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The Brick Fortress Tournament (2025) - The Player (Combat Warrior) vs Kris Dreemurr

Which is Game Mechanics because the person's health went to zero and they exploded in glorious fashion because the developer thought it looked cool, or it isn't Game Mechanics, and that's what their AP is because they were able to do that. Pick your poison. And no where does it show that Combat Warrior suddenly gets an increase to his AP from this. It's just a really cool move. If it does, put it on his profile that he gets Statistics Amplification from his skills

This whole argument feels disingenuous.
"higher with explosives and Skills"
Also, stop acting like you know more than people who have actually played the game.
I just forgot something: Kris can actually defeat the Player by knocking them off the tower via spamming rapid charge shots powerful enough to push back the 289 ton Giant Spamton NEO, which means even if the Player were to try to parry the blasts, they're gonna get overpowered lifting strength-wise and be at risk at falling off the tower. Unless they have feats of using their parry to block 30 shots in 1 second, they're bound to be hit out of bounds.
He won't even attempt to parry those. He can maybe block normally but he can't parry projectiles. He'll respond with his own ranged options though.
 
He'll respond with his own ranged options though.
He can do that plus he can throw down a stamina splash on himself and start just evading the hell out of them. Player evades bows, skills, and guns on a daily basis along with being very accurate with his own ranged options. Plus, it's gonna be a bit harder to hit a constantly moving, agile dude than a giant spamton.
hich is Game Mechanics because the person's health went to zero and they exploded in glorious fashion because the developer thought it looked cool, or it isn't Game Mechanics, and that's what their AP is because they were able to do that. Pick your poison. And no where does it show that Combat Warrior suddenly gets an increase to his AP from this. It's just a really cool move. If it does, put it on his profile that he gets Statistics Amplification from his skills
His ap is higher with skills. 💀
 
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IIRC, we've seen the Soul's Yellow Mode attacks destroy certain projectiles as well as damage non projectiles, including in the Spamton fight, if that matters anything for AP scaling.
So Kris could try & negate ranged attacks by destroying them with Yellow SOUL projectiles, especially since they probably have the AP to overpower it. (& some resistance to Heat, Electricity & Acid as well.) (& that assumes the player's projectile ammo is more durable than regular ammo.)

....I wonder, since Kris can fire up to 30 Big Shots at a time, could they then do an Attack or X-Slash while the Big Shots are still on trajectory to target? It may be difficult to parry if you're already being damaged, experiencing knockback, or your field of view may be obscured by the destruction of projectiles.

A solid line of Big Shots going straight from Kris in theory could also obscure Kris's motions, no? If Attack & X-Slash ignore distance, spawning atop them, & Player can counter them by Parrying, then a counter would be to remove Player's access to the information of when the physical attacks are being made; Obstruct their field of view with a column of spammed Big Shots between Kris & player, & they'll presumably have more trouble seeing when Kris is swinging, obfuscating when for Player to properly time to Parry attacks.

Kris can also apparently be pretty agile: https://vsbattles.fandom.com/wiki/User_blog:Therefir/Deltarune:_Acrobatics
So they're not a sitting duck. (Though, "can". But I'd presume they'd dodge, especially given dodging is a big part of DR's Bullet Hell elements.)
 
A solid line of Big Shots going straight from Kris in theory could also obscure Kris's motions, no? If Attack & X-Slash ignore distance, spawning atop them, & Player can counter them by Parrying, then a counter would be to remove Player's access to the information of when the physical attacks are being made; Obstruct their field of view with a column of spammed Big Shots between Kris & player, & they'll presumably have more trouble seeing when Kris is swinging, obfuscating when for Player to properly time to Parry attacks.
Player, again, deals with constant explosions and projectiles on a daily basis so none of it is even phasing player from just dodging and popping a smoke grenade or popping a ghost potion.
 
It might have the same durability but it's still going to be easier to go through than say their torso just because it's thinner.
No...just no.

"higher with explosives and Skills"
Also, stop acting like you know more than people who have actually played the game.
Lol. Nothing I said even requires knowledge on the game to say. I just looked at the Fighting Games Power-scaling Standards and Game Mechanics and seen a lot of what Combat Warriors is doing. And I was right anyways.

