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Verse equalization is for energy. However the location is set by SBA:Verse equalization states that it's in the same world.
Location: Central Park, New York City. The location can be left during the course of battle. If extreme advantages are generated via this location to one side, a balanced alternative should be discussed in the thread. |
If Tanjiro gets in range to attack, Wayne won't be in position to make gestures. Especially with Tanjiro's clarivoyance guiding him to deal decisive blows and to his opponent's weakness, his danger sense, and his precog.It still lowers attack tho, so not really.
Possibly Sub-Rel. And only not allowed if the amp is the primary reason for winning, which I don't claim; Tanjiro can tank with his pain tolerance, and if needed use speed amp to close the gap; that is if Tanjiro doesn't sense Wayne's approach and sneak up on him. To my knowledge, Snap doesn't cause stun and making the gestures takes time.Blitzing through amps isn't allowed against faster opponents and Wayne is Sub-Rel. And precog means nothing if the attack just automatically happens, which most Hylics moves do. Even if deconstruction doesn't work, Wayne can still just Snap (basic attack, instant) over and over and Tanjirou has no means of avoiding that.
The profile is currently a mess but it mentions that he withstood multiple of Muzan's attacks. The resistance is something agreed upon in the current KnY CRT.Also I would mention that I don't see any kind of resistance on his profile, so I won't really count this without a CRT since I don't know the context
If there were other beings creatures with regen there would be a point, but only the first type works via. sunlight and is stated to exploit the weakness of in-universe demons. The second type is basicly mystical magic.Actually no, i remember there is no feat of it neg regen of other being/creature, there are three type which just different in effectiveness against demon in-universe, we never actually see how it come out against other being, unless i'm missing something
Well, I'd argue this is a pretty damn big advantage, since any location in Hylics does not actively disadvantage Tanjiro it should be changed.Verse equalization is for energy. However the location is set by SBA:
Location: Central Park, New York City. The location can be left during the course of battle. If extreme advantages are generated via this location to one side, a balanced alternative should be discussed in the thread.
I don't think Tanjiro wins without it at all, though. Snap doesn't take any time, it's exactly what it sounds like, Wayne snaps his finger and his opponent takes damage. More powerful gestures do take a second or two, but even then it's pretty short. And yes, Tanjiro would win if he got in, but Wayne has no reason to allow that and would inflict way more damage by the time he does, especially since he has his own stat amps (which include hardening his body, so blades would have a relatively harder time dealing damage) and slightly higher AP (not only is he not upscaling from 8-B characters, but the feat he scales from is done with the dying breath of a dude he beat, so he upscales). I get Tanjirou has animeboy stamina but no matter how much stamina you are eventually attacks are just going to kill you.If Tanjiro gets in range to attack, Wayne won't be in position to make gestures. Especially with Tanjiro's clarivoyance guiding him to deal decisive blows and to his opponent's weakness, his danger sense, and his precog.
Possibly Sub-Rel. And only not allowed if the amp is the primary reason for winning, which I don't claim; Tanjiro can tank with his pain tolerance, and if needed use speed amp to close the gap; that is if Tanjiro doesn't sense Wayne's approach and sneak up on him. To my knowledge, Snap doesn't cause stun and making the gestures takes time.
Fair enoughThe profile is currently a mess but it mentions that he withstood multiple of Muzan's attacks. The resistance is something agreed upon in the current KnY CRT.
Tanjiro doesn't get an inherent advantage from fighting in Central Park. Wayne gets a big advantage from fighting in his home world with multiple portals and resources he can access.Well, I'd argue this is a pretty damn big advantage, since any location in Hylics does not actively disadvantage Tanjiro it should be changed.
Snap will require a one-shot or stunlock to be reliable; Tanjiro fought even harder with wounds multiple characters stated that they should make Tanjiro incapable of moving, to the point that a demon questioned "Isn't he human?". So yeah, Tanjiro is deep into animeboy stamina, and Wayne will require more than generic physical damage.I don't think Tanjiro wins without it at all, though. Snap doesn't take any time, it's exactly what it sounds like, Wayne snaps his finger and his opponent takes damage. More powerful gestures do take a second or two, but even then it's pretty short. And yes, Tanjiro would win if he got in, but Wayne has no reason to allow that and would inflict way more damage by the time he does, especially since he has his own stat amps (which include hardening his body, so blades would have a relatively harder time dealing damage) and slightly higher AP (not only is he not upscaling from 8-B characters, but the feat he scales from is done with the dying breath of a dude he beat, so he upscales). I get Tanjirou has animeboy stamina but no matter how much stamina you are eventually attacks are just going to kill you.
Wayne himself also has Accelerated Development to keep up with Tanjirou's RPL or whatever it was, especially since the first fight's gonna be ended by fearhax which gives Wayne an opportunity to grow in power, while Tanjiro won't.
They are not conventional burns that out DPS Muzan's healing; they are regeneration negation burns. Otherwise, it also doesn't make sense for Muzan to still have these wounds, but he does. He can split a small part of his flesh and create a new body out of it, but the burning wounds will still persist.I mean, burning isn't that impactful when the items regen you from your flesh being completely melted.
