near Shulk at any angle, and inflicts Topple (falling over and vulnerable to daze) if the target is inflicted with Break.
Additionally, all of these Arts have a cooldown. I couldn't find a source for how long this is, so I'll be using a cooldown of ten seconds for all Arts (including Shulk's regular attacks such as Back Slash).
:4sonic:'s Counter:
  • Monado Buster: Sonic could dodge the blade with his speed and reflexes, even if it is that long.
  • Monado Shield: Sonic could simply attack twice, once to get rid of the Shield and twice to harm Shulk.
  • Monado Speed: Sonic could either throw so many attacks at Shulk that he couldn't dodge them all (if he attacks 100 times, 90 of those would be evaded, but the other 10 would still hit). Alternatively, he could use Sonic Wind to create a blade of wind as a ranged attack, which Speed can't evade.
  • Monado Purge: Most of Sonic's attacks aren't affected by this, and he could evade the attack with his speed and reflexes.
  • Monado Eater: Sonic can have up to 999,999 Rings; losing a few per second isn't too much of a deal for him. Plus, again, he could dodge the attack.
  • Monado Cyclone: Dodging, reflexes, speed, you get the idea.

:4shulk:'s Attack: Slit Edge
Shulk attacks with the Monado. If the target is hit on the side, their physical defense is reduced by 50%.
:4sonic:'s Counter: Sonic Speed!
Sonic's reflexes and speed would allow him to easily dodge the blade.

:4shulk:'s Attack: Back Slash
Shulk attacks with the Monado. If the target is hit on the back, the damage output is doubled.
:4sonic:'s Counter: Sonic Speed!
Sonic's reflexes and speed would allow him to easily dodge the blade.

:4shulk:'s Attack: Shaker Edge
Shulk attacks with the Monado. Dazes (inability to dodge attacks) if the target is Toppled.
:4sonic:'s Counter: Sonic Speed!
Sonic's reflexes and speed would allow him to easily dodge the blade.

:4shulk:'s Attack: Air Slash
Shulk attacks with the Monado. Inflicts Break (vulnerable to Topple), and a side hit can inflict Slow (does what the name implies).
:4sonic:'s Counter: Sonic Speed!
Sonic's reflexes and speed would allow him to easily dodge the blade.

:4shulk:'s Attack: Shadow Eye
Doubles damage of all physical arts for five seconds.
:4sonic:'s Counter: N/A
Since this isn't actually an attack, there's nothing that Sonic needs to dodge.

:4shulk:'s Attack: Stream Edge
Shulk attacks all enemies in front of him to inflict Break (vulnerable to Topple) on targets, as well as filling up his Talent Gauge.
:4sonic:'s Counter: Chaos Control!
Sonic could use Chaos Control to teleport out of the area of effect.

With Shulk's attacks wrapped up, now onto Sonic's offensive techniques!

:4sonic:'s Attack: Sonic Speed!
Sonic can run at speeds beyond Mach 1 (or possibly Mach 10+), and can use this to his advantage. He can confuse opponents, outrun them, and apply this speed to his attacks to increase the damage.
:4shulk:'s Counter: A Vision!
The Monado allows Shulk to foresee enemy attacks in order to dodge them.
:4sonic:'s Counter Counter: You're Too Slow!
Even if Shulk uses a Vision to predict Sonic's attacks, he still couldn't get out of the way in time.

:4sonic:'s Attack: Spin Jump
Sonic can utilize his natural ability to curl up into a ball when he jumps, damaging any opponent he comes in contact with.
:4shulk:'s Counter: A Vision!
Unlike Sonic's super-fast running, the Spin Jump is slow enough to where Shulk could possibly dodge it.

:4sonic:'s Attack: Spin Dash
Sonic can rev up in ball form, and after a couple of seconds, launch off at top speed in his damaging ball form.
:4shulk:'s Counter: Monado Speed
Monado Speed allows Shulk to evade 90% of physical attacks.
:4sonic:'s Counter Counter: Attack a Bunch of Times
Sonic could attack 100 times, and 90 of those would still hit. Also, Monado Speed has a cooldown.

:4sonic:'s Attack: Bounce Bracelet
This attack allows Sonic to bounce on the ground in ball form to gain height, as well as attack enemies.
:4shulk:'s Counter: Monado Shield
Monado Shield acts as a one-hit blocker.
:4sonic:'s Counter Counter: Cooldown
However, it has a cooldown, so Sonic could attack again while it's recharging.

:4sonic:'s Attack: Homing Attack
This midair attack has Sonic curl up into a ball and rocket towards opponents, homing into enemies (even moving ones).
:4shulk:'s Counter: N/A
For reasons stated above, Shulk cannot dodge such a fast attack.

:4sonic:'s Attack: Light Speed Attack
Sonic revs up similarly to a Spin Dash, but rather than dashing along the ground, Sonic gathers energy to home in on opponents in spinball form at light speed for a devastating blow.
:4shulk:'s Counter: N/A
Shulk is too slow to get out of the way of a light speed projectile.

:4sonic:'s Attack: Blue Tornado/Sonic Wind
These two wind-based attacks can create a tornado to lift up enemies and their weapons (including Mario's power-ups!) and create blades of wind to attack opponents, respectively.
:4shulk:'s Counter: N/A
Monado Speed doesn't protect from ranged attacks, and these projectiles are too fast for him to dodge.

:4sonic:'s Attack: The Wisps
The Wisps are a race of alien power-ups that can grant Sonic different Color Powers. These include a bomb, a black hole, a laser, and more.
:4shulk:'s Counter: N/A
Wisps such as Laser would give Shulk a hard time for reasons stated above.

:4sonic:'s Attack: Chaos Control!
Sonic can use the Chaos Emeralds' power to teleport, freeze time, and more.
:4shulk:'s Counter: N/A
Shulk couldn't react in time for teleportation, and nothing makes him immune from time freezing.

:4sonic:'s Attack: Super Sonic Style!
Sonic's ultimate transformation, this has Sonic harness the power of all seven Chaos Emeralds to turn into Super Sonic. In this form, Sonic is faster, invincible, stronger, flying, and more, at the cost of one Ring per second. With a maximum of 999,999 Rings, Sonic can stay in this form for about eleven days. This is more than enough time for someone of Sonic's speed to finish a battle.
:4shulk:'s Counter: N/A
Shulk can't become invincible like that, and has nowhere near enough speed, agility, or defense to withstand Super Sonic.

SUMMARY:
While Shulk's many Arts make him very versatile, Sonic can still overpower him easily.

WINNER: :4sonic:

EDIT: 100 page HYPE! :D
I'm quite confused by some parts of this. Mainly, why is it an absolute given that Shulk's visions will not give him enough time to stop an attack from Sonic? All of Shulk's visions allow him adequate time to change the future - there's a part in the Yaldabaoth fight where Shulk has a vision of the Mechonis slashing Bionis in half, and the vision counter notably extends to 120 seconds for enough time to let him cut off energy. If Sonic intends on using Chaos Control or Light Speed Attack or any of the attacks listed above you said are unstoppable - then against an attack much faster than him, a vision only needs to start further back than "right before Sonic uses it". If Shulk foresees what Sonic will do when not even Sonic has thought to do it yet, he can strategise/position himself with the extra time and counter. He can see exactly where Sonic will be, use that time to get up close, and prioritise knocking the Chaos Emerald away the second it's pulled out. He can Topple at the place he sees where Sonic will be and prevent him from taking any action. Against light-speed he can do any of that before the attack starts, force Sonic to be in a position where he can't rev up enough, or know exactly where the attack will be and avoid going there. And it's not like visions are limited to only one attack, as during the story Shulk has predicted long strings of enemy attacks in succession.