And now that I look at it, it looks like Skills are formatted as a part of 8-C
9-A, likely 8-C physically and with weapons, higher with explosives and Skills
Wouldn't they say "9-A, higher with Skills"? And I look at the Durability page
Small Building level (When not directly hit, they can survive explosions from an RPG-7 armed with thermobaric warheads), likely Building level (Can survive attacks from the Matatibi and other Players. When not directly hit, they can survive explosions from RPG-7 rockets, frag grenades, and C4s, though they'll be left heavily injured)
It just repeats information? Is the explosions 8-C or 9-A? And "other Players" as in people who are equal to the Matatibi?
Small Building level (Upscale from being able to fragment the ground with one of their Skills which they can replicate with normal attacks and Glory Kills. Can harm other players who can harm them
Why do they even upscale?

I'm just typing this out as I go. The arguments for Combat Warrior feels really dishonest. You're saying that they go even higher with Skills that one-shots (or damn near kills) people on their level? What the hell? That whole thing reads exactly like saying "Scorpion can rip off heads of people with Class K strength so he's able to rip off the heads of anyone at his level" like isn't that his Lifting Strength? Doesn't the Combat Warrior just damage Kris normally instead of shredding to mince meat because of like three attacks?

Feels like a NLF.
 
Player, again, deals with constant explosions and projectiles on a daily basis so none of it is even phasing player from just dodging and popping a smoke grenade or popping a ghost potion.
I'm not sure what you mean.

If by "phasing", you mean "moving upon impact", huh? As mentioned, the Yellow Mode projectiles can move objects, that, AFAIK, are far above the Player's LS.
That they won't know this aside the first time & getting hit by one could lead to getting hit by a dozen or more in the same chain of shots means it sounds plausible that if they do something like trying to opportunistically take a hit to approach or attempt to power through it so they can execute an ability, they might be blown away by the effective LS of the many shots at once.

& it doesn't need to "phase" to impede parrying, strictly speaking. The SOUL Shines light, & presumably, the same goes for its projectiles. 30 Big Shots a second is basically a big column of glowing, loud projectiles, emanating directly from the SOUL. By putting this seemingly loud, shining/glowing line of fire between Kris & Player, when Kris is using Attack or X-Slash could be obscured by the light & noise of the Big Shots, making it harder for Player to know when to parry because the Big Shots would make it harder to see when those distance-ignoring melee attacks are happening, which seems like important info for parrying them. No offense meant.
 
By phasing I mean it's not gonna bother the player as he's just gonna dodge the projectiles like crazy.
Okay, but, even Kris's own Acrobatics & the SOUL's mobility aside, while the projectiles are traveling, their light would presumably obstruct the view of Kris using Attack & X-Slash, which ignore distance; Ergo, if the high knockback AP advantage barrage of dozens of projectiles doesn't hit, the distance ignoring slashes will, as with a prolonged trail of loud light, it will be more difficult to see or hear when to Parry. Not to mention, Player likely won't be aware of the devastating AP & LS until first struck.
If they end up flinching, as in, wincing in pain, from one of the attacks, that momentary involuntary reaction to the pain could also leave them vulnerable to one of the following shots, as they're fired in very rapid, practically continuous succession, I'd assume.
 
If they end up flinching, as in, wincing in pain, from one of the attacks, that momentary involuntary reaction to the pain could also leave them vulnerable to one of the following shots, as they're fired in very rapid, practically continuous succession, I'd assume.
That's not happening. He takes attacks from people alike player and he'll still just continue moving.


the distance ignoring slashes will, as with a prolonged trail of loud light, it will be more difficult to see or hear when to Parry.
The slashes are parryable because they're technically extended melee attacks. Kris will get parried if he tries that and gets immediately paralyzed and comboed. Player will have no trouble when to parry because he dealt with far more chaotic stuff like fighting the matatibi along with 32 other players.
 
That's not happening. He takes attacks from people alike player and he'll still just continue moving.
Fair, though, as said, if he, not knowing the AP/LS gap tries to opportunistically take a hit for approach or to get a move in, as some examples, he could experience severe knockback.
The slashes are parryable because they're technically extended melee attacks. Kris will get parried if he tries that and gets immediately paralyzed and comboed. Player will have no trouble when to parry because he dealt with far more chaotic stuff like fighting the matatibi along with 32 other players.
How do you figure they're extended, given their ignoring of distance, & the Sword not being where the slashes appear?
& it's one thing to have experience in chaotic scenarios. I don't know the details of those 32 player matches, but it's another thing to parry something you have effectively no visual nor auditory cue on when to parry. If you lack an indication of when to parry, it's practically a matter of luck.

