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Roblox vs PVZ - The Player (parry!!) vs The Player (Plants vs Zombies) [0-0-0]

Delusionaltx2

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New 8-C John just dropped... let's use him

The player vs The player

Starting distance: 70 meters
Speed is equalized
The player (PVZ) is 8-C - basically anything above 8-C is restricted
The player (PVZ) will get 5 minutes to set up their plants with up to 5k sun
PVZ will be used for the player
SBA for anything else
The player (PVZ) will start the fight indoors (inside a house or smth)


Fight takes place here





ParryBot :

Worlds strongest gardner :

Curious George solos :
 
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Maybe you should have the player be in their house instead because then they just get one shot by a ranged attack
 
Maybe you should have the player be in their house instead because then they just get one shot by a ranged attack
The player dosen't have ranged attacks with their standard options

they only have ranged attacks if they have counter bullets (An optional upgrade) or bo staff (An optional weapon)

with just standard weapons and standard upgrades they're primarly close ranged

I could still do it though if you want
 
Ok then. So since all instant kill plants are gone the player will have to rely on either straight damage dealers or weird hax stuff. From John Parry’s profile it seems like some status effect inducing plants
 
The player pvz can trap parry player in an endless time loop with his plants transmutation time and spatial manipulation should be enough to get the win with other plants like far future wall nut being able able to create forcefields to protect the neighbor from any attack(also can't the neighbor just dodge every one of the parry players range attacks due to their high hypersonic+ reaction/combat speed)
 
The player pvz can trap parry player in an endless time loop with his plants transmutation time and spatial manipulation should be enough to get the win
Woah, woah, woah. Quick question, do they have this with just 8-C stuff? (i'll have to restrict that if they do)
with other plants like far future wall nut being able to create forcefields to protect the neighbor from any attack
JP has an AP advantage with just overcharge...a simple counter on top of this would surround the entire forcefield with tons of slashes each scaling to that threshold which would fillet/destroy it immedietly

They can also just direct parried attacks from the other plants to break it or even just parry the forcefield away with their massive LS advantage (which would fling it to kingdom come)

(also can't the neighbor just dodge every one of the parry players range attacks due to their high hypersonic+ reaction/combat speed)
Speed is equalized
 
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Woah, woah, woah. Quick question, do they have this with just 8-C stuff? (i'll have to restrict that)
It isn't anything above 8-c but rather the haxs their pvz 2 plants give them?
JP has an AP advantage with just overcharge...a simple counter on top of this would surround the forcefield with tons of slashes each scaling to that threshold which would filleting/destroy it immedietly
Actually their even to the player scaling higher .8133 tons(similarly to the player from parry .698 tons)
They can also just direct parried attacks from the other plants to break it or even just parry the forcefield away with their massive LS advantage (which would fling it to kingdom come)
The Player have the lifting strength advantage (zombies have class m lifting strength and they barely can damage left alone overpower the forcefield
Speed is equalized
Is their range attacks actually in the hypersonic range? As from what I know equalized speed only equalize their reaction travel and combat speeds not how fast their weapons or range attacks move?
 
It isn't anything above 8-c but rather the haxs their pvz 2 plants give them?
The PVZs 2 plants would have to be 8-C though, which is why I'm asking if the plants that can do that are 8-C

If yes, I'll just restrict it to PVZs 1 since that's a pretty big hax stomp otherwise
Actually their even the player scales to 5.6 to 6.9 tons(similarly to the player from parry)
That's without overcharge, with overcharge their ap becomes 1.048 Tons which is around 1.86x PVZs ap
The Player have the lifting strength advantage (zombies have class m lifting strength and they barely can damage left alone overpower the forcefield
PVZs in this key is up to class 5
Is their range attacks actually in the hypersonic range? As from what I know equalized speed only equalize their reaction travel and combat speeds not how fast their weapons or range attacks move?
Speed equalized means their combat/reaction speed is both equal unless one has stuff that scales above their normal speed

In PVZs case his combat/reaction would be equated to JPs but stuff light his lightning based plants being way faster than his normal speed would be that much faster than JP (basically the difference between hypersonic+ and MHS+)
 
For more info on how speed equalization matches work you can look here

 
The PVZs 2 plants would have to be 8-C though, which is why I'm asking if the plants that can do that are 8-C
Why not make them 8-c?
If yes, I'll just restrict it to PVZs 1 since that's a pretty big hax stomp otherwise
That is rather unfair as ur taking out the neighbors best stuff while giving the parry player everything he scales to
That's without overcharge, with overcharge their ap becomes 1.048 Tons which is around 1.86x PVZs ap
The players can get an over 1.034 to 1.6 tons by using torchwood who buffs peashooter attacks by 2x
PVZs in this key is up to class 5
The zombies have class m lifting strength with plants like chomper being able to overpower them
Speed equalized means their combat/reaction speed is both equal unless one has stuff that scales above their normal speed
Ok
In PVZs case his combat/reaction would be equated to JPs but stuff light his lightning based plants being way faster than his normal speed would be that much faster than JP (basically the difference between hypersonic+ and MHS+)
Can the parry player even react to lightning reed attacks if the pvz 2 player doesn't in any way scale to it in reaction speed?
 
