- 7,165
- 1,066
Abilities
Breaking the Fourth Wall - This should be obvious. Travis consistently breaking the Fourth Wall throughout the game. This applies to Henry and Jeane as well.
Fire Manipulation - Applies to Helms. It's also obvious, he throws fire at you during a fight.
Immortality - Type 2. To Helms but only to the small body. He can walk and move after shot in the head by Sylvia.
Explosion Manipulation - Applies to Peace, Holly, and Nathan. They can create explosions by various weapons like guns and missiles.
Resistance to Dream Manipulation - Applies to Henry. Resisted Mimmy trying to live with him forever inside the dream and killed her.
Resistance to Electricity Manipulation - Applies to Shinobu. Able to still stand and shrug after being electrified by New Destroyman within the fight.
Time Manipulation - Applies to Travis, not combat applicable. He fast forward the game to make Jeane's backstory much quicker.
Summoning - Applies to Travis. Able to summon his mech in fight against McDonald.
Telekinesis - Applies to Vladimir. Able to throw boulders at you in a fight.
Energy Manipulation - Applies to Jeane. Able to create a ring of energy for her and Travis to fight in.
Poison Manipulation - Applies to Chloe. It should be obvious, there's an effect in the game called poisoned just for her fight. She can spread across the stage like a flamethrower.
Biological Manipulation - Applies to Chloe. Disabled Travis' ability to move somehow. I suppose this is biological rather than mind because of how rest of her powers are.
Resistance to Biological Manipulation - Able to break out Chloe's control.
Resistance to Poison Manipulation - Able to wear the Chloe's poison off over time.
AP, speed and new key
Before all of this, NMH2 characters, mainly Vladimir and Helms are 8-B scaling to 8-A. It doesn't make sense. I suggest we need to change it to 8-A.
Travis and Shinobu should have Early Game keys. Shinobu being 8-A should scale to #7 and 6, making Destroyman comparable to Speed Buster, which is insane. The early game keys should be scaled to the #10-6's feats.
Current Low-Tiers, from Death Metal to Holly Summers, are currently Unknown, which should be revised. I believe they are 9-B, possibly 9-A. The reason for this is Travis' feat against Peace, when he survived the explosion created by Peace and flew across the stadium and got back pretty easily both of which should be 9-B. They're possibly 9-A because while Holly's head and part of her upper body was blown off, the rest of body was still intact. At the top of that, Travis was supposed to block the explosion, suggesting that he can tank a hand grenade. He's also able to survive landmines.
The speed of the Low-Tiers should be Transonic. It scales from Peace's revolver and normal revolver should be somewhere in 300+ m/s, and based off of the fact that it can shoot explosive bullets, it should be improved somehow. Early Game Shinobu can also hop around Travis' swings as well and disappear in front of him in a cutscene.
Lifting Strength should also be revised as well. They should be Athletic Human for being able to overpower Travis' swings sometimes.
NMH2 Speed and Key
The people above MacDonald should be MHS+ instead of just the reaction speed. MacDonald uses those mechs to kill and he can't kill those people above him, it's likely that they are superior to MacDonald. Basically Helms to Jasper Jr.
Travis, Shinobu, and Henry should get the new key for it as well. NMH2 selves are likely better than their NMH1 counterparts. The tier shouldn't be changed though.
Because MHS+ is coming from NMH2 Travis NMH high tiers like Jeane's MHS+ reaction speed should be removed alongside Assassin worse than MacDonald.
Breaking the Fourth Wall - This should be obvious. Travis consistently breaking the Fourth Wall throughout the game. This applies to Henry and Jeane as well.
Fire Manipulation - Applies to Helms. It's also obvious, he throws fire at you during a fight.
Immortality - Type 2. To Helms but only to the small body. He can walk and move after shot in the head by Sylvia.
Explosion Manipulation - Applies to Peace, Holly, and Nathan. They can create explosions by various weapons like guns and missiles.
Resistance to Dream Manipulation - Applies to Henry. Resisted Mimmy trying to live with him forever inside the dream and killed her.
Resistance to Electricity Manipulation - Applies to Shinobu. Able to still stand and shrug after being electrified by New Destroyman within the fight.
Time Manipulation - Applies to Travis, not combat applicable. He fast forward the game to make Jeane's backstory much quicker.
Summoning - Applies to Travis. Able to summon his mech in fight against McDonald.
Telekinesis - Applies to Vladimir. Able to throw boulders at you in a fight.
Energy Manipulation - Applies to Jeane. Able to create a ring of energy for her and Travis to fight in.
Poison Manipulation - Applies to Chloe. It should be obvious, there's an effect in the game called poisoned just for her fight. She can spread across the stage like a flamethrower.
Biological Manipulation - Applies to Chloe. Disabled Travis' ability to move somehow. I suppose this is biological rather than mind because of how rest of her powers are.
Resistance to Biological Manipulation - Able to break out Chloe's control.
Resistance to Poison Manipulation - Able to wear the Chloe's poison off over time.
AP, speed and new key
Before all of this, NMH2 characters, mainly Vladimir and Helms are 8-B scaling to 8-A. It doesn't make sense. I suggest we need to change it to 8-A.
Travis and Shinobu should have Early Game keys. Shinobu being 8-A should scale to #7 and 6, making Destroyman comparable to Speed Buster, which is insane. The early game keys should be scaled to the #10-6's feats.
Current Low-Tiers, from Death Metal to Holly Summers, are currently Unknown, which should be revised. I believe they are 9-B, possibly 9-A. The reason for this is Travis' feat against Peace, when he survived the explosion created by Peace and flew across the stadium and got back pretty easily both of which should be 9-B. They're possibly 9-A because while Holly's head and part of her upper body was blown off, the rest of body was still intact. At the top of that, Travis was supposed to block the explosion, suggesting that he can tank a hand grenade. He's also able to survive landmines.
The speed of the Low-Tiers should be Transonic. It scales from Peace's revolver and normal revolver should be somewhere in 300+ m/s, and based off of the fact that it can shoot explosive bullets, it should be improved somehow. Early Game Shinobu can also hop around Travis' swings as well and disappear in front of him in a cutscene.
Lifting Strength should also be revised as well. They should be Athletic Human for being able to overpower Travis' swings sometimes.
NMH2 Speed and Key
The people above MacDonald should be MHS+ instead of just the reaction speed. MacDonald uses those mechs to kill and he can't kill those people above him, it's likely that they are superior to MacDonald. Basically Helms to Jasper Jr.
Travis, Shinobu, and Henry should get the new key for it as well. NMH2 selves are likely better than their NMH1 counterparts. The tier shouldn't be changed though.
Because MHS+ is coming from NMH2 Travis NMH high tiers like Jeane's MHS+ reaction speed should be removed alongside Assassin worse than MacDonald.