I'd say that it's as much, if not more, a matter of denial of information (Parrying timing cues.) as it is of dividing focus.
 
How do you figure they're extended, given their ignoring of distance, & the Sword not being where the slashes appear?
he swings and it just hits somewhere else. It's basically a super extended funky melee attack which is parryable.

but it's another thing to parry something you have effectively no visual nor auditory cue on when to parry.
I think player can hear when the swing is coming by the sound effect right before it comes. He can react to that due to player being able to react to light weapon swings being swung and parrying accordingly right as they're swung.
 
No...just no.
What do you mean just no? A human will be in greater danger if he gets his throat cut as opposed to say his torso. The neck is naturally more vulnerable than most of the body. It's called common sense.
Lol. Nothing I said even requires knowledge on the game to say. I just looked at the Fighting Games Power-scaling Standards and Game Mechanics and seen a lot of what Combat Warriors is doing. And I was right anyways.

And now that I look at it, it looks like Skills are formatted as a part of 8-C

Wouldn't they say "9-A, higher with Skills"? And I look at the Durability page

It just repeats information? Is the explosions 8-C or 9-A? And "other Players" as in people who are equal to the Matatibi?
You're just nitpicking at this point. It's both part of 9-A and 8-C. Profiles from popular verses like One Piece are formatted like this.
Why do they even upscale?
You just quoted the justification for them upscaling. You answered your own question.
I'm just typing this out as I go. The arguments for Combat Warrior feels really dishonest. You're saying that they go even higher with Skills that one-shots (or damn near kills) people on their level? What the hell? That whole thing reads exactly like saying "Scorpion can rip off heads of people with Class K strength so he's able to rip off the heads of anyone at his level" like isn't that his Lifting Strength? Doesn't the Combat Warrior just damage Kris normally instead of shredding to mince meat because of like three attacks?

Feels like a NLF.
Why exactly wouldn't it go higher? Nobody claimed that he would shred Kris apart, just that he'll be able to damage them more effectively than with his regular attacks.
 
he swings and it just hits somewhere else. It's basically a super extended funky melee attack which is parryable.

I doubt it's a matter of the sword itself physically extending.

Per the justification on the profile:

Can ignore distance (Just like Susie, Kris was shown to be able to directly hit opponents with melee attacks despite being physically away from them, examples of this would be hitting Berdly or slashing Spamton NEO's wires despite being on a moving coaster, or hitting Rouxls Kaard while separated by an acid lake)

The Slashes can hit Spamtom, & Kris can snap his wires, despite being on coasters, with Spamton's coaster moving away from the coasters of the Delta Warriors. Admittedly, extending COULD work if the sword extends at the same speed as the coasters move or faster.
Not to mention, it has small animations for changing from Sword to Shield & vice-versa, IIRC, so I doubt it's extending itself or we'd say it.
I think player can hear when the swing is coming by the sound effect right before it comes. He can react to that due to player being able to react to light weapon swings being swung and parrying accordingly right as they're swung.
Spamming Big Shots creates a loud noise.



Regarding the reactions point, I haven't thought about SE stuff in a while, but reactions may be affected by Speed Equalization.
 
Player hears explosions on the daily so loud noises does not stop him from parrying and dodging.
But a loud noise could drown out the sound of the parrying; If he doesn't hear it, what's his cue?
(Also, the SOUL can move & fire.)
Not extended but just "funky." I get that it ignores distance but it's just that it's a sword slash regardless so it's getting parried.
Assuming he sees/hears when to parry, which Kris has a way to prevent, & SE impedes reactions.
Shrug.

I wanna get some second opinions from other DR experts on if stuff like Pirouette abilities are viable here.

Beyond that, both sides are skilled dodgers, but Kris has an AP & LS advantage & can spam projectiles that can tear through other projectiles & deal high damage & knockback.
If so it becomes a contest of Stamina, since both are effective dodgers (Why does Player have no justification for Acrobatics?), & IIRC, the SOUL can keep moving to dodge even when Kris is Down, so I'm uncertain Kris failing to dodge is enough to ensure a hit; Similar may apply if stunned.
 
Kris can potentially tire the player out by doing pirouettes, the extra effects are: The player's defense goes down, Kris' defense goes up, nothing, Kris heals themself or the player's attack goes up for one turn.