Anyways, regarding the lightning plants

The difference between Mach 54.30743731778 and lightning's speed of mach 1282.798834 is roughly 23.62x, meaning the lightning plants would basically be 23.62x faster than JP in attack speed (while using their lightning shenanigans)

That said, JP's ANPR allows them to see the attack windows of hitscan attacks before they happen, since the lightning plants are still physically the same as them, they would just preemptively parry it or I-frame it with dashes
 
Why not make them 8-c?
That goes against wiki rules (unless we put this in the fun and games section but this wouldn't be that fun cause then it's just hax stomp)
That is rather unfair as ur taking out the neighbors best stuff while giving the parry player everything he scales to
not really, i'm just restricting everything to 8-C for the sake of a fair match

the neighbor still gets access to his stuff as long as it's also 8-C
The players can get an over 1.034 to 1.6 tons by using torchwood who buffs peashooter attacks by 2x
Thats in refference to just AP though

regarding the forcefield if it isn't buffing the forcefield and just doubling the ap of another plant then the forcefield would still be broken

also the peashooters aren't really going to land much of anything because ANPR + parry exists
The zombies have class m lifting strength with plants like chomper being able to overpower them
The profile straight up doesn't index them as having class M in this key
Can the parry player even react to lightning reed attacks if the pvz 2 player doesn't in any way scale to it in reaction speed?
They can't react to it directly but they can just treat it as hitscan and react preemptively which they've done before
 
The time loop hax is only with crazy Dave’s Time-Travelling RV Penny, which could be restricted.
 
The time loop hax is only with crazy Dave’s Time-Travelling RV Penny, which could be restricted.
Is that not already restricted? (I'd imagine that stuff isn't applicable to them with just 8-C plants right?)
 
She’s in standard equipment and you didn’t specify, so by SBA no.
oh mb then i'll have to restrict that then

Edit: wait a minute, if she's standard equipment, wouldn't that mean she can't be restricted?
 
Anyways i'll go over JPs wincons/arguments here


For starters it seems like the maximum amount of plants the player can spawn in is around 45ish (maybe more or maybe less idk) and assuming thats the case then the numbers advantage shouldn't mean much as JP can face much bigger numbers and win (SBA would handpick the best possible version of JP within anypoint in time so anything possible in-game that they can do would be applied here as far as skill goes, if you don't believe me you can ask mr bambu)

The plants mostly seem to rely on shooting their enemy with a ton of stuff, JP outside of being used to handling large numbers of enemies at once is also used to handling danmaku even while having to dodge stuff from the terrain so the plants shooting at them shouldn't give them much of an issue either

ANPR would allow them to see when they would attack, while also allowing them to see when to parry the attack while parry would allow them to redirect it while healing hp in the process.

With their standard upgrades, they would gain access to boost boots, which would increase their movement speed while also providing longer and more spamable dashes, resulting in longer I-frames (making it easier to i-frame opponents if they were to get caught off guard or hit with an undodgeable attack). This would be used in tandem with them attacking and parrying simultaneously while also occasionally using counter whenever they can, making it to where they not only extremely difficult to hit but they would be unleashing pretty high amounts of DPS on the plants by spaming overchange (each attack hitting for 1.048 tons while they have around 0.81 tons for their durability). Half swing cooldown would also allow them to essentially swing twice as much as they normally do as well on top of all of this.

The real kicker in all of this is that the player would not only have to kill JP three times but they would also have to survive timestop each time...If JP at anypoint notices the player thats spawning them, they could just use air dashes to go straight to their position and kill them since they would see them as another enemy (plus they would notice some of the plants being planted over and over again and connect the dots). The player (PVZs) could try to use forcefields; however, JP can just parry them away, or even worse, fling the forcefields towards them like they can other objects.

Overall based on profiles at least, I think JP wins more than not as the plants don't really seem to have a great answer for parry + dash I-frames + analytical prediction while JP would just keep slicing at them with tons of attacks each scaling above their ap and eventually notice the player, then use their vastly greater mobility to just kill them
 
RQ try to add tags to this thread so that more people could find it, and maybe also change PVZs to just PVZ since that is how it is usually written and this thread might not show up in searches as much.
 