Shulk will definitely have a harder time against a fast enemy, but I feel like it's just wrong to state that Shulk automatically loses when you're being vague about how you think his powers work.

I find it doubly confusing that Super Sonic is used, but Monado III isn't even brought up. Monado III is the proof of Shulk's godhood. With this sword he slays the creator god of his universe, assumes the role himself, and reshapes it all. Admittedly I'm not too caught up on Sonic things, but if Super Sonic takes a hit from the full force of Shulk's Monado III, I doubt that he would escape entirely unscathed. After all, the wiki page for Super Sonic states that it is still possible to die in that form. It has an eventual time limit even with 999,999 coins, whereas Shulk can go through all of New Game+ with Monado III slaying everything with no consequence.

Something that always bothered me about the "Alvis was the one who did everything at the end" argument is that it ignores everything leading up to it. Near the later parts of the game, Shulk starts to develop premonitions that are completely different than his visions from before. We learn that all visions up until then were part of Zanza's inescapable passage of fate. Yet Shulk retains his ability of foresight even after separating completely from the god responsible. He becomes an anomaly from the predestined path, fights back against the total annihilation Zanza forces onto everyone, and takes his future back from against a god wielding TWO Monados.

Shulk gained Monado III from the will of his strength alone. It was not given to him by Alvis. Zanza and Meyneth each possessed Monados because they were gods, and so it can be inferred that Shulk had already became one when he received it (conveniently it even has the symbol for "god" on the handle). Thus Shulk himself possesses administrative power over the universe just as they did. I don't think everything Shulk accomplished is negated just because his world runs on a system he can manipulate.

Alvis is still just a machine. Tools, no matter how powerful, ultimately have no power unless used by someone else. You say that Shulk's universe reset was a matter of authority instead of innate power. I'd argue that both are the same in his case and Godmode Shulk using Alvis is no different than Sonic using the Chaos Emeralds to power up into Super Sonic. If you're going to say relying on an external power source is not legitimate, than your use of Super Sonic and Chaos Emeralds as a measure of strength makes no sense.

...sorry, that was a bit of rant from various things that bothered me while lurking occasionally here. If any of it seems rude I apologize.
 

Munomario777

Smash Master
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0387-9596-4480
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XENOBLADE SPOILERS FOLLOW

I'm quite confused by some parts of this. Mainly, why is it an absolute given that Shulk's visions will not give him enough time to stop an attack from Sonic? All of Shulk's visions allow him adequate time to change the future - there's a part in the Yaldabaoth fight where Shulk has a vision of the Mechonis slashing Bionis in half, and the vision counter notably extends to 120 seconds for enough time to let him cut off energy. If Sonic intends on using Chaos Control or Light Speed Attack or any of the attacks listed above you said are unstoppable - then against an attack much faster than him, a vision only needs to start further back than "right before Sonic uses it". If Shulk foresees what Sonic will do when not even Sonic has thought to do it yet, he can strategise/position himself with the extra time and counter. He can see exactly where Sonic will be, use that time to get up close, and prioritise knocking the Chaos Emerald away the second it's pulled out. He can Topple at the place he sees where Sonic will be and prevent him from taking any action. Against light-speed he can do any of that before the attack starts, force Sonic to be in a position where he can't rev up enough, or know exactly where the attack will be and avoid going there. And it's not like visions are limited to only one attack, as during the story Shulk has predicted long strings of enemy attacks in succession.

Shulk will definitely have a harder time against a fast enemy, but I feel like it's just wrong to state that Shulk automatically loses when you're being vague about how you think his powers work.
Even with his Visions telling him things in advance, Shulk is still not physically capable of dodging a light-speed projectile; he can't run fast enough to get out of the way. If he predicted it in advance and moved, Sonic would aim to account for it (not to mention how the Light Speed Attack automatically homes in on enemies). Topple requires Shulk to hit with a Break-inducing attack to set it up, so he would actually have to hit Sonic twice before he can infect the status effect. There isn't really a position where Sonic can't rev up enough; with the Crystal Ring upgrade (allows Sonic to half the charge time for the light speed techniques) in combination with the ten-mile-wide arena and Sonic's blazing speed, he should be able to rev up just fine.
I find it doubly confusing that Super Sonic is used, but Monado III isn't even brought up. Monado III is the proof of Shulk's godhood. With this sword he slays the creator god of his universe, assumes the role himself, and reshapes it all. Admittedly I'm not too caught up on Sonic things, but if Super Sonic takes a hit from the full force of Shulk's Monado III, I doubt that he would escape entirely unscathed. After all, the wiki page for Super Sonic states that it is still possible to die in that form. It has an eventual time limit even with 999,999 coins, whereas Shulk can go through all of New Game+ with Monado III slaying everything with no consequence.
The Monado III doesn't possess any additional attacks or combat attributes (other than more power when Shulk attacks) to my knowledge, so the points that I made with the regular Monado still stand; thus, I didn't feel the need to bring it up. I'll get to the whole god thing after the next quote block, when you go more in-depth. As for Super Sonic, you're right that he can be damaged by certain attacks; however, those are only from long-reigning god monsters of destruction and powerful missiles designed by Dr. Robotnik and his alternate-dimension counterpart; and even then, they only take away about five to ten Rings each. Given that he has up to 999,999 of them at any given time (which would, by the way, result in him being able to stay in Super or Hyper form for about eleven and a half days, seeing as how he drains one per second), this wouldn't really impact his ability to defeat Shulk in a major way.
Something that always bothered me about the "Alvis was the one who did everything at the end" argument is that it ignores everything leading up to it. Near the later parts of the game, Shulk starts to develop premonitions that are completely different than his visions from before. We learn that all visions up until then were part of Zanza's inescapable passage of fate. Yet Shulk retains his ability of foresight even after separating completely from the god responsible. He becomes an anomaly from the predestined path, fights back against the total annihilation Zanza forces onto everyone, and takes his future back from against a god wielding TWO Monados.
I couldn't find a source for your point about the Visions; it would be helpful if you could provide one. Doesn't the power of Visions come from the Monado anyway? Sonic has battled Ultimate Emerl, a robot with the abilities of all the other Sonic characters, the power of all seven Chaos Emeralds, and with a giant laser cannon pointed at Earth, and defeated him in thirty seconds without even entering his Super State. Not to mention Perfect Chaos, a god monster of destruction who also possessed all seven Emeralds and embodied Sonic's greatest weakness (water), yet Sonic still defeated him with no Emeralds. Defeating enemies more powerful than yourself is sort of the norm around here.
Shulk gained Monado III from the will of his strength alone. It was not given to him by Alvis. Zanza and Meyneth each possessed Monados because they were gods, and so it can be inferred that Shulk had already became one when he received it (conveniently it even has the symbol for "god" on the handle). Thus Shulk himself possesses administrative power over the universe just as they did. I don't think everything Shulk accomplished is negated just because his world runs on a system he can manipulate.
Summoning a sword =/= having the power to reshape the universe. Just because someone is called a "god" doesn't mean they're all-powerful as far as games are concerned (Kid Icarus anyone?).
Alvis is still just a machine. Tools, no matter how powerful, ultimately have no power unless used by someone else. You say that Shulk's universe reset was a matter of authority instead of innate power. I'd argue that both are the same in his case and Godmode Shulk using Alvis is no different than Sonic using the Chaos Emeralds to power up into Super Sonic. If you're going to say relying on an external power source is not legitimate, than your use of Super Sonic and Chaos Emeralds as a measure of strength makes no sense.
"Alvis (アルヴィース, Aruvīsu, Alviss; English dub: /ˈælvɪs/ ) is a character from Xenoblade Chronicles. He is a Hom employed by the High Entia royal family as a seer. He joins the group several times as a guest, and is active in one battle."
The Chaos Emeralds (and the Master Emerald) are inanimate objects that can be harnessed by the user to transform thoughts into power. Alvis is a character who is under Shulk's command at the end of the game.