No matter the result, the player will get tired when Kris does a pirouette.
 
No matter the result, the player will get tired when Kris does a pirouette.
It's not really gonna happen if player has Immo type 2. He's not gonna be losing effectiveness because he also has debuffs that he can use against Kris.

If so it becomes a contest of Stamina, since both are effective dodgers (Why does Player have no justification for Acrobatics?), & IIRC, the SOUL can keep moving to dodge even when Kris is Down, so I'm uncertain Kris failing to dodge is enough to ensure a hit; Similar may apply if stunned.
I mean Player can roll, jump around, slide, do parkour, do extremely large leaps, and more so I have no idea why theres no justification for acrobatics.
The soul can keep moving while kris is down.


Kris heals themself or the player's attack goes up for one turn.
Yeah this ain't no turn based gameplay. He wouldn't care about debuffs. He's still going to pursue.

If it so comes down to Kris spamming projectiles, player will likely respond with his own projectiles or pop a ghost potion that makes him invisible and just begin comboing Kris like crazy.
 
It's been a day, things have cooled down, I'll put my two cents in.
No matter the result, the player will get tired when Kris does a pirouette.
It's not really gonna happen if player has Immo type 2. He's not gonna be losing effectiveness because he also has debuffs that he can use against Kris.
Immo Type 2 wouldn't block yourself from being drowsy (I'm using a different term since I think tired might be confused here for being tired of fighting after injuries, which Immo Type 2 would indirectly block) Being drowsy is on it's own not an injury. He's got no sleep res, so he'll be affected.
Player hears explosions on the daily so loud noises does not stop him from parrying and dodging.
Thought I'd put in some research to figure how exactly a parry works in CW, since that matters more to how I might think the battle would turn out. Turns out it was recently reworked to where the stun doesn't last very long (enough for a player to hit about 2-4 hits in before they get unstunned) and that's if Player is at close range. If Kris is keeping his distance and using his distance ignoring strikes and gets parried, he'll likely get back up before Player can take much advantage.

On another note, I also checked on how the Ghost Potion works too. Turns out their weapon is visible even while the Player is not, so it wouldn't be as much of a "free combo spam" since Kris would be able to pre-emptively see the weapon even before the Player could use it to attack. (Although all the sources I could find on the Ghost Potion are >1 year old, they may have reworked it since, in which case feel free to correct me)
Nothing I said even requires knowledge on the game to say. I just looked at the Fighting Games Power-scaling Standards and Game Mechanics and seen a lot of what Combat Warriors is doing. And I was right anyways.
However even noting this, I don't see how Fighting Game Power-scaling Standards apply here, as CW from what I can see doesn't really have a cohesive story or multiple modes where the canonicity of these events can be scrutinized. As for Game Mechanics, some parts I do think could technically be considered Game Mechanics but the general arguments have at least some merit to them where with some modification it is still worth considering.

Considering the above, plus other arguments I feel have already been well explained that I don't feel like I need to comment on, I think my argument pre-all of this still applies mostly, and possibly even more in Kris's favor due to the charge shots he used now giving him an actual ranged option.
Kris has to keep his distance when making attacks, which could be a struggle, and if he has to keep his distance far enough, he may not be able to capitalize on the Player when he's incapped as often. I'm still leaning to Kris winning, since mistakes would be much less punishing for him, and once he realizes how to counter the Player, it's much less demanding to get some distance and time slashes well than spamming skills and weapon combos, which would leave more openings for Kris to exploit over the course of the match when he can have a good chance to dodge most of them.

And with this, I'm voting Kris FRA.
 
Immo Type 2 wouldn't block yourself from being drowsy (I'm using a different term since I think tired might be confused here for being tired of fighting after injuries, which Immo Type 2 would indirectly block) Being drowsy is on it's own not an injury. He's got no sleep res, so he'll be affected.
Player gets hit with Stamina debuffs with no additional side effects. It likely might minimaly reduce his effectiveness but thats about it.


Turns out it was recently reworked to where the stun doesn't last very long (enough for a player to hit about 2-4 hits in before they get unstunned) and that's if Player is at close range.
I played the game the other day and it turns out they reworked it back to how it was before the update however simutaneously the parried takes even more damage if the parry connects.
image.png

Adding on to parry, the stun time might be short, however the stun can be extended by the player kicking Kris over, which is something Player does. The player can also use his various skills like his stab dash to damage kris severely since the Dragon Slayer's stab dash is an instant kill to those equal to player (AP is higher with skills).