So if it is just PVZ 1 stuff it looks like the Player’s best wincon is Hypno-Shroom, which does what it says on the tin. In game it can only hypnotize zombies after being eaten but in one of the comics (Pretty sure its this one, I don’t have scans rn pls just trust me on this one) it doesn’t need to get eaten to do so. If that doesn’t work its kinda over.
 
So if it is just PVZ 1 stuff it looks like the Player’s best wincon is Hypno-Shroom, which does what it says on the tin. In game it can only hypnotize zombies after being eaten but in one of the comics (Pretty sure its this one, I don’t have scans rn pls just trust me on this one) it doesn’t need to get eaten to do so. If that doesn’t work its kinda over.
I trust you on this one

how does it work though?
 
I trust you on this one

how does it work though?
In the comic it was the same vain of hypnosis as like the snake from the jungle book (forgot his name), except it was pretty quick (only took like 1 or 2 panels IIRC).
 
In the comic it was the same vain of hypnosis as like the snake from the jungle book (forgot his name), except it was pretty quick (only took like 1 or 2 panels IIRC).
Haven't heard jungle book in a while

So basically it's sight based?
 
Haven't heard jungle book in a while

So basically it's sight based?
Yeah, kinda. It seemed like you just had to look in Hypno-Shroom’s general direction tho. (Also I will def make a CRT to mention it doesn’t have to be eaten on its profile when I can get scans).
 
Yeah, kinda. It seemed like you just had to look in Hypno-Shroom’s general direction tho. (Also I will def make a CRT to mention it doesn’t have to be eaten on its profile when I can get scans).
So I have some questions

- Does simply looking at its eyes for even a moment trigger its effects (for example would they still work with just a passing glance)? or do you have to look at them for a longer period of time (I.e like 2 seconds or smth)

- how much of these does the player tend to use? (Are they a "meta" pick or something like that?)

- is this something that it's eyes just passively do?

- How spamable is it?
 
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So I have some questions

- Does simply looking at its eyes for even a moment trigger its effects (for example would they still work with just a passing glance)? or do you have to look at them for a longer period of time (I.e like 2 seconds or smth)

- how much of these does the player tend to use? (Are they a "meta" pick or something like that?)

- is this something that it's eyes just passively do?

- How spamable is it?
1. 3. and 4. It only does this like this in this comic so IDK. Seems like you have to look at it for a longer period but it is likely thought activated.
2. It’s more of a counterpick thing for in game viability. It is very useful against stronger zombies.
 
1. 3. and 4. It only does this like this in this comic so IDK. Seems like you have to look at it for a longer period but it is likely thought activated.
In that case JP should be fine then

In more hectic scenarios, most JP usually move ALOT if the attack doesn't work at a passing glance, then JP (who would basically be circling them and other enemies) simply wouldn't be stationary long enough for this to work
2. It’s more of a counterpick thing for in game viability. It is very useful against stronger zombies.
I'd assume, since grasslands to them is a new map and their getting a whoping 5 minutes to prepare with 2k sun that they would probably deduce that the enemy is really strong so i'll assume they'd use it a decent bit ig.

It still doesn't really change the fact that JP would be dashing around and circling around tons of different enemies, so I don't see them actually getting hit at all
 
This kinda seems like a stomp with only PVZ1 plants, count me as voting for John Parry for now.
 
This kinda seems like a stomp with only PVZ1 plants,
I feel like PVZ2 would be more entertaining if they didn't have the "I can trap you in an avoidable time loop" issue
count me as voting for John Parry for now.
If it's a stomp I don't think you should vote


but yeah generally speaking the plants just shoot stuff and JP can just well reflect it back at them while shredding them, I'll get this closed ig
 
Anyways i'll go over JPs wincons/arguments here


For starters it seems like the maximum amount of plants the player can spawn in is around 45ish (maybe more or maybe less idk) and assuming thats the case then the numbers advantage shouldn't mean much as JP can face much bigger numbers and win (SBA would handpick the best possible version of JP within anypoint in time so anything possible in-game that they can do would be applied here as far as skill goes, if you don't believe me you can ask mr bambu)