Also, a side note about Shulk's god status and all: Doesn't Shulk believe that the world should be without gods and use his god status (whether that be via telling Alvis to do it or via innate powers) to make himself not a god anymore? Willing someone out of existence doesn't seem like something Shulk would do in this sort of battle scene. Plus, Sonic has defeated multiple monsters directly stated to be "gods of destruction" singlehandedly, so Shulk shouldn't be too much of a problem for him.
...sorry, that was a bit of rant from various things that bothered me while lurking occasionally here. If any of it seems rude I apologize.
No worries. Welcome to the thread! :)
 

Kirby Dragons

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Well, moving on to the match that nobody claimed.
:metaknight: vs :4megaman:
Rules
By Munomario777
  • The battlefield is a ten-mile-wide square arena, with a solid concrete floor and infinitely thick and infinitely high solid steel walls; nothing comes in, nothing comes out.
  • No ally assistance is allowed here.
  • No time travel, teleportation, etc. to escape; if a combatant is absent from the arena for more than ten seconds of normal time, they forfeit the match.
  • Limited-use attacks, techniques, etc. cannot be used to counter attacks that can be used more than them (for instance, if Sonic used a one-time-use Shield to protect against one of Ganondorf's punch attacks, he could simply punch again after the Shield was destroyed and thus Sonic would have to do something different; thus, I will be skipping to the second time).
  • All items, techniques, attacks, etc. the character has used are compiled here.
Attacker: Meta Knight
:metaknight:'s Attack: Sword Beam
Meta Knight can project sword beams from Galaxia.
:4megaman:'s Counter: Jewel Satellite
The best shield Mega Man has is the Jewel Satellite, which will reflect the sword beam.

:metaknight:'s Attack: Tornado
Meta Knight can create tornadoes to pick people up and throw them around.
:4megaman:'s Counter: Ice Wall
Mega Man can create a wall of ice to block the tornado.
:metaknight:'s Counter: Fire Tornado
Meta Knight can set fire to his tornadoes to melt the wall.
:4megaman:'s Counter: Beating Burner Man
Mega Man uses the Ice Wall to deal heavy damage against Burner Man, who uses fire attacks.

:metaknight:'s Attack: Electrical Charge
Meta Knight can put his sword into the ground for an electrical attack.
:4megaman:'s Counter: Time Stopper
Mega Man can freeze time, allowing him to avoid the electricity.

:metaknight:'s Attack: Basic Slash Attacks
Meta Knight can slash his sword at Mega Man.
:4megaman:'s Counter: Time Stopper
Mega Man can freeze time, allowing him to avoid the slashes.
:metaknight:'s Counter: Only Once
Mega Man can only stop time once.
:4megaman:'s Counter: Junk Shield
Mega Man can use the Junk Shield to block the slashes.

:metaknight:'s Attack: Invincibility Candy
Meta Knight can go invincible using candy and charge into Mega Man for damage.
:4megaman:'s Counter: Gravity Hold
Mega Man can pin Meta Knight downwards and send him upwards using gravity, preventing Meta Knight from reaching him.
:metaknight:'s Attack: Dimensional Cape
Meta Knight can teleport into Mega Man and damage him.

:metaknight:'s Attack: Hover Flap
Meta Knight can fly and attack using his wings.
:4megaman:'s Counter: Top Spin/Weak
Mega Man can leap into the airborne Meta Knight and attack using Top Spin. In addition, Hover Flap is very weak and would not do much to Mega Man.

:metaknight:'s Attack: Shuttle Loop
Meta Knight can loop around Mega Man and throw him.
:4megaman:'s Counter: Air Shooter
When Meta Knight becomes airborne, Mega Man can fire a tornado at him.

:metaknight:'s Attack: Dive Bomb
Meta Knight can drop straight downward to create a shockwave and deal lots of damage.
:4megaman:'s Counter: Sidestepping/Force Field
Mega Man can get far enough away to avoid the initial drop, and use a forcefield block the shockwave.

:metaknight:'s Attack: Mach Tornado
Meta Knight can create a powerful tornado that deals massive damage.
:4megaman:'s Counter: Black Hole
Mega Man can create black holes that suck up projectiles, like the tornado.
Attacker: Mega Man
:4megaman:'s Attack: Mega Buster
Mega Man can fire bullets and even a chargeable energy blast from his arm cannon.
:metaknight:'s Counter: Dimensional Cape
Meta Knight can use the Dimensional Cape to teleport away from the shots.

:4megaman:'s Attack: Atomic Fire
Mega Man can use a chargeable flame attack and fire it at Meta Knight.
:metaknight:'s Counter: Dimensional Cape
Meta Knight can teleport away from the fire.

:4megaman:'s Attack: Homing Sniper
Mega Man can fire missiles that home in to their opponents.
:metaknight:'s Counter: Meta Quick
Meta Knight can gain super speed and run away from the missile.
:4megaman:'s Counter: Charge
Mega Man can charge up the attack to fire several missiles.
:metaknight:'s Counter: Heal
Meta Knight can completely heal the damage caused by Homing Sniper.

:4megaman:'s Attack: Quick Boomerang
Mega Man can fire a couple of boomerangs, hitting a total of four times.
:metaknight:'s Counter: Heal
Meta Knight can heal the damage caused by the boomerangs.
:4megaman:'s Counter: Limited Use/Multiple Times
Heal has a limited amount of times it can be used. The boomerangs will also hit multiple times, including once or twice after the Heal.

:4megaman:'s Attack: Flame Shower
Mega Man can use a continuous stream of fire.
:metaknight:'s Counter: Block
Meta Knight can block the fire.
:4megaman:'s Counter: Continuation/Walking
The attack continues for a while, so Meta Knight won't be able to block all of it. In addition, Mega Man can walk around to hit all sides.

:4megaman:'s Counter: Rebound Striker
Mega Man can throw a rubber ball at Meta Knight.
:metaknight:'s Counter: Dimensional Cape
Meta Knight can use the Dimensional Cape to fly or teleport away.
:4megaman:'s Counter: Bounce
The ball will bounce around, hitting Meta Knight no matter where he goes. It can also be angled up in case Meta Knight flies.

:4megaman:'s Attack: Crash Bomber
Meta Knight can attach a sticky bomb to Meta Knight.
:metaknight:'s Counter: None
Meta Knight cannot get rid of the sticky bomb before it explodes.

:4megaman:'s Attack: Tornado Hold
Mega Man can create a tornado from a fan that traps and damages Meta Knight.
:metaknight:'s Counter: None
The tornado would suck in Meta Knight if he tries to escape.

:4megaman:'s Attack: Black Hole Bomb
Mega Man can fire a black hole.
:metaknight:'s Counter: Get Sucked In
Meta Knight is a small enemy, so the BHB will be able to absorb him very easily.
Summary
This is a close match, with Meta Knight able to dodge most of Mega Man's attacks, and Mega Man able to block most of Mega Man's attacks. However, Mega Man has a large arsenal, including attacks that would suck Mega Man in if he tried to get away. The winner is Mega Man.
 

