- 944
- 253
Upgrades
These calculations have been accepted and should be good for use. Pepsiman and Pepsi cans scales to them (See below for Pepsi cans)
Pepsiman's "possibly" lifting strength should be changed to an At most rating, as it's actually meant to be his upper limit.
Due to living Pepsi cans (and those superior to it) and Hover Platforms massively upscaling (See Scaling Chain below) from the value (0.0899310446 tons), they should recieve a Small Building level+ rating as it would reach 0.125 tons after a ~39% increase (With upscaling being accepted as 20%, i heard?)
Pepsiman - Hax:
Absorption (Of Pepsi cans) - Wire Pepsiman's absorption gets changed to Liquid Absorption
Accelerated Development (Passive; Abilities & Physical Statistics; Learnt to skillfully maneuver skateboards and hovering platforms as soon as he got on them. Went from being tripped by Pepsi cans to merely staggered by them in the matter of minutes) - This happens by the end of the game, so he will be given an End of Game durability rating, which upscales from his previous self.
Inorganic Physiology (Type 1; Made of aluminum, which allows him to be unaffected by burning vehicles; Lacks a nose and does not need to breathe, as reflected from being unhindered by polluted areas; Lacks eyes and ears, yet can still see and hear, however, he has a hidden mouth to drink Pepsi and vocalize from)
Reactive Evolution (Gains a layer of resistance to Time Manipulation every time he is hit while frozen in time)
Resistance to Time Manipulation (1 layer; Was moved after being hit in stopped time by a small truck, with the same happening after he was hit by a group of buffalos)
Pepsi - Hax:
Normal - Social Influencing (Charisma; Made groups of people go from stressed to immediately happy upon receiving Pepsi-Cola)
Real World - Minor Toon Force (Fell on their own)
When given life by Pepsiman, is granted:
Enhanced Senses (Are aware of Stelth Pepsiman's presence)
Summoning (Able to summon Pepsi cans in order to trip it's target)
Danmaku (Can summon these in several patterns, speeds, on the ground or in the air)
Toon Force (Able to bounce on their own and flatten their victims)
Vibration Manipulation (Causes tremors upon impact)
Note: The above (except for Social Influencing) does not apply to Small Size (Type 1) Pepsi cans.
Note 2: Pepsi cans that are given life are indicated by them bouncing.
Upgrades:
Attack Potency - Small Building level (Can trip and damage Pepsiman), at least Small Building level+ for Giant Pepsi cans (Superior to living Pepsi cans. Can flatten Pepsiman even with his dashes and slides). Varies on size when given life by Pepsiman; Small Building level+ (Able to damage Pepsiman even with his dashes and slides), even higher for Giant Pepsi cans (Superior to regular Giant Pepsi cans. Able to crush End of Game Pepsiman and are unstoppable)
Speed: ...Superhuman when given life by Pepsiman (Able to keep up with Pepsiman)
Scaling Chain
Living Giant Pepsi cans < Giant Pepsi cans < Living Pepsi cans = Pepsiman (End of Game, Dash/Slide) < Pepsiman (Dash/Slide) < Pepsiman (End of Game) < Pepsiman = Pepsi cans
Pepsiman Calc: Pepsiman's Skateboarding Skills
vsbattles.fandom.com
Pepsiman vaporizes a wall and destroys a tunnel wall again
vsbattles.fandom.com
Pepsiman's "possibly" lifting strength should be changed to an At most rating, as it's actually meant to be his upper limit.
Due to living Pepsi cans (and those superior to it) and Hover Platforms massively upscaling (See Scaling Chain below) from the value (0.0899310446 tons), they should recieve a Small Building level+ rating as it would reach 0.125 tons after a ~39% increase (With upscaling being accepted as 20%, i heard?)
Pepsiman - Hax:
Absorption (Of Pepsi cans) - Wire Pepsiman's absorption gets changed to Liquid Absorption
Accelerated Development (Passive; Abilities & Physical Statistics; Learnt to skillfully maneuver skateboards and hovering platforms as soon as he got on them. Went from being tripped by Pepsi cans to merely staggered by them in the matter of minutes) - This happens by the end of the game, so he will be given an End of Game durability rating, which upscales from his previous self.
Inorganic Physiology (Type 1; Made of aluminum, which allows him to be unaffected by burning vehicles; Lacks a nose and does not need to breathe, as reflected from being unhindered by polluted areas; Lacks eyes and ears, yet can still see and hear, however, he has a hidden mouth to drink Pepsi and vocalize from)
1. Pepsi cans are made of aluminum.
2. Pepsiman's state of being after his injuries in commercials or after getting a game over is represented by a Pepsi can.
3. He is unaffected by the flames of burning vehicles, and aluminum is fireproof. For those who argue he's moving through the fire too fast to be affected, tripping on these vehicles also has no effect on him.
2. Pepsiman's state of being after his injuries in commercials or after getting a game over is represented by a Pepsi can.
3. He is unaffected by the flames of burning vehicles, and aluminum is fireproof. For those who argue he's moving through the fire too fast to be affected, tripping on these vehicles also has no effect on him.
Reactive Evolution (Gains a layer of resistance to Time Manipulation every time he is hit while frozen in time)
Resistance to Time Manipulation (1 layer; Was moved after being hit in stopped time by a small truck, with the same happening after he was hit by a group of buffalos)
While this might sound absurd and very questionable, I'll try to explain:
Starting with this scene, you can see beforehand that the crowd is celebrating after getting Pepsi, but when the small truck arrives, the crowd is suddenly paused in time (Note that they do not make any movement during the cutscenes except prior to the vehicle's arrival), and Pepsiman does not react to it's honking sounds, indicating he's been frozen in time too. The same thing happens with the group of buffalos, the crowd suddenly pauses movement and Pepsiman does not react to the violent shaking and noises, neither does the crowd.
