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koopa3144

He/Him
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Welcome to Round 1 of Capture the Flag!

Stat Equitization stuff:

  • All stats except range, stamina, and intelligence will be equalized to the weakest character in use.
  • Amps and stat increases will be capped to a maximum multiplier of 2x. (I.e; if a character has a 10x amp, in this tournament the amp will be reduced to 2x)
    • Any one-shot or Blitz-level amps will also be capped at 2x.
  • All characters will be able to interact and see each other naturally.

VS Thread Scenario:​

  • The TF2 rules of Capture the Flag are being used.
    • Like in TF2, if someone carrying the Intelligence teleports or turns invisible the Intelligence will automatically drop off them
    • 20-minute rounds and Sudden Death is in play if the timer runs out.
    • Teams are informed of the rules before their matches.
  • Fights will take place on one of TF2's CTF maps.
  • Teams start in the maps' opposing Spawn rooms. Fighters will respawn in their teams' spawn rooms when killed or BFR'ed from the map after 20 seconds
  • The Administrator, as the Announcer will inform fighters of their remaining time, if the Intelligence is picked up/dropped, etc. like in normal gameplay.
  • The tournament winners will get a near-unlimited supply of raw Australium and Australium weapons
    • Competitors are informed of the properties of Australium and what it can be used for.
  • All competitors retain memories of previous matches and have the option to spectate other matches as they occur.

Tournament Thread Rules:​

  • 4 votes are needed for a thread to reach grace.
  • If a user concedes the opposing team will advance.
  • If a Team gets no arguments for around 2-4 days the opposing team will automatically go to the next round.
  • If a thread gets no votes or the votes are tied, I will decide who I think advances based on the arguments given.
    • If my team is involved, however, I will coin-flip instead to prevent any bias on my part.

Freesmart (Pencil, Bubble, Ice Cube, and Match [All base, Optional Equipment given]): 0The Saviors (Siffrin, Mirabelle, Isabeau, Odile [Optional Equipment given]): 0Incon: 0

Location: Helltrain

"Get fighting!"

 
Well, The Saviors appear to have an advantage in terms if equipment, keeping in mind that it can literally boost their stats, but I think that the main wincon is the Wish Vraft, that grants them Time Manipulation and Time travel.
 
Well, The Saviors appear to have an advantage in terms if equipment, keeping in mind that it can literally boost their stats, but I think that the main wincon is the Wish Vraft, that grants them Time Manipulation and Time travel.
Gonna note that Act 6 Siffrin is being used here, so no loop stuff.
 
In terms of teamwork, the saviors have all been traveling and fighting together for months and many of their craft skills are team-based. Freesmart’s page is a bit outdated but they’ve been together for longer yet, in terms of actually being a team that isn’t hindering itself (such as with the snowballs in the van turning into glue), it’s probably slightly worse than the saviors. Freesmart still definitely has more experience.

For equipment, Freesmart’s are far more oriented for offense. Ice Syringes (that will oneshot any savior they contact), Recover Centers to get back into the match faster than if they waited to recover normally, and the Freesmart Supervan in order to charge directly to the Saviors’ flag. While the Saviors do have a bomb, which can theoretically be used to nearly one shot ALL of Freesmart & total their Supervan (IF Freesmart are all riding in it), they have items far more suited for RPGs (healing items, stat boosting items, y’know the deal).
Well, The Saviors appear to have an advantage in terms if equipment, keeping in mind that it can literally boost their stats, but I think that the main wincon is the Wish Vraft, that grants them Time Manipulation and Time travel.
Act 6 Siffrin probably wouldn’t (consciously) use Wish Craft for anything considering all that happens during the game.
 
I meant Freeze Juice Syringes, not Ice Stringes*

Speaking of them, how many does Freesmart have in BFDIA? Once they exhaust their one shot options, the Saviors’ odds of winning will increase drastically.
 
Is the inteligence metalic? if so Freesmart can just use the magnet of the super van to steal It or use pencil own magnet, what they are prone to do

They also severely outrange with elasticity

they have a lot of way to deal with oponents from the freeze syringes and bugs to poison the oponent for a insta kill, they have a unknow amout of them but It's quite a lot as they never actually runned out of It

they can become more durable by cossuming yoyelberries too
 
Well, if they never really run out, then I guess Freesmart takes this. I feel like, while the Saviors try to formulate an actual plan & course of action, Freesmart just charges headfirst and, after a rounds worth of cartoony shenanigans (and an amount of death typical for a BFDI episode), capture the Savior’s intelligence.

(Wow maybe I should’ve used the King (also ISAT) here)
 
Well, if they never really run out, then I guess Freesmart takes this. I feel like, while the Saviors try to formulate an actual plan & course of action, Freesmart just charges headfirst and, after a rounds worth of cartoony shenanigans (and an amount of death typical for a BFDI episode), capture the Savior’s intelligence.

(Wow maybe I should’ve used the King (also ISAT) here)
Well, if this is a concession, then Freesmart will advance!
 
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