Turns out their weapon is visible even while the Player is not, so it wouldn't be as much of a "free combo spam" since Kris would be able to pre-emptively see the weapon even before the Player could use it to attack.
Their weapon is visible, but not his fists. His fists and his skills can severely damage opponents with one of his skills (supposedly) being an instant kill (although it was tested on a player less than half HP).


charge shots he used now giving him an actual ranged option.
Player would likely respond with his own ranged options or try to jump at Kris with his leap slam attack which will stun if it hits.

Lastly, Player is known for cutting heads and limbs, and it appears that Kris's neck is quite small. If Kris does get parried, Player will likely go for the head. It may be as durable as the rest of his body, but it will be easier to go through as compared to the torso. It will hurt Kris significantly if not kill him if the neck is went for compared to anywhere else.
 
Player gets hit with Stamina debuffs with no additional side effects. It likely might minimaly reduce his effectiveness but thats about it.
I think you're proving the point that you might be confused about what's being argued here. This "tired" effect is not a Stamina debuff. It's an effect that makes the enemy more drowsy. Each time the piroutte skill is used, it adds onto that effect, no matter the effect of the skill that the skill randomly selects. This effect would fall under Sleep Manipulation via Sleep Inducement. The Player does not have Sleep Manipulation Resistance, so it's going to affect him, albeit yes minimally at first. But this effect can and will stack with each use of the piroutte skill, which could let the Player be put to sleep, and then because he is asleep, he is incapped. And if that happens, the Player can't take too many hits from Kris, nor would he be able to fight back much against a fling off the edge/into the magma core.
I played the game the other day and it turns out they reworked it back to how it was before the update however simutaneously the parried takes even more damage if the parry connects.
image.png

Adding on to parry, the stun time might be short, however the stun can be extended by the player kicking Kris over, which is something Player does. The player can also use his various skills like his stab dash to damage kris severely since the Dragon Slayer's stab dash is an instant kill to those equal to player (AP is higher with skills).
The video I referenced was uploaded after these patch notes, and I don't think the additional damage applies it specifically applies to those who get mythicals (which you explicitly said the Player cannot use, nor would Kris have a mythical weapon for it to activate)

Is there a patch note in there somewhere saying it got reverted back posted around or after January 7th? I don't play this game so I wouldn't know if this parry is the new reworked version or the old reworked one that was just posted late.

It is true that it can be extended with a kick, but the stun would expire before the Player would have a chance to extend it with a kick if Kris is at far enough range.
Their weapon is visible, but not his fists. His fists and his skills can severely damage opponents with one of his skills (supposedly) being an instant kill (although it was tested on a player less than half HP).
True, but it would likely only class as a normal hit to Kris due to his durability. Would have a bit of a cooldown, and could maybe act as a combo starter, but Kris can also likely respond while the Player is doing the skill, so it might be deadly for the Player to do it. I am however curious if the Player would retain invisibility from the Ghost Potion if he activates the skill, as I'm not 100% sure on how it expires.

Though also I noticed that while under the effects of a Ghost Potion, your mobility is reduced, so dodging is less likely to happen (although it seems that jumping is not reduced so maybe certain dodges can happen, but are still limited). So if Kris catches on, Kris could exploit that to spam pirouttes or use other items to heal or boost up.
Player would likely respond with his own ranged options or try to jump at Kris with his leap slam attack which will stun if it hits.
I don't know much about the Player's other ranged options (that aren't limited) but with the bow, Kris likely both outproduces and overpower those arrows with his shots. And since they're a ranged attack, they can't be parried so except for dodging each shot that could spell doom for him as previously stated.
 
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I think you're proving the point that you might be confused about what's being argued here. This "tired" effect is not a Stamina debuff. It's an effect that makes the enemy more drowsy. Each time the piroutte skill is used, it adds onto that effect, no matter the outcome.
What I'm noticing is that Kris is just spinning around, but a sitting duck while doing so and pretty vulnerable as well. This ain't really a turn based fight either so Kris will get hit while he's doing his spinning shenanigans.