Munomario777

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Well, moving on to the match that nobody claimed.
:metaknight: vs :4megaman:
Rules
By Munomario777
  • The battlefield is a ten-mile-wide square arena, with a solid concrete floor and infinitely thick and infinitely high solid steel walls; nothing comes in, nothing comes out.
  • No ally assistance is allowed here.
  • No time travel, teleportation, etc. to escape; if a combatant is absent from the arena for more than ten seconds of normal time, they forfeit the match.
  • Limited-use attacks, techniques, etc. cannot be used to counter attacks that can be used more than them (for instance, if Sonic used a one-time-use Shield to protect against one of Ganondorf's punch attacks, he could simply punch again after the Shield was destroyed and thus Sonic would have to do something different; thus, I will be skipping to the second time).
  • All items, techniques, attacks, etc. the character has used are compiled here.
Attacker: Meta Knight
:metaknight:'s Attack: Sword Beam
Meta Knight can project sword beams from Galaxia.
:4megaman:'s Counter: Jewel Satellite
The best shield Mega Man has is the Jewel Satellite, which will reflect the sword beam.

:metaknight:'s Attack: Tornado
Meta Knight can create tornadoes to pick people up and throw them around.
:4megaman:'s Counter: Ice Wall
Mega Man can create a wall of ice to block the tornado.
:metaknight:'s Counter: Fire Tornado
Meta Knight can set fire to his tornadoes to melt the wall.
:4megaman:'s Counter: Beating Burner Man
Mega Man uses the Ice Wall to deal heavy damage against Burner Man, who uses fire attacks.

:metaknight:'s Attack: Electrical Charge
Meta Knight can put his sword into the ground for an electrical attack.
:4megaman:'s Counter: Time Stopper
Mega Man can freeze time, allowing him to avoid the electricity.

:metaknight:'s Attack: Basic Slash Attacks
Meta Knight can slash his sword at Mega Man.
:4megaman:'s Counter: Time Stopper
Mega Man can freeze time, allowing him to avoid the slashes.
:metaknight:'s Counter: Only Once
Mega Man can only stop time once.
:4megaman:'s Counter: Junk Shield
Mega Man can use the Junk Shield to block the slashes.

:metaknight:'s Attack: Invincibility Candy
Meta Knight can go invincible using candy and charge into Mega Man for damage.
:4megaman:'s Counter: Gravity Hold
Mega Man can pin Meta Knight downwards and send him upwards using gravity, preventing Meta Knight from reaching him.
:metaknight:'s Attack: Dimensional Cape
Meta Knight can teleport into Mega Man and damage him.

:metaknight:'s Attack: Hover Flap
Meta Knight can fly and attack using his wings.
:4megaman:'s Counter: Top Spin/Weak
Mega Man can leap into the airborne Meta Knight and attack using Top Spin. In addition, Hover Flap is very weak and would not do much to Mega Man.

:metaknight:'s Attack: Shuttle Loop
Meta Knight can loop around Mega Man and throw him.
:4megaman:'s Counter: Air Shooter
When Meta Knight becomes airborne, Mega Man can fire a tornado at him.

:metaknight:'s Attack: Dive Bomb
Meta Knight can drop straight downward to create a shockwave and deal lots of damage.
:4megaman:'s Counter: Sidestepping/Force Field
Mega Man can get far enough away to avoid the initial drop, and use a forcefield block the shockwave.

:metaknight:'s Attack: Mach Tornado
Meta Knight can create a powerful tornado that deals massive damage.
:4megaman:'s Counter: Black Hole
Mega Man can create black holes that suck up projectiles, like the tornado.
Attacker: Mega Man
:4megaman:'s Attack: Mega Buster
Mega Man can fire bullets and even a chargeable energy blast from his arm cannon.
:metaknight:'s Counter: Dimensional Cape
Meta Knight can use the Dimensional Cape to teleport away from the shots.

:4megaman:'s Attack: Atomic Fire
Mega Man can use a chargeable flame attack and fire it at Meta Knight.
:metaknight:'s Counter: Dimensional Cape
Meta Knight can teleport away from the fire.

:4megaman:'s Attack: Homing Sniper
Mega Man can fire missiles that home in to their opponents.
:metaknight:'s Counter: Meta Quick
Meta Knight can gain super speed and run away from the missile.
:4megaman:'s Counter: Charge
Mega Man can charge up the attack to fire several missiles.
:metaknight:'s Counter: Heal
Meta Knight can completely heal the damage caused by Homing Sniper.

:4megaman:'s Attack: Quick Boomerang
Mega Man can fire a couple of boomerangs, hitting a total of four times.
:metaknight:'s Counter: Heal
Meta Knight can heal the damage caused by the boomerangs.
:4megaman:'s Counter: Limited Use/Multiple Times
Heal has a limited amount of times it can be used. The boomerangs will also hit multiple times, including once or twice after the Heal.

:4megaman:'s Attack: Flame Shower
Mega Man can use a continuous stream of fire.
:metaknight:'s Counter: Block
Meta Knight can block the fire.
:4megaman:'s Counter: Continuation/Walking
The attack continues for a while, so Meta Knight won't be able to block all of it. In addition, Mega Man can walk around to hit all sides.

:4megaman:'s Counter: Rebound Striker
Mega Man can throw a rubber ball at Meta Knight.
:metaknight:'s Counter: Dimensional Cape
Meta Knight can use the Dimensional Cape to fly or teleport away.
:4megaman:'s Counter: Bounce
The ball will bounce around, hitting Meta Knight no matter where he goes. It can also be angled up in case Meta Knight flies.

:4megaman:'s Attack: Crash Bomber
Meta Knight can attach a sticky bomb to Meta Knight.
:metaknight:'s Counter: None
Meta Knight cannot get rid of the sticky bomb before it explodes.

:4megaman:'s Attack: Tornado Hold
Mega Man can create a tornado from a fan that traps and damages Meta Knight.
:metaknight:'s Counter: None
The tornado would suck in Meta Knight if he tries to escape.

:4megaman:'s Attack: Black Hole Bomb
Mega Man can fire a black hole.
:metaknight:'s Counter: Get Sucked In
Meta Knight is a small enemy, so the BHB will be able to absorb him very easily.
Summary
This is a close match, with Meta Knight able to dodge most of Mega Man's attacks, and Mega Man able to block most of Mega Man's attacks. However, Mega Man has a large arsenal, including attacks that would suck Mega Man in if he tried to get away. The winner is Mega Man.
Well done! The only things I found odd were the excuse for the ice not melting being that it defeated a fire attack user, as well as some instances of characters using limited-use items that went unnoticed (such as the Rare Candy). That said, I agree with the outcome and will still add it to the bracket.
 

Diddy Kong

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I disagree that Mewtwo would lose to Ganondorf if Ganondorf can clearly be hurt by his own attacks. Mewtwo has ways to reflect attacks back at him, and if Ganondorf somehow gets vurnable, he's totally at Mewtwo's mercy. No way Mewtwo would be beat like that by Ganondorf.

I also remember Beast Ganon being stopped by mere arrows, and that Midna was able to hurt Ganondorf as well. I cannot believe that a supreme clone of the Pokémon that is supposedly the origin of the whole species with one of the most fearsome psychic powers in his universe would lose to Ganondorf that easily. Remember how TP Ganondorf got stabbed by the sword of the Sages as well? Can't say it didn't hurt him, as the wound shows it clearly.

Mewtwo as a high powered psychic would be able to reflect all Ganondorf's attacks back at him and use his blade against him to finish him off. At least, that's how I see it happening.
 
Last edited:

Munomario777

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I disagree that Mewtwo would lose to Ganondorf if Ganondorf can clearly be hurt by his own attacks. Mewtwo has ways to reflect attacks back at him, and if Ganondorf somehow gets vurnable, he's totally at Mewtwo's mercy. No way Mewtwo would be beat like that by Ganondorf.
I don't think that the tennis balls of evil have ever dealt the final blow, though, nor have they made him open to non-holy attacks AFAIK (correct me if I'm wrong of course).
 

Drarky

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Being a Kirby expert, I'll do any matchups involving him.

:ness2: vs :kirby2:
Kirby Analysis

Ness Analysis


Rules
By Munomario777
  • The battlefield is a ten-mile-wide square arena, with a solid concrete floor and infinitely thick and infinitely high solid steel walls; nothing comes in, nothing comes out.
  • No ally assistance is allowed here.
  • No time travel, teleportation, etc. to escape; if a combatant is absent from the arena for more than ten seconds of normal time, they forfeit the match.
  • Limited-use attacks, techniques, etc. cannot be used to counter attacks that can be used more than them (for instance, if Sonic used a one-time-use Shield to protect against one of Ganondorf's punch attacks, he could simply punch again after the Shield was destroyed and thus Sonic would have to do something different; thus, I will be skipping to the second time).
  • All items, techniques, attacks, etc. the character has used are compiled here.
Attacker: Ness
:ness2:'s Attack: PK Flash
Ness can use PSI to induce a random effect. These are the effects in PK Flash's most powerful state.
  • Crying (lowering attack, 35% chance)
  • Strangeness (makes things target anyone besides the original target, 10% chance)
  • Paralysis (15% chance)
  • Instant Defeat (40% chance)
:kirby2:'s Counter: Attack Power/Number of Fighters Involved/Nothing/Percents/Cook
  • Crying (Kirby's attack power is very high, so this won't affect him much.)
  • Strangeness (Kirby and Ness are the only combatants here, so there's a good chance Kirby will still target Ness. This also has the lowest chance of happening.)
  • Paralysis (This has the second lowest chance of happening, so Kirby might not have to deal with it. However, it can still affect Kirby and prevent him from moving.)
  • Instant Defeat (Though this has the highest chance of happening, there is also a 60% chance that it will not happen. Kirby also has instant death by using the Cook ability, but it is guaranteed to happen. Instant deaths Kirby uses on powerful enemies will end up just damaging them a great amount, Kirby can easily capitalize on it to end Ness.)
Overall, Kirby can deal with 50% of the things that can happen here.

:ness2:'s Attack: PSI Rockin
Ness can use a powerful telekinetic blast to deal anywhere from 320 to 960 points of damage.
:kirby2:'s Counter: Mirror
Mirror Kirby has a defense system that allows him to reflect damage back at the attacker.
:ness2:'s Counter: Lifeup
Lifeup heals up to 500 damage.
:kirby2:'s Counter: Not Enough
PSI Rockin can deal more damage than Lifeup can heal.

:ness2:'s Attack: Casey Bat
The Casey Bat increases Ness' offense by 125.
:kirby2:'s Counter: Inhale/Missing
Kirby could inhale the bat, trapping it in his stomach and rendering it unusable for Ness. In addition, the Casey Bat misses 3/4 of the time.

:ness2:'s Attack: Gutsy Bat
The Gutsy Bat increases Ness' offense by 100, and gives him the chance of getting SMAAAASH!!.
:kirby2:'s Counter: Inhale
Like any bat Ness wields, Kirby could inhale it, rendering it unusable.

:ness2:'s Attack: Combat Yo-Yo
The combat yo-yo raises Ness' offense by 54.
:kirby2:'s Counter: Inhale/Lowered Accuracy
Kirby could inhale any yo-yo Ness uses, and this would give him the Yo-yo ability. In addition, all yo-yos lower Ness' accuracy.

:ness2:'s Attack: Bionic Slingshot
Ness can use a bionic slingshot to fire shots at Kirby.
:kirby2:'s Counter: Inhale/Star Spit
Kirby could inhale the slingshot, rendering it unusable. Kirby could also inhale the shots, and spit them back as Star Spit, which could be used to destroy the slingshot and/or hurt Ness. Inhaling three of the shots would also allow Kirby to spit a giant star to massively damage Ness.

:ness2:'s Attack: Hypnosis
Ness can put Kirby to sleep.
:kirby2:'s Counter: Sleep Scroll
When Kirby is put to sleep, he can use the Sleep Scroll to heal a little damage. Kirby does not need to inhale Hypnosis to use this; Kirby has been turned into Sleep Kirby by King Dedede before with no inhalation involved.

Attacker: Kirby
:kirby2:'s Attack: Inhale
Kirby can inhale Ness and trap him inside his stomach.
:ness2:'s Counter: Teleport
Before Ness is swallowed, he can teleport out of Kirby's stomach.
:kirby2:'s Counter: Hypernova
The Miracle Fruit greatly enhances Kirby's suction power.
:ness2:'s Counter: Teleport
Ness would still be able to teleport away.

:kirby2:'s Attack: Spark
Spark Kirby can emit electric fields, and even fire the fields with the Spark Scroll.
:ness2:'s Counter: Franklin Badge
Ness has the Franklin Badge, that reflects electricity back where it came from.
:kirby2:'s Counter: Spark Field
Kirby can use another spark field to destroy the first field.

:kirby2:'s Attack: Ultra Sword
Ultra Sword is a Copy Ability that gives Kirby a giant weapon to attack with.
:ness2:'s Counter: Souvenir Coin
The Souvenir Coin not only enhances Ness' defense, but boosts his dodging rates.
:kirby2:'s Counter: Pure Destructive Power/Defeating Sphere Doomers
Ultra Sword is said to be able to rend the earth and destroy everything in its path, Ness will never be able to tank that. Ultra Sword Kirby was also able to defeat the flying Sphere Doomers, so Ness can't dodge it.

:kirby2:'s Attack: Star Rod
Kirby can fire stars from the Star Rod.
:ness2:'s Counter: Shield
Ness' most powerful Shield could reflect the stars back at Kirby.
:kirby2:'s Counter: Nightmare's Reflection
Nightmare, the villain who Kirby used the Star Rod on, would also deflect the stars, but Kirby was still able to defeat him.

:kirby2:'s Attack: Fighter
Fighter Kirby has the powerful Megaton Punch.
:ness2:'s Counter: Teleport
A punch is a close-range attack, so Ness could teleport away from it.
:kirby2:'s Counter: Crack
Fighter Kirby's Megaton Punch punched a crack through the planet, so it could reach Ness no matter where he teleported to.

:kirby2:'s Attack: Triple Star
Kirby can fire powerful stars from the Triple Star.
:ness2:'s Counter: Skip Sandwich
The skip sandwich boosts Ness' speed, also healing him of 6 health.
:kirby2:'s Counter: Star Control/Star Power
Kirby can control the stars he fires, so Ness couldn't dodge them. The stars also do tremendous damage, so healing with the sandwich would not do anything.

:kirby2:'s Attack: Crash
Crash Kirby can emit massive amounts of energy to deal heavy damage.
:ness2:'s Counter: PK Flash
One of PK Flash's effects is to instantly defeat an enemy.
:kirby2:'s Counter: Percent
The instant defeat only has a 40% chance of working, so if Kirby used Crash and Ness used PK Flash, something else would likely happen then what is planned.

:kirby2:'s Attack: Refrigerator
By mixing the Spark and Ice abilities, Kirby can fire food rapidly from his body that heals.
:ness2:'s Counter: Shield
Ness can reflect the food back at Kirby.
:kirby2:'s Counter: Continuous Food
Kirby can hit reflected food by continuing to emit food.
:ness2:'s Counter: Eating
Ness can eat the food to restore health.
:kirby2:'s Counter: Kirby Only
Only Kirby can eat the food. Touching the food would hurt Ness.

