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Tier 9-A Partners in Crime Tournament; Round 1 Match 7: Kamen Rider Shadow Moon and Kamen Rider Black Sun VS Berdly and The Queen (0-0-0)

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Kamen Rider Shadow Moon and Kamen Rider Black Sun VS Berdly and The Queen


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Tournament Match Rules
  • All are restricted to 9-A.
  • Speed is equalized.
  • Characters have their standard equipment.
  • Battles take place at an empty dumpster.
  • Combatants start 30 meters away from each other.


Kamen Riders: 0
Berdly n Queen: 0
Rick Astley: 0
 
Guess I'll have to step in...

So unfortunately for the Kamen Riders, they're at a massive physical disadvantage.

Both Black Sun and Shadowmoon scale to 50.21 Megajoules, while both Berdly and Queen scale to 316 Megajoules if memory serves me right. This is roughly a 6.3x advantage for Berdly and Queen in AP, SS, and Dura. Add on the fact that they have attacks which damage the soul, you can genuinely argue that the kamen Riders are in one-shot territory here.

However, there are a few things the Kamen Riders can exploit here that can give them the advantage here.

Going off of face value, Berdly seems to be the weak link of the duo, so it'd be better for Black Sun and Shadowmoon to take him out first, and I think they can do that.

First off, the Kamen Riders have a really good LS advantage (Class M vs Class K), so either Black Sun can restrain Berdly or Queen with said LS, or Shadowmoon can abuse tf out of his Telekinesis, which can be used to immobilize, choke, or blow enemies away. This is a great way to gain an advantage early in the match.

Another thing that can help is their Enhanced Senses/Extrasensory Perception.

Additional Enhanced Senses (Shadow Eyes have a broad field of vision and can focus to see clearly from 870 meters away. He can detect even the slightest amount of light, allowing him to demonstrate the same ability even in dark places. The Sensor Antennae on his head can detect subtle changes in the environment, such as air currents and temperature, as well as the source of the attack, allowing for swift evasion and defense)

Extrasensory Perception (Alarm Point are extrasensory organs that sensitively perceive events that cannot be detected with the naked eye, such as signs of lurking in shadows and murderous intent, as well as impending dangers)

With abilities like this, any kind of sneak attack is basically void here.

While Black Sun and Shadowmoon are at a huge AP disadvantage, they have a few abilities that can somewhat circumvent the gap:

Bodily Weaponry (He possesses sharp claws and spins on both hands, and he can bite foes with his jaws.[2] He can also utilize the grasshopper legs that sprouted from his back as a sword[3])

Bodily Weaponry (He possesses sharp claws and spins on both hands, and his jaws are strong enough to split Anemone Kaijin in half[2][3]. He can also utilize the grasshopper legs that sprouted from his back as a sword)

Forcefield Creation and Statistics Amplification (The Century King Sun Driver can generate a special magnetic field that surrounds the abdomen and increases the driver's output. It is also capable of amplifying the "Vital Photon," the root of life found in all living things, and manifesting the power of fusion and evolution beyond the lineage)

Forcefield Creation and Statistics Amplification (The Century King Moon Driver can generate a special magnetic field that surrounds the abdomen and increases the driver's output. It is capable of amplifying the "Vital Photon," the source of life that exists within the bodies of all living things, expressing the power of fusion and evolution that transcends lineage, and rapidly amplifying its power. If a Kingstone is inside, it can increase the output and possibly manifest a unique power. It also improved overall performance and maximum output compared to the Century King Sun Driver)

Healing with Heat Haven (Heat Haven is a substance that can activate Kaijin's abilities, heal, or inhibit aging)

Damage Reduction (Ex Shell Armor's super-hardened skin acts as an exoskeleton, reducing nullifying internal damage from enemies attacks)

Energy Manipulation (He can focus the "Vital Photon" life force into his fist and leg to amplify power and activate the finisher. He could also imbue Century King Shadow Blade with the same energy, giving it greater cutting power)

All of the aforementioned abilities can either mitigate the amount of damage they take, heal from the damage taken, or increase the amount of damage they output.

And it's also very likely that both Shadowmoon and Black Sun can interact with Berdly and Queen's Soul Attacks via their Non-Physical Interaction.