Tanjiro's clairvoyance should guide him to the best way to destroy it, but he can destroy the container for the liquid with brute force or using nearby objects (such as trees) to bury the fountain.Actually, it was said Tanjirou could destroy the fountain, but thinking about it, how would he even do that? He can destroy the button that activates them but it's a well, you can't really destroy that so easily, and that's the part that really matters. He also has to find the fountain, which is not guaranteed, at least at first, so odds are Wayne has way more than three tries.
It's merely one airship, everything else, as you yourself said, is outside influence, so it wouldn't come into play at all. This simply allows both characters to fight at the best of their abilities.Tanjiro doesn't get an inherent advantage from fighting in Central Park. Wayne gets a big advantage from fighting in his home world with multiple portals and resources he can access.
If Wayne can keep going, eventually he'll die- it may take a lot of time, but that'll happen. Still, Wayne can speed it up with poison and stronger attacks. I would also like to mention Time Sigil, while its ultimate effect it to make you fall asleep, which is useless, it slows you down in time before that. Also, there's Legend of Melting, it strikes FAR harder than Wayne's normal attack, multiple times, and inflicts paralysis.Snap will require a one-shot or stunlock to be reliable; Tanjiro fought even harder with wounds multiple characters stated that they should make Tanjiro incapable of moving, to the point that a demon questioned "Isn't he human?". So yeah, Tanjiro is deep into animeboy stamina, and Wayne will require more than generic physical damage.
He doesn't, he just grows in power like that. In skill as well, though that's a bit more vague.Farming for things that increases Wayne's stats would be Outside Influence.
Wayne can negate status effects with several moves, so he can remove that effect, especially since there's a status effect that's basically the same- power negating (duplication) burns. In fact, due to the bath, he starts out that way.They are not conventional burns that out DPS Muzan's healing; they are regeneration negation burns. Otherwise, it also doesn't make sense for Muzan to still have these wounds, but he does. He can split a small part of his flesh and create a new body out of it, but the burning wounds will still persist.
Fair enough, but "killing without delay" isn't really an advantage- Wayne's usually fairly serious about fighting, from what little we can tell.Tanjiro's clairvoyance should guide him to the best way to destroy it, but he can destroy the container for the liquid with brute force or using nearby objects (such as trees) to bury the fountain.
Tanjiro, investigating why the weird demonoid have returned, tracks where he came from using his powerful sense of smell, and he smells the juice and follows it.
Beginning of series, before any training, he is able to identify the location of traps within a mountain with almost non-existant air (like a demon was bragging his pocket dimension has almost no air and that Tanjiro must be in pain, but Tanjiro was like 'the air in the mountain I trained in was even thinner').
His senses became much sharper.
It is not that Wayne will catch Tanjiro in an ambush; Tanjiro should be able to sense Wayne has returned before Wayne finds him, and it is in-character for Tanjiro to kill demons without delay (early in the series he attempted to interrogate multiple demons and failed to get answers, so he won't bother).
Btw don't worry, you didn't come off that wayno no its ok sometimes i seems aggressive and without patience too but i don't want to sound like that, really don't worry
also i'm sorry too
High-Mid regen neg.I would like to give a reminder that Wayne has a slight AP advantage which will become a huge AP advantage due to AD (and if he loses AD will kick in AGAIN), attacks that are completely impossible to dodge, superior range, two tries, stat amps and some unresisted hax. I fail to see what Tanjiro has that is enough to combat this.
Can't like Clairvoyance and Precog help Tanjiro destroy the item that Wayne uses to heal? Idk with the content of Hylics.Seriously? Wayne doesn't even passively regenerate, he uses an item for that, and the same effect that prevents Tanjiro's fearhax will also negate that effect. So regen negation is completely useless. But even if that wasn't the case that's one thing, and Tanjiro has to actually land hits for it to come into play.
Yes that helps a lot.Can't like Clairvoyance and Precog help Tanjiro destroy the item that Wayne uses to heal? Idk with the content of Hylics.
Precog prevents Wayne to use the items.Uh, items as in, consumable items he carries. He's got several kinds, and multiple of each. He can also heal with his own abilities too, and that also hardens his body and makes him tougher. So, not really.
The idea is he can hurt far stronger enemies than those who hurt him, though I don't really agree with that. That said the reason the AP gap is big imo is because Wayne's AD (which took him from getting literally melted by the villain to fighting with him equally in ten minutes or so, despite that villain also growing in power an unspecified amount in the meantime) will kick in if he dies, and a second time if he dies again, and because the AP feat came from a character's dying breath, thus his normal attacks would likely be stronger.Actually, I don't think the AP gap is that severe
Muzan is immensely superior to people who do 70 ton feats while weakened while Wayne...
Wait, is Wayne's AP justification scaling him to be vastly superior to his durability because he can defeat random encounters, who can in turn harm them?
That's kinda circular scaling.
Either way there are plenty of abilities Tanjiro doesn't have an answer for in turn and I don't really know Hylics, I just wanted to stop by and say that