:kirby2:'s Attack: Monster Flame
Monster Flame Kirby can use a large, flaming dragon to attack.
:ness2:'s Counter: Nothing
Monster Flame is controllable and burns everything in his path, so Ness cannot tank or dodge it.

Summary
Ness does not have many attacks, and the attacks he does have can be reflected or inhaled. Kirby has a large variety of powerful attacks that Ness cannot stop. The winner is Kirby.
Uhm... Monster Flame is energy based, which is esentially a "PSI" in a technical way. If you count that, Ness can actually PSI Shield β at it and Kirby just kills himself.
 

Marigi174

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Kirby is by far the strongest Smash character because he's stronger than Buu

Also Sakurai's character being the best cliché
*a 'ping' sound is heard as the sin counter increases by one*
 

Munomario777

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Kirby is by far the strongest Smash character because he's stronger than Buu

Also Sakurai's character being the best cliché
*a 'ping' sound is heard as the sin counter increases by one*
* sigh *
Death Battle is known for amping things up to eleven (often far beyond what actually happens in the games), and this episode is no different. The Hammer, Sword, and Fighter abilities are exaggerated in terms of strength, as well as the speed at which Kirby can execute the attack. The Warp Star hasn't been stated in canon to travel at light speed, and the Inhale is also exaggerated (the enemy Kirby inhaled to obtain the Hammer Power can't be inhaled, nor can projectiles as large as the one he inhaled in the forest scene). Kirby would have died early in the match if the video was going by how his durability is portrayed in the games (he can take about six hits or so in Kirby 64, and his health isn't anything astonishing in other games either). The only time Kirby inhaled the Warp Star to gain the Star Rod was in a dream, not reality (the Star Rod is also exaggerated, by the way). Not even Hypernova Kirby has been shown to inhale a giant energy ball, let alone send it back at an opponent. Also, I don't think Kirby ever became the sun itself.

That said, it's a very well done animation, and one that I enjoyed the first time I watched it. It's just that it doesn't portray the character 100% accurately to canon. Kirby is quite a formidable fighter, however.
TL;DR: Death Battle is not canon (it's fan-made), and thus should not be used as evidence in this discussion.
 

Nerdicon

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Well, moving on to the match that nobody claimed.
:metaknight: vs :4megaman:
Rules
By Munomario777
  • The battlefield is a ten-mile-wide square arena, with a solid concrete floor and infinitely thick and infinitely high solid steel walls; nothing comes in, nothing comes out.
  • No ally assistance is allowed here.
  • No time travel, teleportation, etc. to escape; if a combatant is absent from the arena for more than ten seconds of normal time, they forfeit the match.
  • Limited-use attacks, techniques, etc. cannot be used to counter attacks that can be used more than them (for instance, if Sonic used a one-time-use Shield to protect against one of Ganondorf's punch attacks, he could simply punch again after the Shield was destroyed and thus Sonic would have to do something different; thus, I will be skipping to the second time).
  • All items, techniques, attacks, etc. the character has used are compiled here.
Attacker: Meta Knight
:metaknight:'s Attack: Sword Beam
Meta Knight can project sword beams from Galaxia.
:4megaman:'s Counter: Jewel Satellite
The best shield Mega Man has is the Jewel Satellite, which will reflect the sword beam.

:metaknight:'s Attack: Tornado
Meta Knight can create tornadoes to pick people up and throw them around.
:4megaman:'s Counter: Ice Wall
Mega Man can create a wall of ice to block the tornado.
:metaknight:'s Counter: Fire Tornado
Meta Knight can set fire to his tornadoes to melt the wall.
:4megaman:'s Counter: Beating Burner Man
Mega Man uses the Ice Wall to deal heavy damage against Burner Man, who uses fire attacks.

:metaknight:'s Attack: Electrical Charge
Meta Knight can put his sword into the ground for an electrical attack.
:4megaman:'s Counter: Time Stopper
Mega Man can freeze time, allowing him to avoid the electricity.

:metaknight:'s Attack: Basic Slash Attacks
Meta Knight can slash his sword at Mega Man.
:4megaman:'s Counter: Time Stopper
Mega Man can freeze time, allowing him to avoid the slashes.
:metaknight:'s Counter: Only Once
Mega Man can only stop time once.
:4megaman:'s Counter: Junk Shield
Mega Man can use the Junk Shield to block the slashes.

:metaknight:'s Attack: Invincibility Candy
Meta Knight can go invincible using candy and charge into Mega Man for damage.
:4megaman:'s Counter: Gravity Hold
Mega Man can pin Meta Knight downwards and send him upwards using gravity, preventing Meta Knight from reaching him.
:metaknight:'s Attack: Dimensional Cape
Meta Knight can teleport into Mega Man and damage him.

:metaknight:'s Attack: Hover Flap
Meta Knight can fly and attack using his wings.
:4megaman:'s Counter: Top Spin/Weak
Mega Man can leap into the airborne Meta Knight and attack using Top Spin. In addition, Hover Flap is very weak and would not do much to Mega Man.

:metaknight:'s Attack: Shuttle Loop
Meta Knight can loop around Mega Man and throw him.
:4megaman:'s Counter: Air Shooter
When Meta Knight becomes airborne, Mega Man can fire a tornado at him.

:metaknight:'s Attack: Dive Bomb
Meta Knight can drop straight downward to create a shockwave and deal lots of damage.
:4megaman:'s Counter: Sidestepping/Force Field
Mega Man can get far enough away to avoid the initial drop, and use a forcefield block the shockwave.

:metaknight:'s Attack: Mach Tornado
Meta Knight can create a powerful tornado that deals massive damage.
:4megaman:'s Counter: Black Hole
Mega Man can create black holes that suck up projectiles, like the tornado.
Attacker: Mega Man
:4megaman:'s Attack: Mega Buster
Mega Man can fire bullets and even a chargeable energy blast from his arm cannon.
:metaknight:'s Counter: Dimensional Cape
Meta Knight can use the Dimensional Cape to teleport away from the shots.

:4megaman:'s Attack: Atomic Fire
Mega Man can use a chargeable flame attack and fire it at Meta Knight.
:metaknight:'s Counter: Dimensional Cape
Meta Knight can teleport away from the fire.

:4megaman:'s Attack: Homing Sniper
Mega Man can fire missiles that home in to their opponents.
:metaknight:'s Counter: Meta Quick
Meta Knight can gain super speed and run away from the missile.
:4megaman:'s Counter: Charge
Mega Man can charge up the attack to fire several missiles.
:metaknight:'s Counter: Heal
Meta Knight can completely heal the damage caused by Homing Sniper.

:4megaman:'s Attack: Quick Boomerang
Mega Man can fire a couple of boomerangs, hitting a total of four times.
:metaknight:'s Counter: Heal
Meta Knight can heal the damage caused by the boomerangs.
:4megaman:'s Counter: Limited Use/Multiple Times
Heal has a limited amount of times it can be used. The boomerangs will also hit multiple times, including once or twice after the Heal.

:4megaman:'s Attack: Flame Shower
Mega Man can use a continuous stream of fire.
:metaknight:'s Counter: Block
Meta Knight can block the fire.
:4megaman:'s Counter: Continuation/Walking
The attack continues for a while, so Meta Knight won't be able to block all of it. In addition, Mega Man can walk around to hit all sides.

:4megaman:'s Counter: Rebound Striker
Mega Man can throw a rubber ball at Meta Knight.
:metaknight:'s Counter: Dimensional Cape
Meta Knight can use the Dimensional Cape to fly or teleport away.
:4megaman:'s Counter: Bounce
The ball will bounce around, hitting Meta Knight no matter where he goes. It can also be angled up in case Meta Knight flies.

