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Enough time has passed: Lets buff john parry!! (Need One more Staff)

I haven't forgotten about this, im just waiting for a recalc on the map size and destructors earthquake to go through

Also I found nukes actually do have minimum standards so I'm working on 7-C for parry!!
When john craftwrs gets onto the wiki im putting him against a hazbin character cause he funnily enough has attacks to target the soul which counter low godly stuff (Too bad all the characters expect the high tiers got downgraded)
 

PnA stuffs​

The long and lengthy...(oh boy)
  1. The player gains intangibility for dashes, as outside of I-Frames they also allow them to phase through incoming attacks
This looks like game mechanics. Many dashes/dodges in video games do this to ensure the player doesn't take damage while 'dodging' so they don't have to worry about animating a special dodge animation for every attack.
  1. The players' ANPR should allow them to predict invisible attacks, as they can predict and parry B.A.S energy blasts, which appear invisible.
I can't really tell what I'm looking at. Could you elaborate?
  1. Their resurrection goes from 3 to 2 as they start with 2 lives upon spawning in (it says three however when the counter reaches 0 you just die permanently, so it's actually just 2). They can, however, gain more lives by gaining 20000 score.
Sure.
  1. The player gains instinctive reactions due to the fact that within the quick time events when they don't put in the commands to do anything they will still automatically react anyway which is shown with both destructor and h4ad-0n. (This basically means they can auto-react to attacks now...)
Not requiring player interaction isn't the same as instinctive reaction.
  1. The Players parry now also gains a form of shockwave generation and explosion manipulation, as when parrying a surface (the floor or a wall), they seemingly ragdoll the enemy away, and getting hit with this also makes them explode as well
It looks more like they just throw them, the Explosion Manipulation seems alright though.
  1. The Player's parry gains paralysis inducement since parrying the enemy is shown to stun them for a short duration
If it's just briefly it should probably be limited, but I also have to question if this isn't just an interpretation of them being stunned via traditional methods of surprise/shock.
  1. Player gains NPI for being able to harm jumpos who can phase through walls
Sure.
  1. The players Parry has layered NPI for intangibles, as with Parry, they can interact with 1x1x1x1, who can't be interacted with normally.
I guess.
  1. Parry shouldn't have NPI for incorporeal. The main reason I originally put that there was because I thought passive intangibility was a form of incorporeality, but after learning that this isn't the case, I think we should replace it with just layered NPI for intangibility
Sure.
  1. Parry should also get a limited form of speed boosting and homing attack as when the player parries energy attacks it not only makes them go far faster than they normally do but also makes them auto aim as well
Sure.

I'll get to the rest of the CRT later, since I have to go. Don't let me forget.
 
This looks like game mechanics. Many dashes/dodges in video games do this to ensure the player doesn't take damage while 'dodging' so they don't have to worry about animating a special dodge animation for every attack.
What about a possibly rating then?
I can't really tell what I'm looking at. Could you elaborate?
The first link shows them actually parrying the attack

The second link shows what the attack itself actually looks like and it looks like a whole lotta nothing (hence invisibile attack)
Not requiring player interaction isn't the same as instinctive reaction.
Can you elaborate on this?
It looks more like they just throw them, the Explosion Manipulation seems alright though.
I figured the shockwave part would come from the sudden force that seemingly sends him flying
If it's just briefly it should probably be limited,
Ill add this as limited on the profile then
but I also have to question if this isn't just an interpretation of them being stunned via traditional methods of surprise/shock.
Typically enemies in game can get stunned without demonstrating neither

For example silly dudes when stunned are forced to flip into the air for a duration
Sure.

I guess.

Sure.

Sure.
I'm counting these as an agree
I'll get to the rest of the CRT later, since I have to go. Don't let me forget.
Because this CRT wasn't getting any traction I mainly wanted to polish destructors and cyborgus's calculations then put that in the OP and force ppl to vote again

That said, I don't mind reminding you later but I am gonna remove those two things and stick with just 8-B/Class G from the h4ad-0n calculation (does mean I'll probably start bumping this thread more again tho)
 
What about a possibly rating then?
Sure.
The first link shows them actually parrying the attack

The second link shows what the attack itself actually looks like and it looks like a whole lotta nothing (hence invisibile attack)
I think I understand now. You're arguing that since the character is parrying invisible attacks, they must be predicting them somehow?
Can you elaborate on this?
If there's a cutscene or the character does something on their own, it's still considered the character doing it the same as if the player commanded them to. That is to say, it may not be instinctual reaction, but just the character themselves reacting without the player's input.
I figured the shockwave part would come from the sudden force that seemingly sends him flying
I don't really see a shockwave necessarily, and the slam motion makes it seem like they're just rebounding off the ground.
Typically enemies in game can get stunned without demonstrating neither

For example silly dudes when stunned are forced to flip into the air for a duration
But how do you know they're not just flipping from the force of being parried?
I'm counting these as an agree
You may.
 