Non-Physical Interaction (Deflect Bishum's air gust[4]. Comparable to Kamen Rider Black Sun, who could physically grasp telekinetic force)

Non-Physical Interaction (Should be comparable to Shadowmoon, who can deflect Bishum's air gust.[5] He could also physically grasp Shadowmoon's telekinesis force)

Yes. That 6.3x AP advantage is going to be very detrimental, but the Kamen Riders have a lot of abilities that can keep them in this fight. Shadowmoon can abuse his Telekinesis since he has the better LS, which can keep Berdly and Queen at bay.

Don't count them out.
 
Ok, I'm finally here, now I can finally elaborate on what RandomGuy has said.

Getting this out of the way now since this is very important to this matchup, Black Sun and Shadow Moon are incredibly bloodlusted against non-humans (the humans part will be elaborated when we get there cuz there's no point explaining this when they're fighting a bird monster and a robot). So none of them will hesitate to end this fight as fast as possible and as violently as possible. Despite their unfathomably low AP values (the lowest of this tourney), they have the one best stat out of everyone in this tourney: Their Class M Lifting Strength, which they use to rip off limbs and heads, lift stuff and crush stuff.

While their AP is extremely low, they have 2 sets of stat amps each to at least give them equal footing, but moreso more durability to tank should any of their attacks hit the rider duo. The first is from their innate abilities, then when they become riders. Even then, they possess exoskeletons that can reduce the damage of their SOUL attacks, which is now viable due to Psychomaster stating that many times in the main bracket thread.

Focusing on the Deltarune duo's attacks, Shadow Moon will be very prominent and is a huge pain in the ass for them due to his Telekinesis paired with his Class M LS and NPI, which will span tens of meters. With this, he can not only protect himself but Black Sun who lacks the TK, along with deflecting back any of their danmaku and attacks right back at them. While this may not seem to do much since those two resist SOUL Manipulation, keep in mind that Kotaro and Nobuhiko are looking to close the distance between them for them to be able to pounce and rip their heads off. Black Sun himself isn't dead weight here either, since he has everything else I've stated besides TK, so he can rip his leg to have it become a sword and then deflect those SOUL attacks on his own too.

To further add upon how they're going to avoid SOUL attacks, they have 2 sets of Enhanced Senses and 1 Extrasensory Perception each. As stated in their innate abilities: " Grasshoper's sensory organs: the compound eye and antenna can provide a greater field of vision, as well as other information such as light intensity, humidity, vibration, wind velocity, and so on." This is their innate grasshopper senses along with their kaijin senses, where the many kaijins of their series could sense Kotaro's sudden transformation from very far away. And we still have to account for their additional ones when they transform, which gives both of them a broad field of vision and can see clearly from 800 meters not to mention detect the smallest amount of light, letting them still fight well in the darkness. Their antennas let them detect subtle changes in the environment, such as air currents and temperature, as well as the source of the attack, allowing for swift evasion and defence. Not only will they be able to see their adversaries immediately, but they can also detect the deltarune duo's attacks coming at them. And if that doesn't convince you, then that's where Extrasensory Perception comes in. Both of them have extrasensory organs called alarm points that let them identify events that the naked eye cannot detect, such as presence hiding in shadows, murderous intent and most importantly, approaching danger. All this lets them dodge or deflect any attacks coming right for the Rider Duo as they cross the 30 metres to get into the CQC range, which they're ultimately very good at.

As for the Kamen Riders' attacks, we have Shadow Moon's telekinesis again, which he can use to his advantage by grabbing them and pulling them to the duo if they decide to try and run from their CQC range, among other things like pinning them to the ground and even crushing/ripping limbs. Kotaro has the same shit but again lacks the telekinesis. The two can attack using their claws and spines on their arms, along with being able to rip their hind legs (those things on their chests in the thread picture) to use them as swords. Their finishers boost their AP to unquantifiable amounts, which Kotaro used to completely defeat Nobuhiko in their final battle in the series, meaning that it may or may not be much, but the boost will still help regardless. I forgot they can also bite into their opponents and use their LS to rip and tear with that too. They incorporate their LS into their CQC fights, so they can pack a punch even with the huge AP gap.

