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Speed Equalized: Problems and Definition

Assaltwaffle

VS Battles
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Alright, so this has probably been on everyone's mind for quite some time (in some form of fashion).

Right now, we treat Speed Equalized has meaning "ignore the speed stat."

There are many reasons as to why this definition is completely ridiculous and does not work at all given certain conditions. It works perfectly fine for characters that have a singular type of attack that adheres to all their combat, and involve no time-based attacks. For everyone else, we have a problem.

So, what is the problem? Well... what about time? By this, I mean that certain characters have attacks or forms that last for a specific amount of time. For example, Dio Brando can freeze time for 9 seconds. In-universe, he is able to go grab a road roller and bring it back to the battlefield to use as a weapon and deliver a full speech. This is because he is very fast, and views these 9 seconds as far longer than what 9 seconds is to us. The same goes for Son Goku and Frieza. Goku had less than a minute in his MUI form, but was able to have a full battle in that time. Frieza gave Namek 5 minutes before it would explode, and fought for literally hours (to him) before it finally detonated. This is all because of their speed; if speed is equal, all abilities and forms that rely on a timer are either gutted or hugely buffed.

For a character that benefits from having an equal speed, we can look at World Guardia. WG cannot use the same Ultimate twice in 60 seconds, causing his Immortality ability to have a significant detriment, since he fights so quickly; he can easily die again in 60 seconds since that is plenty of time for a battle to end. Conversely, if speed becomes equal and time moves normally for the combatants, that 60 seconds seems like a reasonable goal to hit, and WG very well may be able to use Immortality again.

Now, for projectiles and attack speed. Many characters have attacks that outpace their normal combat speed and appear fast, even to them. For equalizing them, do we treat them as not being faster after all? Are these fast projectiles now moving as a brisk walking speed? For bullet, lightning, and light weaponry, do the bullets move at the speed of the user now? So many questions! Equalizing attack speed seems to completely destroy pretty much all ranged attackers, since their main form of attack is essentially easily dodged and worthless.

But wait... I have been saying "move normally" and implying that it slows speed down to normal human levels. Given our current assumption of "ignore speed," this is incorrect and we have absolutely no way of knowing how timer-based abilities work. We cannot gauge how long they should last, since the speed between the two is outright ignored.

The fact of the matter is: you can't ignore speed. Too many factors and variables play into this, and ignoring it outright simply isn't a plausible answer. We need to determine how we should treat speed equalization by giving it a proper number, not just pushing speed unsuccessfully under the rug. If we are to avoid "ignoring speed" for the reasons I have shown above, then what do we treat it as? Well, I believe there are three options:

1. Equalize High: For this, we take the slower character and equalize that speed to that of the faster character. For example, if Sylvanos went to fight Tree Rex, Sylvanos would have his combat speed raised to Tree Rex's level, essentially making his attacks fast enough to keep pace with Tree Rex's. For over-time attacks, this would buff them, as they would effectively feel longer.

2. Equalize Low: For this, we take the faster character and equalize that speed to that of the slower character. Using the aforementioned scenario, Tree Rex would instead be slowed down to Sylvanos' level, not the other way around. For over-time attacks, this would nerf them, as they would effectively feel shorter.

3. Equalized for Standard Perspective: For this, we take both characters and put them down to a normal level. That would mean their battle is perfectly visible for normal humans, and that both characters could move at 7.7 m/s. This would gut most over-time attacks and give a significant buff to cooldown-using attacks. For projectiles, the projectiles would function like their normal counterpart, if they have one, and, if they don't (some ambiguous, yet faster, energy attack), then they become the same percentage speed faster than they were previously. For example, if an energy blast travels 200% of that character's combat speed, then that blast is treated as 15.4 m/s.

Setting up these bounds gives a defined way to measure speed in matches that would be a blitz without giving the incredibly lack-luster and problem-ignoring "ignore it."

TLDR: How many types of speed are equalized? What do we equalize for (faster character, slower character, or normal humans)?
 