:4megaman:'s Attack: Crash Bomber
Meta Knight can attach a sticky bomb to Meta Knight.
:metaknight:'s Counter: None
Meta Knight cannot get rid of the sticky bomb before it explodes.

:4megaman:'s Attack: Tornado Hold
Mega Man can create a tornado from a fan that traps and damages Meta Knight.
:metaknight:'s Counter: None
The tornado would suck in Meta Knight if he tries to escape.

:4megaman:'s Attack: Black Hole Bomb
Mega Man can fire a black hole.
:metaknight:'s Counter: Get Sucked In
Meta Knight is a small enemy, so the BHB will be able to absorb him very easily.
Summary
This is a close match, with Meta Knight able to dodge most of Mega Man's attacks, and Mega Man able to block most of Mega Man's attacks. However, Mega Man has a large arsenal, including attacks that would suck Mega Man in if he tried to get away. The winner is Mega Man.
Whoa-ity whoa whoa, WHOA! I guess this is what I get for not doing this sooner but Mega Man doesn't stand a chance against MK. Mega Man is extremely frail, pretty slow, and doesn't have many uses of his powerful attacks. MK can teleport away from most if not all dangers using the dimensional cape or fly away using his high speed. His sword beams (at least without much more evidence) Seem to pierce anything in the anime, meaning Mega Man couldn't block it. Most of Mega Man's attacks are either too slow or too weak to do any real damage as MK could teleport away or block the attack. MK doesn't get any Meta Knightmare abilities because he needs to defeat enemies to get them. MK is just too fast (through teleportation) for Mega Man to hit him, and MK's sword beams are pretty much impossible to block bar invincibility. Let's also not forget how long Mega Man gets stunned whenever he's hit.
Although I COMPLETELY disagree, what's done is done so I won't bug anyone about changing the outcome here. (But srsly M Knight Shyamalan would wreck Mega Man)
 

Munomario777

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Whoa-ity whoa whoa, WHOA! I guess this is what I get for not doing this sooner but Mega Man doesn't stand a chance against MK. Mega Man is extremely frail, pretty slow, and doesn't have many uses of his powerful attacks. MK can teleport away from most if not all dangers using the dimensional cape or fly away using his high speed. His sword beams (at least without much more evidence) Seem to pierce anything in the anime, meaning Mega Man couldn't block it. Most of Mega Man's attacks are either too slow or too weak to do any real damage as MK could teleport away or block the attack. MK doesn't get any Meta Knightmare abilities because he needs to defeat enemies to get them. MK is just too fast (through teleportation) for Mega Man to hit him, and MK's sword beams are pretty much impossible to block bar invincibility. Let's also not forget how long Mega Man gets stunned whenever he's hit.
Although I COMPLETELY disagree, what's done is done so I won't bug anyone about changing the outcome here. (But srsly M Knight Shyamalan would wreck Mega Man)
"When modified into the combat robot Mega Man, his abilities are enhanced further, ostensibly possessing superhuman strength, stamina, reflexes, and durability, which are exhibited in most games in the series." - Mega Man Knowledge Base, the Mega Man Wiki
Mega Man's status as a "super fighting robot" and the abilities that come with it give him quite the advantage here. He might not have the biggest health bar, but neither does Meta Knight, as shown in Kirby's Return to Dream Land, which features the masked swordsman as a playable character. Plus, Mega Man can carry up to nine E-Tanks to completely restore his health. Mega Man can make up for his lackluster walking speed via teleportation (this is seen when he enters/exits a level in the games), and while some attacks have only a few uses, Mega Man can carry up to nine W-Tanks which each refill one weapon's ammo meter. His high-tech computer brain gives him super-fast reflexes to dodge Meta Knight's swiftest attacks, and he could then use the Time Stopper to position himself for a counter attack. Many of Mega Man's attacks are quite swift, and combined with the Time Stopper, could certainly catch Meta Knight off guard. As for the sword beams, aside from the fact that you only cite the anime, Mega Man's reflexes, teleportation, and Time Stopper still apply. Mega Man getting stunned isn't really an issue here, seeing as his reflexes, teleportation, and Time Stopper allow him to dodge most of Meta Knight's attacks.
 

Drarky

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Kirby has other options anyways.
Most of those options are Energy Based (Crash, Monster Flame, Plasma, etc) while the offensive options that are purely physical are kinda few, and again, Ness has Shield which deflects physical elements (Ultra Sword). I know that in the position of your fight Kirby wins but it just seems odd that Ness wasted his most powerful Reflector on something as simpleas Refrigerator attacks.

Well, technically this entire battles are mostly bias-based so I can't really argue, tho just showing some of the holes I found on it
 

Marigi174

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* sigh *

TL;DR: Death Battle is not canon (it's fan-made), and thus should not be used as evidence in this discussion.
I was just having a bit of fun. No need to be a killjoy.

If I were to make a serious post, I'd have to say Ganon just because he can only technically be killed by the master sword and light arrows, making him only killable from the perspective of Link and Zelda.
 
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Munomario777

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I was just having a bit of fun. No need to be a killjoy.

If I were to make a serious post, I'd have to say Ganon just because he can only technically be killed by the master sword and light arrows, making him only killable from the perspective of Link and Zelda.
Oh, my apologies; I didn't realize you were joking. :p

As for Ganondorf, I'd agree that he's definitely up there, but there are other characters that possess holy weaponry and could thus defeat him.
 

Marigi174

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Oh, my apologies; I didn't realize you were joking. :p

As for Ganondorf, I'd agree that he's definitely up there, but there are other characters that possess holy weaponry and could thus defeat him.
Nah. He is only defeatable with the blade of hero's bane, and he can only be injured significantly by the aforementioned blade and the light arrows (although the latter can not directly kill him), which really makes him formidable. Also he is easily the most powerful playable character in Hyrule Warriors, as well as having the greatest KO power in Smash, making him a force to be reckoned with regardless of whether or not you have the blade of evil's bane. And that is before consideration of his awakened spirit: Ganon. That thing is even more formidable than Ganondorf, making it absolutely terrifying and even more powerful.
 

Munomario777

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Nah. He is only defeatable with the blade of hero's bane, and he can only be injured significantly by the aforementioned blade and the light arrows (although the latter can not directly kill him), which really makes him formidable. Also he is easily the most powerful playable character in Hyrule Warriors, as well as having the greatest KO power in Smash, making him a force to be reckoned with regardless of whether or not you have the blade of evil's bane. And that is before consideration of his awakened spirit: Ganon. That thing is even more formidable than Ganondorf, making it absolutely terrifying and even more powerful.
"You cannot defeat me with a blade that does not sparkle with the power to repel evil! What you hold is useless!" -Ganondorf, Wind Waker
"The Power to Repel Evil is an ability to banish pure evil." -Zelda Wiki
These quotes tell us that any weapon capable of neutralizing evil, defeating evil spirits, etc. should work against Ganondorf. For example, in Sonic Adventure, Chaos, the god of destruction (similar to Ganondorf, the "god of destruction"), becomes Perfect Chaos by harnessing the negative (read: evil) energies inside of the Chaos Emeralds. Sonic then harnessed the positive (read: good) energies inside the Chaos Emeralds to become Super Sonic and take on Perfect Chaos. Sonic won, but rather than obliterating Perfect Chaos entirely, he only removed the evil intentions from Chaos and restored him to his original state of a rather nice person (or water monster, as it were). There are other examples out there of course, but that's just what came to mind.