As for the Rider Duo's other defences, they have Mid-Low regeneration, where they can regenerate very severe wounds. And Nobuhiko has a dozen heat heavens (kaijin health food) with him so he can share that with Kotaro to heal as they regen. Their stamina is terrifying since they're able to withstand mutilation, dismemberment, being shot at and massive blood loss. Kotaro himself had been stabbed severely twice and lost a leg fighting a very powerful adversary in his series, but he was still conscious and could still keep fighting. For Nobuhiko, he got slashed immensely by Kotaro but he still fought him unfazed. Both of them can also rip their hind legs without getting fazed. Pairing with their regeneration, healing and stamina, they will be able to stay in the battlefield for a long time even with their durability disadvantage.

The moment they reach CQC range (or if Shadow Moon woke up on the wrong side of the bed), the battle will be over very quickly for Berdly and Queen, as they'll end up as a pool of feathers, meat, bones and blood and a pile of metal respectively when the rider duo is done with them.
 
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Superior LS is cool and all, but both of these guys are long-range projectile spammers with over a 6x AP/durability advantage. They only need to attack the Riders a handful of times before they get a KO while the Riders need to wear down the Lightnerds much more.

Queen also has a pesky forcefield that can take at least two of Susie's strongest spell before it fades. The Riders won't be able to throw anything at that forcefield that's close to Susie's Red Buster, so they'd have to spend a lot more time tearing it down... and during that time, the Lightnerds will be spamming projectile magic attacks.

It WILL be bad if the Riders can grapple. However, given the forcefield, projectile spam, flight, and AP/Dura advantage, I don't think they need to worry about that much.

Fight opens, magic goes flying, a forcefield gets brought up, they wear the Riders down while they struggle to get passed the forcefield.

Also, while Deltarune SOUL hax doesn't do much with durability, it DOES bypass bodily regeneration.

So, voting Queen and Burghley
 
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both of these guys are long-range projectile spammers with over a 6x AP/durability advantage.
I've already stated why their projectiles will not work against these two. TLDR: They have NPI, which can be used to deflect these projectiles, Black Sun with his blade and Shadow Moon with his blade and Telekinesis. This will be like Sekiro's boss fight against Lady Butterfly, where he keeps parrying and deflecting her projectiles. If they need to dodge and evade, their potent enhanced senses and extrasensory perception will allow them to do so. Shadowmoon can even redirect it against them with his TK (and Black Sun might be able to do so via his blade). And they can do this while they're advancing to Queen and Berdly.

while the Riders need to wear down the Lightnerds much more
I concede on the AP point because even with their amped-up AP, they still need to attack them some more to defeat them, in contrast to the Deltarune duo's few attacks. HOWEVER, where they lack in AP, they completely shine in LS, where if Kotaro and Nobuhiko are in CQC range (or if Shadowmoon uses his TK against them), their limbs will get crushed or get ripped off, which depends on their LS rather than their AP. They don't need the AP as much as they need their LS to finish this fight very quickly. Kotaro does more grappling than Nobuhiko, but the latter can protect the former with his telekinesis by the way I mentioned above. And Kotaro isn't a slouch either.

Queen also has a pesky forcefield that can take at least two of Susie's strongest spell before it fades. The Riders won't be able to throw anything at that forcefield that's close to Susie's Red Buster, so they'd have to spend a lot more time tearing it down
This particular point is where Shadow Moon is going to shine. Does Queen immediately start with forcefield or does she have to open it mid-fight? If it's the latter, Shadow Moon will immediately go for the kill by using his TK (since its 30 meters and his TK range is tens of meters, I will assume that it has enough range to reach them) to rip or crush Queen, or maybe immobilize her if Kotaro wants the kill. If it's the former, then it's still no problem as he can still pin her to one side and keep deflecting her projectiles while Black Sun deals with Berdly (Nobuhiko can still deal with Berdly's projectile spams via using another arm for his TK but that's why Black Sun is here to defend his flank). In fact, he might actually crush the forcefield with his superior LS, destroying Queen's means of defense and opening her up to immediate defeat. If he's feeling particularly violent, Nobuhiko can break or rip their arms, not allowing them to attack at all (minus Queen if her forcefield is active).