Matthew Schroeder said:
Case-by-case in accordance to what is fairer to each fight.
I'm fine with that, as long as we accept that we have three options for Speed Equalization and ignoring it entirely isn't the best idea.
 
The Everlasting said:
"In-universe, he is able to go grab a road roller and bring it back to the battlefield to use as a weapon and deliver a full speech."

TalkingIsAFreeAction.jpg

Just wanted to throw that out there in advance.
I pretty much knew this was coming, but I do think it was worth noting since it keeps his countdown going while talking.
 
Also you can't quantify time for the character by the amount of time it passes on screen. Cinematic Timing and Dramatic Techniques are a thing.
 
Yes, but when "5 minutes" happens over the course of literally hours that is more than just cinematic time. It is clearly attributed to speed. Also Goku having the full fight in "a minute." If nothing less, it shows that he can settle a fight in that timeframe.
 
Yeah, but those "four hours" in the anime don't apply to the manga, or Kai, both of which have much shorter fights.

And a lot of that time is dedicated to repeated scenes, dramatic staring, some obvious slow motion inside the slow motion that is the fight, etc.
 
I don't really have an opinion on which of the options to use.

I will say that stuff like equalizing projectile speed for a character whose projectiles explicitly move at different speeds than they do (i.e. most of them), has always been extremely dumb and counter intuitive, as equalizing the speed is supposed to equalize the ratio between the characters' normal movements, so let's stay away from that.
 
@Matt

OK, but still not 5 minutes, even accounting for dramatic time. And what of Dio? There is no way he could have gotten himself a road roller in like 5 seconds without being fast. He didn't even talk while getting it IRCC.
 
Drag-O-Drawgon said:
One thing you're missing. What about when one of the characters has unknown speed?
Probably better to bring them to either the know character's speed or a Standard Perspective.
 
Azathoth the Abyssal Idiot said:
I don't really have an opinion on which of the options to use.

I will say that stuff like equalizing projectile speed for a character whose projectiles explicitly move at different speeds than they do (i.e. most of them), has always been extremely dumb and counter intuitive, as equalizing the speed is supposed to equalize the ratio between the characters' normal movements, so let's stay away from that.
I also found it extremely odd. I know you're not giving too much opinion here, but do you think a Speed Equalization page would be a good idea? That way we can explain how it is used and when.
 
Azathoth the Abyssal Idiot said:
I will say that stuff like equalizing projectile speed for a character whose projectiles explicitly move at different speeds than they do (i.e. most of them), has always been extremely dumb and counter intuitive, as equalizing the speed is supposed to equalize the ratio between the characters' normal movements, so let's stay away from that.
It is shit like this that makes me so aversed to equalizing speed.
 
I can agree with this, taking into account projectile velocity for speed equalized matches is painfully obnoxious if you consider how many characters have projectiles that appear instant/faster to/than them on many occasions. It's great that somebody finally addresses this flaw regarding speed-equalized matches.
 
Also, I feel like this kind of thing depends on what "time" we're referring to.

Like, there's 5 seconds to us, normal humans, and then there's 5 seconds to a MFTL+.

Hit's Time-Leap visibly isn't 0.5 seconds from his own perspective given what he can do during it.

I can't think of any examples of the opposite, but I hope my meaning is understood.

For example, to a FTL being, five seconds to them is much, much shorter than five seconds to us.
 
Here's one I've been meaning to bring up, but haven't had an opportunity:

Natural attacks with a set speed? How do we treat those?

Say for example that a character has the power to generate natural cloud-to-ground lightning. What happens with speed equalized? Are natural lightning bolts simply neutered so that they move at the speed of a normal projectile? Or are said lightning bolts exempt from the rule because they're technically a byproduct of the weather/environment?

I think this is important.
 
You know, I could give you a better example of someone who Speed Equalized actually screws over once you think about it: Ichigo Kurosaki.

One thing that Ichigo would do as tactic after getting Bankai was to fire off a Getsuga, then outrace it and fire another one off at a different angle, sandwiching an opponent inbetween them. Ichigo could do this because he was faster than his projectile. If an opponent gets equalized to his speed, than logically, the Getsuga would never really have a chance to hit them based on this.