The video I referenced was uploaded after these patch notes, and I don't think the additional damage applies it specifically applies to those who get mythicals
Player is not using mythicals. He's using regular weapons in his arsenal in which they will hurt more than normal.
Is there a patch note in there somewhere saying it got reverted back posted around or after January 7th? I don't play this game so I wouldn't know if this parry is the new reworked version or the old one that was just posted late.
Devs likely temporarily added this as a test but removed it right afterward like a day or so. I tested the parry system and it works like it did prior to the parry update.
extend it with a kick if Kris is at far enough range.
Player can easily close that gap with a roll, jump, and slide which can be performed in quick succession.
I am however curious if the Player would retain invisibility from the Ghost Potion if he activates the skill, as I'm not 100% sure on how it expires.
If I recall correctly, his invisibility retains even after using a skill. I think it expires after around 10+ seconds or so, which is more than enough time for players to land some hits in. Plus, nothing is stopping player from quickly pulling out a weapon, slashing kris, and holstering it, as well as going behind Kris. Kris won't see it coming.
I don't know much about the Player's other ranged options (that aren't limited) but with the bow, Kris likely both outproduces and overpower those arrows with his shots. And since they're a ranged attack, they can't be parried so except for dodging each shot that could spell doom for him as previously stated.
He has various ranged options, like a Minigun, a Flamethrower, an AK, an M249, a Tommy Gun, a Spas-12, and most importantly, a BFG that obliterates anything hit💀.
 
Dumb question. Uh. Does The Player for Kris, I.e, not the Player for Combat Warrior but the DR Player that is explicitly controlling Kris, have any bearing for this match? Kris does have T8 immortality in their profile, so what's stopping the DR Player from resetting if Kris gets stuck in an incon or killed? Not sure if this has already been commented on or taken into consideration in the tourny thread.
 
I don't know.

If Kris stays away, using his yellow mode making noise and shooting, doing pirouettes, maybe using Blow On to keep the player away, attacking when the player gets close enough and using X-SLASH.

All of that at the same time I think Kris has a better chance of winning.
I don't think the player can react to all of that at nearly the same time.
 
I'm pretty sure player has a minigun that he can just use to spam Kris as well. The minigun two taps other players so imagine what it would do to Kris if a certain amount of shots hit.
 
I'm pretty sure player has a minigun that he can just use to spam Kris as well. The minigun two taps other players so imagine what it would do to Kris if a certain amount of shots hit.
Kris is 3.3x stronger than player.
IIRC, Big Shots can destroy projectiles from Spamton that regular shots could not destroy, as well as other profiles.
Tangent: It's kind of weird, since Kris normally shambles without the SOUL & puts in them shortly after the few times we've seen, & there's statements of the SOUL shining its power on them to upgrade their abilities, implying the SOUL empowers them. So IDK if the SOUL's Yellow Mode bullets are as strong as Kris, weaker, or stronger.

But the Big Shots, which they can spam, should definitely be comparable or better, I'd assume. I don't recall Spamton's damage ranges, but he can hit quite hard on even a single hit, & yet Big Shots can blow through multiple of his projectiles at once.

Ergo, minigun bullets would have to not get destroyed by the effective loud, noisy "beam" of Big Shots, each of which can destroy multiple bullets.
With speed equalized & both having acrobatics, getting an angle where the projectiles aren't being destroyed before reaching would be difficult, especially since the minigun is probably firing in a straight line from CW Player.
 
Kris is 3.3x stronger than player.
IIRC, Big Shots can destroy projectiles from Spamton that regular shots could not destroy, as well as other profiles.
Tangent: It's kind of weird, since Kris normally shambles without the SOUL & puts in them shortly after the few times we've seen, & there's statements of the SOUL shining its power on them to upgrade their abilities, implying the SOUL empowers them. So IDK if the SOUL's Yellow Mode bullets are as strong as Kris, weaker, or stronger.

But the Big Shots, which they can spam, should definitely be comparable or better, I'd assume. I don't recall Spamton's damage ranges, but he can hit quite hard on even a single hit, & yet Big Shots can blow through multiple of his projectiles at once.

Ergo, minigun bullets would have to not get destroyed by the effective loud, noisy "beam" of Big Shots, each of which can destroy multiple bullets.
With speed equalized & both having acrobatics, getting an angle where the projectiles aren't being destroyed before reaching would be difficult, especially since the minigun is probably firing in a straight line from CW Player.
Player is just as acrobatic with the minigun so keep that in mind. He can keep moving and keep shooting without any overheat.
 
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