However, given the forcefield, projectile spam, flight, and AP/Dura advantage, I don't think they need to worry about that much.
Fight opens, magic goes flying, a forcefield gets brought up, they wear the Riders down while they struggle to get passed the forcefield.
In case the TLDR didn't help, here's the main paragraph.
Focusing on the Deltarune duo's attacks, Shadow Moon will be very prominent and is a huge pain in the ass for them due to his Telekinesis paired with his Class M LS and NPI, which will span tens of meters. With this, he can not only protect himself but Black Sun who lacks the TK, along with deflecting back any of their danmaku and attacks right back at them. While this may not seem to do much since those two resist SOUL Manipulation, keep in mind that Kotaro and Nobuhiko are looking to close the distance between them for them to be able to pounce and rip their heads off. Black Sun himself isn't dead weight here either, since he has everything else I've stated besides TK, so he can rip his leg to have it become a sword and then deflect those SOUL attacks on his own too.

To further add upon how they're going to avoid SOUL attacks, they have 2 sets of Enhanced Senses and 1 Extrasensory Perception each. As stated in their innate abilities: " Grasshoper's sensory organs: the compound eye and antenna can provide a greater field of vision, as well as other information such as light intensity, humidity, vibration, wind velocity, and so on." This is their innate grasshopper senses along with their kaijin senses, where the many kaijins of their series could sense Kotaro's sudden transformation from very far away. And we still have to account for their additional ones when they transform, which gives both of them a broad field of vision and can see clearly from 800 meters not to mention detect the smallest amount of light, letting them still fight well in the darkness. Their antennas let them detect subtle changes in the environment, such as air currents and temperature, as well as the source of the attack, allowing for swift evasion and defence. Not only will they be able to see their adversaries immediately, but they can also detect the deltarune duo's attacks coming at them. And if that doesn't convince you, then that's where Extrasensory Perception comes in. Both of them have extrasensory organs called alarm points that let them identify events that the naked eye cannot detect, such as presence hiding in shadows, murderous intent and most importantly, approaching danger. All this lets them dodge or deflect any attacks coming right for the Rider Duo as they cross the 30 metres to get into the CQC range, which they're ultimately very good at.
The Rider duo has more than what it takes to defeat Queen and Berdly. And assuming from your lack of inclusion of Berdly, I take it he's not going to be impactful in this matchup, unlike Kotaro, who only needs to be in range to do his job.

Also, while Deltarune SOUL hax doesn't do much with durability, it DOES bypass bodily regeneration.
If so, they can still fight despite their wounds and/or they only need to eat a bite out of heat heaven to heal themselves. Keep in mind that Shadow Moon has a dozen of them, so they have a lot of time before they run out of them.

EDIT: I forgot my locking in gif.
 
They have NPI, which can be used to deflect these projectiles, Black Sun with his blade and Shadow Moon with his blade and Telekinesis.
Not all of their attacks could be deflected. Queen uses AOE electricity, acid splashes that fill the battlefield, and some of her attacks even blind her opponents with ads so that they cannot see oncoming attacks.

Berdly's attacks aren't as impressive, but he still has danmaku that can overwhelm two people at once, as seen with Kris and Noelle

Does Queen immediately start with forcefield or does she have to open it mid-fight?
It's a two-turn thing. The first turn has her use her magic to fill the battlefield with acid, then the forcefield activates. I think that the Riders will be overwhelmed with this AND Berdly adding extra danmaku.

The Rider duo has more than what it takes to defeat Queen and Berdly. And assuming from your lack of inclusion of Berdly, I take it he's not going to be impactful in this
Berdly is a weak link but he isn't useless. He has more than enough danmaku to go around, and his attacks can still deal massive damage to the Riders. Queen is doing the heavy lifting though

I would say that TK and LS are noteworthy, but they aren't nearly enough to overpower the Lightnerds. While they can deflect a lot of attacks, they won't be able to deflect all of them, and getting hit even once is going to be devastating. The oneshot gap is 8x, and they have a 6x advantage. They can't oneshot, but a two or threeshot isn't too farfetched. Meanwhile, the amount of hits the Riders have to dish out is a LOT bigger, even when you take LS into account. And again, this is assuming they CAN use their LS while being bombarded by magic projectiles, AOE, a forcefield, and flight

I'd even argue that a grapple isn't an instant loss. They have magic that can be summoned anywhere around them, and again, a single hit will be devastating. Grappling will make them a sitting duck.

I don't think it'll be easy, but the Riders have to jump through more hoops to win than the Lightnerds do. The Riders have to go for a grapple while avoiding an ocean of danmaku while the Lightnerds just need to... hit them a few times
 
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