The plants mostly seem to rely on shooting their enemy with a ton of stuff, JP outside of being used to handling large numbers of enemies at once is also used to handling danmaku even while having to dodge stuff from the terrain so the plants shooting at them shouldn't give them much of an issue either
They can just place ice shroom to slow down and freeze the parry player allowing the plants to get multiple good hits in or just plain out hypnotized them with hypno-shroom(who in the comics can hypnotized zombies in seconds by just looking at them)
With their standard upgrades, they would gain access to boost boots, which would increase their movement speed while also providing longer and more spamable dashes, resulting in longer I-frames (making it easier to i-frame opponents if they were to get caught off guard or hit with an undodgeable attack). This would be used in tandem with them attacking and parrying simultaneously while also occasionally using counter whenever they can, making it to where they not only extremely difficult to hit but they would be unleashing pretty high amounts of DPS on the plants by spaming overchange (each attack hitting for 1.048 tons while they have around 0.81 tons for their durability). Half swing cooldown would also allow them to essentially swing twice as much as they normally do as well on top of all of this.
Tall nuts can likely block these attacks with the player having the ability to both heal and buff plants with sun on top of torchwood.
The real kicker in all of this is that the player would not only have to kill JP three times but they would also have to survive timestop each time...If JP at anypoint notices the player thats spawning them, they could just use air dashes to go straight to their position and kill them since they would see them as another enemy (plus they would notice some of the plants being planted over and over again and connect the dots). The player (PVZs) could try to use forcefields; however, JP can just parry them away, or even worse, fling the forcefields towards them like they can other objects.
If the zombies who have higher lifting strength (class m can't move the walls than how will parry do the same on top of the player likely just hypnotizing them when they realized parry can revive
Overall based on profiles at least, I think JP wins more than not as the plants don't really seem to have a great answer for parry + dash I-frames + analytical prediction while JP would just keep slicing at them with tons of attacks each scaling above their ap and eventually notice the player, then use their vastly greater mobility to just kill them
Sun and torchwood amps can lessen the gap with plants like ice shroom just bring able to freeze parry can likely give the neighbor the win
 
They can just place ice shroom to slow down and freeze the parry player allowing the plants to get multiple good hits in
This assumes it hits which it wouldn't because as explained before

1. they have experience dodging danmaku

2. they have ANPR that would just allow them to predict and dodge the attacks

3. They can just redirect it with parry or even use it against the other plants that don't resist ice

4. they can also just I-frame it by timing the windows with dashes which would be fairly easy before of ANPR


or just plain out hypnotized them with hypno-shroom(who in the comics can hypnotized zombies in seconds by just looking at them)
Once again JP wouldn't be standing still at all here...they would be using their mobility advantage the entire time to just circle around every enemy and cut them to pieces
Tall nuts can likely block these attacks
Not with class 5 LS
with the player having the ability to both heal and buff plants with sun on top of torchwood.
The more damage they do the more HP JP would heal upon parrying their attacks + JP would be shreading more plants than the player would be able to heal
If the zombies who have higher lifting strength (class m can't move the walls than how will parry do the same on top of the player likely just hypnotizing them when they realized parry can revive
Once again you can't really use this as PVZs 1 is indexed as having class 5 with plants so it would be assumed they just don't scale to them
Sun and torchwood amps can lessen the gap
this dosen't change their durability it just buffs their ap

there's already been a myriad of reasons brought up as to why they wouldn't be able to hit them
with plants like ice shroom just bring able to freeze parry can likely give the neighbor the win
They either parry or i-frame it while using ANPR to predict it
 
This assumes it hits which it wouldn't because as explained before

1. they have experience dodging danmaku

2. they have ANPR that would just allow them to predict and dodge the attacks

3. They can just redirect it with parry or even use it against the other plants that don't resist ice

4. they can also just I-frame it by timing the windows with dashes which would be fairly easy before of ANPR
He can't if hes frozen and it isn't an ranged attack(as it just instantly freezes any zombies instantly on top of parry not being able to see it due to it being behind their other plants) with the plants being unaffected bybice shroom doing this.
Once again JP wouldn't be standing still at all here...they would be using their mobility advantage the entire time to just circle around every enemy and cut them to pieces
He can't if hes frozen and slowed by the plants.
Not with class 5 LS
The nuts(like wall nuts) and chomper are listed as having class m lifting strength in their pvz 1 profiles So why does this matter? With the zombies which have thus level of lifting strength being unable to overpower the forcefield so pls explain why he would have the lifting strength advantage over the plants.
The more damage they do the more HP JP would heal upon parrying their attacks + JP would be shreading more plants than the player would be able to heal
Sun amps can lessen this via making the plants stronger then parry.
Once again you can't really use this as PVZs 1 is indexed as having class 5 with plants so it would be assumed they just don't scale to them
In every other pvz 1 profile the plants are comparable to the zombies in strength.
this dosen't change their durability it just buffs their ap
Sun amps increases their durability as well with them in this state being able to one shot gargs and browncoats which from what i know can count as a 7x upgrade from their base ap meaning they can outstat
They either parry or i-frame it while using ANPR to predict it
This more so results them to use anpr on an specific plant the player can place at random.
 
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