Hyrule Warriors and Smash aren't canon, and Ganon still has the same weaknesses as regular Ganondorf.
 

Nerdicon

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"When modified into the combat robot Mega Man, his abilities are enhanced further, ostensibly possessing superhuman strength, stamina, reflexes, and durability, which are exhibited in most games in the series." - Mega Man Knowledge Base, the Mega Man Wiki
I've played Mega Man games, he's never exhibited any super human strength or reflexes (as these are up to the player not the character). He doesn't seem to have any faster of a reaction time than Mario or (classic) Sonic.
Mega Man's status as a "super fighting robot" and the abilities that come with it give him quite the advantage here. He might not have the biggest health bar, but neither does Meta Knight, as shown in Kirby's Return to Dream Land, which features the masked swordsman as a playable character. Plus, Mega Man can carry up to nine E-Tanks to completely restore his health. Mega Man can make up for his lackluster walking speed via teleportation (this is seen when he enters/exits a level in the games), and while some attacks have only a few uses, Mega Man can carry up to nine W-Tanks which each refill one weapon's ammo meter.
The only time Mega Man ever teleports is to go to a stage, leave a stage, or after changing his weapon in some games, and even then he teleports to the same spot. MK can teleport at seemingly any time, which allows him to avoid most if not all of Mega Man's attacks.
His high-tech computer brain gives him super-fast reflexes to dodge Meta Knight's swiftest attacks, and he could then use the Time Stopper to position himself for a counter attack. Many of Mega Man's attacks are quite swift, and combined with the Time Stopper, could certainly catch Meta Knight off guard.
He may realize the attack is coming, but he certainly isn't fast enough to stop it from happening, unless he uses the Time-Stopper which he has to completely use before he can turn it off, and the flash created when Mega Man teleports away to switch weapons would alert MK to Mega Man's location, so it's not likely the Time-Stopper could be used as an effective get away tool.
As for the sword beams, aside from the fact that you only cite the anime, Mega Man's reflexes, teleportation, and Time Stopper still apply. Mega Man getting stunned isn't really an issue here, seeing as his reflexes, teleportation, and Time Stopper allow him to dodge most of Meta Knight's attacks.
I've said why those points on Mega Man aren't important, and I said before I would cite the anime in the event of a lack of contradiction between the anime and the games. No contradiction here, so I feel it's fair game
*Keeping in mind that I don't want the bracket changed in any way, shape, or form and just putting my opinion out there*
 

Munomario777

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I've played Mega Man games, he's never exhibited any super human strength or reflexes (as these are up to the player not the character). He doesn't seem to have any faster of a reaction time than Mario or (classic) Sonic.
Hey look, it's our old friend gameplay-story segregation. Mega Man possesses no super reflexes in-game because those are left to the player due to the very principle of how games work. There's no real way to portray this in-game unless the game plays itself for you. As for super strength, see the Super Arm.
The only time Mega Man ever teleports is to go to a stage, leave a stage, or after changing his weapon in some games, and even then he teleports to the same spot. MK can teleport at seemingly any time, which allows him to avoid most if not all of Mega Man's attacks. He may realize the attack is coming, but he certainly isn't fast enough to stop it from happening, unless he uses the Time-Stopper which he has to completely use before he can turn it off, and the flash created when Mega Man teleports away to switch weapons would alert MK to Mega Man's location, so it's not likely the Time-Stopper could be used as an effective get away tool.
Again, I see this as an example of gameplay-story segregation. Why doesn't Mega Man teleport to the end of a level rather than the beginning? Because there would be no game. It's like how Kirby doesn't ride the Warp Star to the end of a level, or how Sonic doesn't just ride the Tornado (his biplane) to the end of a level, etc. Either way, though, he could use the Time Stopper instead. Speaking of the Time Stopper, the change time between weapons is very quick (taken from Mega Man 2, where the Time Stopper originates), and Mega Man could use the W-Tanks I mentioned earlier to refill his Time Stopper after it runs out.
I've said why those points on Mega Man aren't important, and I said before I would cite the anime in the event of a lack of contradiction between the anime and the games. No contradiction here, so I feel it's fair game
Actually, in Kirby's Return to Dream Land, Meta Knight's sword beam is stopped by solid surfaces (and you can see later in the video that it disappears after travelling through the air for a couple of seconds).
*Keeping in mind that I don't want the bracket changed in any way, shape, or form and just putting my opinion out there*
Of course. I sort of like that Mega Man is in over Meta Knight, as it gives more diversity as far as franchise representation and such.
 

Nerdicon

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Hey look, it's our old friend gameplay-story segregation. Mega Man possesses no super reflexes in-game because those are left to the player due to the very principle of how games work. There's no real way to portray this in-game unless the game plays itself for you. As for super strength, see the Super Arm.

Again, I see this as an example of gameplay-story segregation. Why doesn't Mega Man teleport to the end of a level rather than the beginning? Because there would be no game. It's like how Kirby doesn't ride the Warp Star to the end of a level, or how Sonic doesn't just ride the Tornado (his biplane) to the end of a level, etc. Either way, though, he could use the Time Stopper instead. Speaking of the Time Stopper, the change time between weapons is very quick (taken from Mega Man 2, where the Time Stopper originates), and Mega Man could use the W-Tanks I mentioned earlier to refill his Time Stopper after it runs out.

Actually, in Kirby's Return to Dream Land, Meta Knight's sword beam is stopped by solid surfaces (and you can see later in the video that it disappears after travelling through the air for a couple of seconds).

Of course. I sort of like that Mega Man is in over Meta Knight, as it gives more diversity as far as franchise representation and such.
Meh. I just wanted to put out my thoughts. Usually the reason characters don't skip to the end of a level is because they need something from the level...unless you're Kirby. I think he just likes murdering everything in the level. The time between switching weapons is about two seconds, and I think everyone can react to a cue of two full seconds. As for the sword beam there, I was referring to the large, arc-shaped one from the boss fights (this one) that's shown in the anime. Again just my observations, I'm just doing this for teh lulz.
 

Munomario777

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Meh. I just wanted to put out my thoughts. Usually the reason characters don't skip to the end of a level is because they need something from the level...unless you're Kirby. I think he just likes murdering everything in the level. The time between switching weapons is about two seconds, and I think everyone can react to a cue of two full seconds. As for the sword beam there, I was referring to the large, arc-shaped one from the boss fights (this one) that's shown in the anime. Again just my observations, I'm just doing this for teh lulz.
In Sonic Lost World, the only requirement for finishing a level is getting the big capsule at the end. Mega Man usually only needs to defeat the Robot Master at the end. There's nothing necessary between points A and B that they would be missing. As for switching weapons, the game is paused while in the weapon menu (implying that this happens in an instant, which makes sense since a Mega Man has a computer brain and all). If you look closely at the video you provided, you see that those sword beams disappear when they hit the ground at one point.
 
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Nerdicon

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In Sonic Lost World, the only requirement for finishing a level is getting the big capsule at the end. Mega Man usually only needs to defeat the Robot Master at the end. There's nothing necessary between points A and B that they would be missing. As for switching weapons, the game is paused while in the weapon menu (implying that this happens in an instant, which makes sense since a Mega Man has a computer brain and all). If you look closely at the video you provided, you see that those sword beams disappear when they hit the ground at one point.
They never hit the ground, but they did vanish at the max distance, which isn't too impressive.
 

Munomario777

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They never hit the ground, but they did vanish at the max distance, which isn't too impressive.
Didn't they go farther than that when they were aimed at a higher angle though? They seemed to disappear right when they hit the ground too. Either way, though, you're right; it's nothing special.
 
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