To give an opinion as well, I believe we should have a Speed Equalized page, that goes into length on what that means and how it effects combatants, their techniques, etc.
 
@MrKingofNegativity

Pretty much a major part of my projectiles argument. It is indeed important, since right now we have running speed lightning and bullets.
 
Well, we normally equalize all categories of speed in speed equalized threads. And of course time hax is still applicable, but we usually don't including speed amps as increasing speed. However, speed based hax such as Samus running through solid objects and penetrating all the way through or Flash phasing are still applicable even if their opponents can't do those stuff.
 
Well, I am completely uninterested in versus matchup discussions, and am almost never active in them, so this is not an area that I can give much help with.
 
I agree with this 100%. I have made a thread before to equalize speed to high/low, but the people told me speed equalized is "disregard speed completely".
 
"MFTL Characters can do more during 5 seconds than humans".

This type of logic doesnt work in fiction.Hit Skips time for 0,5 (or 0,1 forgot) seconds while he is MFTL++ but can't deliver trillions of hits at his opponent.In Goku vs Jiren we saw every single action they did and there was not that much actions that require more than around 5 minutes if we cut all those dramatic and cinematic scenes.Talking during time stop in JoJo is a free action,even Jotaro in DIU could do a long speech before wrecking Kira,and his time stop only was for 2 seconds.(He is out of range,I need to get closer....uses za warudo and starts talking lol)
 
wanted to ask, if somone has speed amp, which i belive is allowed now, that makes them light speed while they are normaly normal human speed (no one in particular) and this makes it a blitz, what do we do while equalized, do we allow it to be restricted? do we keep it on ?

and if hes fighting a mftl character while equalised, what do we do then? if we make him mftl then hes speeed amp is usaeless
 
Here's another issue: Characters who counter BFR with Travel Speed

Like the some of the Playable Fate/Extra Servants who counter getting BFR'd to the Horse Head Nebula 15000 light years away by flying back with their newly aquired speed upgrade. If we round this up, then it essentially can make certain character's BFR useless and also give characters the ability to counter what they otherwise would not be able to. How do we address this?
 
Also, speed equalization completely ***** over the faster guy if the slower guy has a speed enhancement technique.


If A is 1,000x faster than B but B has a technique that makes them 10x faster, they'd completely blitz A with speed equalized even though that makes no sense whatsoever.
 
@Jobbo

I mean I think that we can all agree that if you put a MFTL+ and a MHS characters in a thread, and the latter wins because of speed amp, the thread wasn't exactly a great idea to begin with.

The idea of speed equal is creating more possible matchups, not turning a one sided match into a one sided match that goes the opposite way around.
 
Kaltias said:
@Jobbo
I mean I think that we can all agree that if you put a MFTL+ and a MHS characters in a thread, and the latter wins because of speed amp, the thread wasn't exactly a great idea to begin with.

The idea of speed equal is creating more possible matchups, not turning a one sided match into a one sided match that goes the opposite way around.
but it can happen by the rules right now
 
Okay, i'm saying that a thread like that is simply dumb and shouldn't be added.

If you made the thread speed equal, it's because you want to see a debate that focus on stuff other than speed. Hax for example.

A speed equal thread where the slowest character wins thanks to a speed amp isn't using speed equal to make a fair match, it's handing the win to the character that would obviously lose.
 
"Handing the win to the character that would obviously lose"

Most Speed Equal matches are this though, making a match with the idea that one character doesn't blitz the other.
 
Most speed equal matches aren't the slowest character winning due to higher speed at all.

There is a difference between equalizing speed so one can have a chance and equalizing speed so the slowest one amps itself and wins via higher speed.
 
TBF the OP simply might not even consider that when making a match.

Albeit, it should be more carefully noted still.
 
Speed equalized is one big mess but im by far most interested by projectiles etc as in

If 2 characters are equalized at MHS and character B has a gun while character A is melee

Do the bullets from B s gun travel at Bullet speed to them, Faster than them or at character B s running speed
 
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