Ok then
I think I understand now. You're arguing that since the character is parrying invisible attacks, they must be predicting them somehow?
Oh nonono

The games tutorial already explains that they just have the ability to see enemy attack windows as red and white respectively (although with projectiles the color varies)

I'm arguing that their level of prediction should extend towards invisible attacks
If there's a cutscene or the character does something on their own, it's still considered the character doing it the same as if the player commanded them to. That is to say, it may not be instinctual reaction, but just the character themselves reacting without the player's input.
But this is a quick time event which typically forces the actual person playing the game to react (at least in other games)
I don't really see a shockwave necessarily, and the slam motion makes it seem like they're just rebounding off the ground.
I'm talking about him getting flung after the player makes contact with the ground
But how do you know they're not just flipping from the force of being parried?
Because you also have other Melee enemies with the exact same model (meaning these guys have the same weight too) like sword runners who don't flip but stop instead
Neat
 
The games tutorial already explains that they just have the ability to see enemy attack windows as red and white respectively (although with projectiles the color varies)

I'm arguing that their level of prediction should extend towards invisible attacks
I see, that is probably fine then.
But this is a quick time event which typically forces the actual person playing the game to react (at least in other games)
That is a good point, but even then it requires speculation as to the intent.

For the sake of consistently comparing to industry standards, though, I will allow a Possibly then.
I'm talking about him getting flung after the player makes contact with the ground
The physics are weird but I just don't see a reason to assume it's a shockwave.
Because you also have other Melee enemies with the exact same model (meaning these guys have the same weight too) like sword runners who don't flip but stop instead
Well different people react differently to being hit really hard. Some ragdoll, some get rigid like they're paralyzed, etc.

Again comparing to other games, most of the time enemies are briefly 'stunned' because they were just hit by something, and it's not actually paralysis in the traditional sense.
 
I see, that is probably fine then.
ok
That is a good point, but even then it requires speculation as to the intent.

For the sake of consistently comparing to industry standards, though, I will allow a Possibly then.
fair
The physics are weird but I just don't see a reason to assume it's a shockwave.
ok then (I'll just count this as a disagree)
Well different people react differently to being hit really hard. Some ragdoll, some get rigid like they're paralyzed, etc.

Again comparing to other games, most of the time enemies are briefly 'stunned' because they were just hit by something, and it's not actually paralysis in the traditional sense.
But if we were to assume the shock from getting hit hard is what's causing enemies to react this way, then how come enemies don't react to getting stabbed?
 
But if we were to assume the shock from getting hit hard is what's causing enemies to react this way, then how come enemies don't react to getting stabbed?
Well that one's explainable in real life, actually.

Blunt force causes shockwaves through the body that rattle the brain, while being stabbed doesn't.

Many people barely even notice they're stabbed due to the adrenaline, but can still be stunned with blunt force.
 
I just realized I should probably change the sandbox to match the new changes
That would make it easier for future evaluations, yes.

Some people prefer to keep their original proposals in case staff disagree, though.

It's possible what I rejected another staff member might be fine with, or vice versa.
 
PnA stuff
The links for Instinctive reaction aren't working
Explosion Manipulation makes sense but I disagree with Shockwave creation. It's just explosion Manipulation and the enemy falling back after receiving the attack.
Can you explain Point 8 more?
Everything else seems fine

resistances
Makes sense to me

Stats buff
Assuming the calculation has been accepted, seems fine.

Profile


The links for Instinctive reaction are broken here as well. It says "this video isn't available".

For non-physical interaction, the format is wrong. It should go from:
Non-Physical Interaction [Energy, Gassess & 1 layer for Intangibility](Description)
To
Non-Physical Interaction (Energy, Gasses & Intangibility [1 Layer] - Description)

Disagree with Shockwave creation for the same reason as before.

Disagree with Danmaku as it doesn't meet the required minimum number of projectiles:

To qualify for Danmaku, the user has to be shown to create tens or dozens of projectiles in a very short timeframe (i.e., at least 20 to 24 minimum). The projectiles don't need to be created simultaneously but they should all be shown in motion at roughly the same time.


In Optional Equipment, there's a : that got included in the linked Optional Equipment. Make the : outside the link
In notes, it should be "Note:" and not "Note:"
There's an extra space below the Note section.
Everything else seems fine

Pulser
Seems okay
 
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