This does not happen in the Red Pizza truck and the final giant Pepsi can boss fight, as he actually reacts to them, unlike the other two (Besides not having any indication of Time Manipulation occuring)
Going back to the first point, upon Pepsiman getting hit by the small truck/buffalos, he gets moved while the crowd is still frozen in time. (Buffalos cutscene is a clear example of this)
This implies that he has some sort of Reactive Evolution that allows him to gain a layer of resistance to time stop when hit while frozen in time.
Since the buffalos, which takes place after the small truck, freezes Pepsiman in time after he supposedly gained a resistance to it, and yet he managed to be moved again while the crowd was still stopped in time, implies that Pepsiman has 1 layer of resistance to Time Manipulation.
Starting with this scene, you can see beforehand that the crowd is celebrating after getting Pepsi, but when the small truck arrives, the crowd is suddenly paused in time (Note that they do not make any movement during the cutscenes except prior to the vehicle's arrival), and Pepsiman does not react to it's honking sounds, indicating he's been frozen in time too. The same thing happens with the group of buffalos, the crowd suddenly pauses movement and Pepsiman does not react to the violent shaking and noises, neither does the crowd.
This does not happen in the Red Pizza truck and the final giant Pepsi can boss fight, as he actually reacts to them, unlike the other two (Besides not having any indication of Time Manipulation occuring)
Going back to the first point, upon Pepsiman getting hit by the small truck/buffalos, he gets moved while the crowd is still frozen in time. (Buffalos cutscene is a clear example of this)
This implies that he has some sort of Reactive Evolution that allows him to gain a layer of resistance to time stop when hit while frozen in time.
Since the buffalos, which takes place after the small truck, freezes Pepsiman in time after he supposedly gained a resistance to it, and yet he managed to be moved again while the crowd was still stopped in time, implies that Pepsiman has 1 layer of resistance to Time Manipulation.
Pepsi - Hax:
Normal - Social Influencing (Charisma; Made groups of people go from stressed to immediately happy upon receiving Pepsi-Cola)
Real World - Minor Toon Force (Fell on their own)
When given life by Pepsiman, is granted:
Enhanced Senses (Are aware of Stelth Pepsiman's presence)
Summoning (Able to summon Pepsi cans in order to trip it's target)
Danmaku (Can summon these in several patterns, speeds, on the ground or in the air)
Toon Force (Able to bounce on their own and flatten their victims)
Vibration Manipulation (Causes tremors upon impact)
Note: The above (except for Social Influencing) does not apply to Small Size (Type 1) Pepsi cans.
Note 2: Pepsi cans that are given life are indicated by them bouncing.
Upgrades:
Attack Potency - Small Building level (Can trip and damage Pepsiman), at least Small Building level+ for Giant Pepsi cans (Superior to living Pepsi cans. Can flatten Pepsiman even with his dashes and slides). Varies on size when given life by Pepsiman; Small Building level+ (Able to damage Pepsiman even with his dashes and slides), even higher for Giant Pepsi cans (Superior to regular Giant Pepsi cans. Able to crush End of Game Pepsiman and are unstoppable)
Speed: ...Superhuman when given life by Pepsiman (Able to keep up with Pepsiman)
Scaling Chain
Living Giant Pepsi cans < Giant Pepsi cans < Living Pepsi cans = Pepsiman (End of Game, Dash/Slide) < Pepsiman (Dash/Slide) < Pepsiman (End of Game) < Pepsiman = Pepsi cans
Pepsi cans can trip Pepsiman and get knocked away in the process = Equal to each other
Pepsiman (End of Game) is only staggered by Pepsi cans = Upscales from Pepsiman
Pepsiman while dashing/sliding easily runs through a Pepsi can = Upscales from Pepsiman (End of Game) and significantly upscales from Pepsiman.
Pepsiman (End of Game) while hypothetically dashing/sliding should be superior to his previous self = Upscales from Pepsiman while dashing/sliding and significantly upscales from Pepsiman (End of Game)
Living Pepsi cans are able to damage Pepsiman even when dashing/sliding = Upscales from Pepsiman (Dash/Slide), should be equal to Pepsiman (End of Game, Dash/Slide). Hover Platforms are on this level.
Giant Pepsi cans are able to flatten Pepsiman while dashing/sliding = Upscales from Living Pepsi cans and significantly upscales from Pepsiman (Dash/Slide)
Living Giant Pepsi cans are able to flatten Pepsiman (End of Game), are the biggest hostile Pepsi cans = Upscales from Giant Pepsi cans
Pepsiman (End of Game) is only staggered by Pepsi cans = Upscales from Pepsiman
Pepsiman while dashing/sliding easily runs through a Pepsi can = Upscales from Pepsiman (End of Game) and significantly upscales from Pepsiman.
Pepsiman (End of Game) while hypothetically dashing/sliding should be superior to his previous self = Upscales from Pepsiman while dashing/sliding and significantly upscales from Pepsiman (End of Game)
Living Pepsi cans are able to damage Pepsiman even when dashing/sliding = Upscales from Pepsiman (Dash/Slide), should be equal to Pepsiman (End of Game, Dash/Slide). Hover Platforms are on this level.
Giant Pepsi cans are able to flatten Pepsiman while dashing/sliding = Upscales from Living Pepsi cans and significantly upscales from Pepsiman (Dash/Slide)
Living Giant Pepsi cans are able to flatten Pepsiman (End of Game), are the biggest hostile Pepsi cans = Upscales from Giant Pepsi cans
Last edited: