User:Wassboss/Sandbox

Shulk
"I'm really feeling it!"

- Shulk

Standard Moves
Neutral Attack: A jab followed by a mid-level roundhouse kick followed by an upward lifting slash.

Dash Attack: Swipes his sword inwards as he draws from his shoulder.

Forward Tilt: Swings his sword in front of himself.

Up Tilt: Leaps in place and performs an arching swipe overhead.

Down Tilt: Swipes at his opponent feet.

Forward Smash: A two handed stab forward, striking with Monado's beam blade.

Up Smash: Slams his sword into the ground which activates the beam blade pointing upwards.

Down Smash: Spins his sword around himself on the ground.

Neutral Aerial: A circular, upward-arcing slash.

Forward Aeriel: An overhead, forward leaning slash.

Back Aerial: Thrusts his sword behind himself.

Up Aerial: Thrusts his sword upwards, revealing his beam blade.

Down Aerial: Performs a downwards thrust.

Throws: Shulk grabs an opponent and does one of four throws; Slashes them with a two handed attack. Stabs their midsection with his beam blade. Throws them in the air and stabs them. Slams them into the floor and back stabs them.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Shulk_(SSB4)#Moveset

Special Moves
Neutral Special: Monado Arts. Shulk activates Monado Arts which he can use to access one of five specific abilities;

Jump: This art makes Shulk quicker and more agile in the air, as well as greatly increasing his jump height at the cost of taking more damage and knockback when hit.

Speed: This art increases Shulk's dashing speed and the quickness of his attack but massively decreases his attack strength and his jump height.

Shield: This art increases Shulk's weight which makes him incredibly difficult to damage or knockback but also greatly reduces his speed and damage output.

Buster: This art allows Shulk to deal greater damage with his attacks while also reducing his knockback which allows for easier comboing. However the damage he receives from attacks is increased.

Smash: This art gives Shulk a tremendous amount of knockback but deals minuscule amounts of damage while also increasing his own knockback from opponents attacks.

Side Special: Back Slash. Shulk lets out a cry of "Back Slash" and leaps forwards, performing a downwards slash attack. This attack does greater knockback and damage if it hits an opponents back but ordinarily does medium damage and knockback.

Up Special: Air Slash. Shulk leaps into the air with a cry of "Air Slash" and slashes upwards in an arching swing and at the height of his jump he can perform a second slash. Does minor damage and minor knockback with the initial slash and medium knockback with the second.

Down Special: Vision. Shulk activates his Vision ability to foresee an opponent next move and countering the attack with his sword, doing damage. The damage output and knockback of the counter is directly proportionate to the strength of the attack he is countering.

Final Smash: Chain Attack. Shulk will catch his opponent in front of him with a blue light which will transport them to a battle arena in which Shulk is joined by Duban and Riki. The three will then perform a series of attacks dealing minor to medium damage before Shulk launches them away with a charged Monado Slash

Marth
"I am a prince before I am a son or a brother."

- Marth

Standard Moves
Neutral Attack: Slashes Falchion twice in front of himself

Dash Attack: Performs a diagonal slash upwards.

Forward Tilt: Leans forward and slashes upwards.

Up Tilt: Swings his sword above his head in an arc.

Down Tilt: Pokes at the ground with his sword.

Forward Smash: Swings his sword in an arc from head to ground.

Up Smash: A direct thrust upwards.

Down Smash: Sweeps his sword on the floor on either side of himself.

Neutral Aerial: Performs two horizontal slashes around himself.

Forward Aeriel: Performs a vertical slash.

Back Aerial: Slashes behind himself with his sword in a vertical slash.

Up Aerial: Swings his sword in an arc above his head.

Down Aerial: Slashes below himself.

Throws: Marth grabs an opponent and does one of four throws; Pushes his opponent forwards, tripping them with his leg. Pulls an opponent over his outstretched leg to trip them. Throws his opponent into the air. Throws his opponent on the floor, making them bounce.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Marth_(SSB4)#Moveset

Special Moves
Neutral Special: Shield Breaker. Marth holds Falchion horizontally at chest level to charge up the attack and them unleashes a powerful forward thrust. As the name implies the attack cannot be blocked or shielded and does extra damage if the opponent is struck by the hit. Knockback and damage vary depending on how long it has been charged for.

Side Special: Dancing Blade. Marth performs a sideways slash which does minor damage. If it connects with an opponent then Marth can follow up with up to three more slashes, which vary in power and the type of attack which is performed can range from a flurry of jabs to a powerful upwards upper cut swing. Does minor damage with each hit but can combine to do major damage and knockback depends on the direction of the final swing.

Up Special: Dolphin Slash. Marth quickly swipes upwards with an arching slash which lifts them into the air. Does medium damage and low knockback although the attack is more powerful if the opponent is struck with the tip of the blade.

Down Special: Counter. Marth adopts a defensive stance and blocks any attack with his blade, which will make a chinking sound if struck. Marth then retaliates with an attack of his own, the damage output and knockback of which is directly proportionate to the strength of the attack he is countering.

Final Smash: Critical Hit. Marth raises his sword to the sky, catching the light and making it shine. He then dashes forward with blazing speed, smashing into his opponent with a powerful swinging slash. Does massive damage and massive knockback and is basically a one hit K.O move.

X Factors
''Note: Shulk's X Factor ratings are based on his standard non-monado arts abilities. Actual ratings may vary depending on if he's currently using Monado Arts. ''

Strength: Shulk=81/Marth=74

Shulk's sword Monado is a large and long sword and this gives him a powerful set of standard moves and his special moves also do high damage, with his counter being the strongest of any other character. Marth does have a couple of powerful special moves but his strikes designed to be quick and accurate as opposed to being powerful.

Speed: Shulk=70/Marth=81

As mentioned above Marth's fighting style is based heavily around the speed of his attacks and chaining them together to make up for their lack of strength. Shulk is by no means slow but his attacks can be sluggish at times and his dashing speed is about average whilst Marth is pretty quick on his feet.

Agility/Aerial Mobility: Shulk=77/Marth=80

Marth's quick attack and movement speed leads itself towards an agile fighting style and he is very nimble when on the ground and in the air his quick attacks allow him to juggle an opponent effectively. Shulk also has quite an agile fighting style but in the air his moves are a bit too slow to use and he just doesn't have the finesse that Marth has.

Close Quarters Combat: Shulk=87/Marth=87

Both of these fighters are expert swordsman and have honed their skills with a blade to become masters of close quarters combat.

Ranged Combat: Shulk=0/Marth=0

Neither of these fighters have an ranged attacks.

Brutality: Shulk=60/Marth=65

Both of these warriors are not shy with deadly force when it comes to battle but Marth wins out because he faces off against human opponents which better desensitises him to using it against another person. Shulk mostly fights against monsters or human controlled machines which don't have quite the same effect as fighting and killing a living human.

Jigglypuff
"Jigglypuff!"

- Jigglypuff

Standard Moves
Neutral Attack: Two quick slaps.

Dash Attack: A dive forward.

Forward Tilt: Spins once while kicking

Up Tilt: Performs a backwards kick upwards.

Down Tilt: Swipes out with her foot.

Forward Smash: Slides forward while keeping foot stuck out.

Up Smash: Performs an upwards headbutt.

Down Smash: Kicks outwards to either side of her body.

Neutral Aerial: Sticks her foot out while compressing her body.

Forward Aeriel: Performs a dropkick.

Back Aerial: Does a spinning backwards kick.

Up Aerial: Waves hand upwards.

Down Aerial: A spinning drill kick.

Throws: Jigglypuff grabs an opponent and does one of four throws; Puffs up to knock her opponent forward. Performs a backwards suplex on opponent. Spins and throws her opponent into the air. Throws the opponent on the floor and rolls on top of them.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Jigglypuff_(SSB4)#Moveset

Special Moves
Neutral Special: Rollout. Jigglypuff will begin to spin rapidly on the spot before launching herself forward. When she connects with an opponent it will knock them back as well rebounding Jigglypuff away from them and it can be charged for a more powerful attack. Does medium-high knockback and damage depending on how long it is charged for.

Side Special: Pound. Jigglypuff performs a powerful forward punch. Does medium damage and minor knockback.

Up Special: Sing. Jigglypuff will begin to sing, causing sound waves and music notes to emanate from her body. Any opponent in range will be put to sleep by the soothing melody. The length of the sleep depends on how injured they are, the more injured the opponent is the longer they will remain asleep. Does no damage.

Down Special: Rest. Jigglypuff will fall asleep for roughly three seconds. If Jigglypuff is right next to an opponent when activating the move it will do damage and knockback but the time frame for this is extremely small and if it fails to hit then Jigglypuff is left vulnerable for the remaining 3 seconds. Does massive damage and knockback.

Final Smash: Puff Up. Jigglypuff inflates herself to a very large size, pushing any opponent in her path away until she reaches her full size. Once this happens she let's out a cry of "Jigglypuff" and deflates herself, which causes a massive knockback and damage effect to any nearby opponent, launching them away from Jigglypuff. This effect will remain for the duration of the shrinking process.

Pikachu
"Pika Pika!"

- Pikachu.

Standard Moves
Neutral Attack: A quick headbutt.

Dash Attack: A leaping headbutt.

Forward Tilt: Does a double footed kick in front of itself.

Up Tilt: Swings tail above itself.

Down Tilt: Sweeps its tail in front of itself.

Forward Smash: Performs a thrusting headbutt which ejects a jolt of electricity.

Up Smash: Performs a back flip and swings its tail upwards.

Down Smash: Spins in place while surrounded by electricity.

Neutral Aerial: Curls in a ball and spins.

Forward Aeriel: Performs a corkscrew spin while surrounded by electricity.

Back Aerial: Spins around multiple times.

Up Aerial: Swings its tail above itself in an arc.

Down Aerial: Spins in a downwards corkscrew while surrounded by electricity.

Throws: Pikachu grabs an opponent and does one of four throws; Places the opponent on its back and shocks them. Performs a Tomoe nage throw on the opponent. Places an opponent on its head and headbutts them upwards. Jumps on the opponent after placing them on the floor.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Pikachu_(SSB4)#Moveset

Special Moves
Neutral Special: Thunder Jolt. Pikachu shoots an arching electrical jolt in front of itself. The jolt will travel in a straight line but when it reaches a wall of the edge of a platform it will continue up or around it, making it able to hit opponents even if they are not in the direct path. Does minor damage and knockback.

Side Special: Skull Bash. Pikachu will begin to charge up before launching itself forward at high speed with a battle cry, surrounded by electricity and the longer it charges up the more powerful the impact is. Does medium-massive damage and knockback depending on how long it is charged for.

Up Special: Quick Attack. Pikachu moves at warp speed in the direction desired, which does minor damage to anyone it passes through.

Down Special: Thunder. Pikachu lets out a cry of 'PIKA' before calling down a bolt of lightning, which damages any opponent in its path. It it connects with Pikachu it will create a large shockwave which deals extra damage and knockback to any opponent within range. Lightning does medium damage and knockback whereas the shockwave does high damage and knockback.

Final Smash: Volt Tackle. Pikachu transforms into a gigantic ball of electricity and can then fly around the area at high speeds doing minor damage to anyone it connects with. The ball can also send out a blast of electricity which does medium damage and high knockback.

X Factors
Strength: Jigglypuff=40/Pikachu=70

Jigglypuff is by far and away the weakest character in the game and outside of Rollout she has barely any powerful moves. Pikachu is no powerhouse either and most of his standard attacks are quite weak but his smash attacks and his side and down special significantly boost his rating and provide him with some solid K.O options.

Speed: Jigglypuff=45/Pikachu=81

Not only is Jigglypuff the weakest character in the game she is also one of the slowest with a average attack speed and a dashing speed comparable to heavyweight characters. Pikachu on the other hand has some very quick standard moves and has a very quick dashing speed.

Agility/Aerial Mobility: Jigglypuff=90/Pikachu=82

Aerial Combat is where Jigglypuff really shines. Her multiple jumps and light weight make her a very floaty character and her weak attacks actually work in her favour in this regard as they allow her to juggle an opponent easily and effectively. Pikachu's small stature also makes it very agile in combat and in the air and while not as good as Jigglypuff is still a more than capable aerial fighter.

Close Quarters Combat: Jigglypuff=65/Pikachu=77

Both of these fighters are predominately close quarters combat. Despite this however Jigglypuff's weak attacks make it hard for her to K.O and her light weight makes her easy to knock around meaning she struggles when a battle gets up close and personal at least when it isn't aerial. Pikachu on the other hand has a good balance of quick and powerful attacks which allow it to adapt to different fighting styles well in close quarters.

Ranged Combat: Jigglypuff=0/Pikachu=40

Pikachu only really has Thunder Jolt as a projectile weapon and even then it only really useful as a distraction. Jigglypuff has no ranged attack at all.

Brutality: Jigglypuff=53/Pikachu=53

While both of these are wild animals and are used in what is the gaming equivalent of cock fighting, the fights they are used in always end in a K.O and as such neither are really very brutal.

Sheik
"I am... Sheik. One of the last of the Sheikah tribe..."

- Sheik

Standard Moves
Neutral Attack: Two quick hand strikes followed by a barrage of hand thrusts and finished off with a palm thrust.

Dash Attack: A slashing hand strike.

Forward Tilt: A roundhouse kick.

Up Tilt: Performs an axe kick.

Down Tilt: Performs a leg sweep.

Forward Smash: Does two crescent kicks.

Up Smash: Raises her arms over her head and sweeps them down.

Down Smash: Performs a windmill kick.

Neutral Aerial: A flying kick.

Forward Aeriel: Leans forwards and strikes down with his hand.

Back Aerial: A back kick.

Up Aerial: Performs a corkscrew kick.

Down Aerial: A downward flying kick with meteor smash potential.

Throws: Sheik grabs an opponent and does one of four throws; Slams her opponent with her torso. Throws her opponent behind her and kicks away. Kicks her opponent into the air. Throws her opponent on the ground and axe kicks them.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Sheik_(SSB4)#Moveset

Special Moves
Neutral Special: Needle Storm. Sheik will begin to take out several small needles which she can then throw at an opponent. The longer she charges up the move the more needles she can take out, up to six in total and they can either be thrown straight away or stored up for later use. Minor Damage and Knockback per needle.

Side Special: Burst Grenade. Sheik takes out her chain which has a small grenade attached to the end of it which she can release to pull the pin and cause the grenade to explode with a small blast radius. Does medium damage and knockback.

Up Special: Vanish. Sheik vanishes in a puff of smoke and reappears a short distance away, doing damage to any opponent caught in the initial smoke screen. Does medium damage and knockback.

Down Special: Bouncing Fish. Sheik flips forward and performs a powerful kick at her opponent. If it connects then she will bounce off them and is able to repeat the kick up to three further times to rack up damage. Does medium damage and high knockback.

Final Smash: Light Arrow. Sheik takes out a large bow and fires off a light arrow in a straight horizontal line. When she fires the arrow any opponent is frozen in place and if hit by the arrow they will be take heavy damage and be launched away.

Greninja
"Greninja makes a Splash!"

- Introduction Tagline.

Standard Moves
Neutral Attack: A series of hand strikes followed by a two handed palm thrust. Emits a small blast of water.

Dash Attack: Performs a leg sweep.

Forward Tilt: Performs a hook kick.

Up Tilt: Crouches and flicks his tongue upwards.

Down Tilt: Performs a crouching shin kick.

Forward Smash: Slashes inwards with a water katana.

Up Smash: Slashes outwards with two water katanas.

Down Smash: Slashes downwards with two water katanas.

Neutral Aerial: Creates a exploding water bubble around himself.

Forward Aeriel: Slashes forward with a water katana.

Back Aerial: Performs three kicks behind himself.

Up Aerial: A corkscrew dropkick.

Down Aerial: A downward flying kick with meteor smash potential.

Throws: Greninja grabs an opponent and does one of four throws; A palm thrust which knocks the opponent forwards. Leans forward and flings opponent backwards. Throws the opponent into the air. Slams the opponent down onto the floor in front of himself.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Greninja_(SSB4)#Moveset

Special Moves
Neutral Special: Water Shuriken. Greninja begins to charge up a water blast and throws it at an opponent in a shuriken shape. Can be charged to do more damage and multiple hits at full power but loses speed the further the range. Does minor-medium damage depending on how much it is charged with minor knockback.

Side Special: Shadow Sneak. Greninja suddenly disappears and a duplicate of his shadow appears which he uses to move to a different location and jump out at an opponent. When he jumps out of his shadow he performs a kick which does medium damage and knockback.

Up Special: Hydro Pump. Greninja uses fires two steams of water out of his hands to launch himself into the air. Does minor damage and medium knockback to anyone who is hit by the blasts.

Down Special: Substitute. Greninja strikes a defensive pose and any attack that hits him will cause him to disappear and be replaced with a substitution doll. Greninja then appears and performs a powerful flying kick on the opponent that used the attack. Does medium damage and knockback.

Final Smash: Secret Ninja Attack. Greninja uses a Tatami to launch an opponent/s into the air and then overwhelms the opponent/s with multiple slashes and kicks before slamming them into the ground with a final powerful smash. Does heavy damage with a high knockback from the final blow.

X Factors
Strength: Sheik=70/Greninja=73

Speed: Sheik=80/Greninja=80 

Agility/Aerial Mobility: Sheik=90/Greninja=90

Close Quarters Combat: Sheik=83/Greninja=85 

Ranged Combat: Sheik=67/Greninja=55 

Brutality: Sheik=58/Greninja=53     

The Stranger (Until Dawn) vs Bill (Left 4 Dead)
The Stranger: Hermit living on Blackwood Mountain, dedicating his life to hunting the Wendigo.

vs

Bill Overbeck: Retired Vietnam war veteran, thrust into action again during the Green Flu Virus.

Who is deadliest.

The Stranger
"You hold onto your horses. I don't take kindly to you kids coming up here to my mountain."

- The Stranger The Stranger is a hermit who lives up on Blackwood Mountain in an old chapel. His grandfather was hunted Wendigo in the mountains until he was killed by a particularly powerful one called Makkapitew. The Stranger took up his mantle and managed to subdue and trap a number of Wendigo in an abandoned sanatorium but Makkapitew continued to elude him despite his best efforts to track it down.

Weapons
Machete
 * -|Melee =

Length: 1.5 foot

Weight: 1 lb

Steel Colt Python
 * -|Sidearm =

Round: .357 Magnum

Range: 68 metres

Ammo: 6 Rounds

Double-Action Winchester Model 1200 12 Gauge
 * -|Main Firearm =

Ammo: 6 Rounds

Weight: 6.5 lbs

Pump Action Flamethrower
 * -|Special =

Range: 50-80 Metres

Continuous spray of flames.

Bill Overbeck
"I ain't ready to meet my maker yet. But hearin' them animals outside, I'm happy to make some introductions."

- Bill Bill is a retired solider who served two tours of duty during the Vietnam War. While it hospital for an operation on an injury sustained during his service he first encountered the Infected after one of the nurses turned and killed the rest of the operating staff. Bill was able to fend her off and make it back home where he donned his old military clothing, ready to go into battle once more.

Weapons
Combat Knife
 * -|Melee =

Length: 8 Inches

Weight: 0.9 lb

Steel Magnum
 * -|Sidearm =

Round: .44 Magnum

Range: 50 metres

Ammo: 8 Rounds

Semi-Automatic Shotgun 12 Gauge
 * -|Main Firearm =

Ammo: 8 Rounds

Weight: 7 lbs

Pump Action Molotov Cocktail
 * -|Special =

Lit by flaming rag.

Shrapnel & Fire Damage.

X Factors
Physicality: The Stranger=80/Bill=65

Both these men are surprisingly fit for their ages and are able to keep up with their much younger allies. However the Stranger takes a clear edge because of his more active lifestyle hunting the superhumanly strong and quick Wendigo and if his diary implies that he's fought up close and personal with them and managed to come out of top. Bill retired long ago and has only been thrust into combat with the infected recently and combined with his dodgy knee his rating takes a big hit.

Experience: The Stranger=75/Bill=85

The Stranger has been hunting the Wendigo on Blackwood Mountain for decades which is much longer than the couple of weeks Bill has been fighting the Infected. However Bill also has two tours of Vietnam under his belt and the Infected are much more varied and some such as the Tank or the Witch are just as deadly if not deadlier than the Wendigo. Not shitting on the Stranger cause fighting Wendigo alone and trapping most of them is damn impressive but it's still only one type of opponent.

Stealth: The Stranger=85/Bill=60

As a Wendigo's eye sight is based on movement the Stranger has to take great care to be as stealthy as possible and he knows how to stay hidden while tracking his quarry. Stealth is rarely needed in Left 4 Dead and so Bill relies on it much less, mostly just wading into infected zones guns blazing.

Brutality: The Stranger=70/Bill=80

Both the Stranger and Bill are grizzled old veterans who've been fighting for years and I doubt either of them has many qualms about killing to protect themselves. Where they differ is in their approach. As killing a Wendigo releases their spirit to possess another person the Stranger has to show restraint to capture them rather than killing them. Bill meanwhile doesn't have to worry about that when fighting the infected as once their dead that's it.

Miscellaneous
Battle takes place on Blackwood Mountain.

The Spy
"This Spy has already breached our defences...You've seen what he's done to our colleagues! And worst of all: He could be any one of us."

- The BLU Spy on the RED Spy. The Spy is the master of stealth in Team Fortress 2, helping gather intelligence and stab the backs of the opposing team. A Frenchman, The Spy is very charismatic, sarcastic, and most of all, romantic Often isolating himself from the rest of his team, the Spy is more comfortable around the other colour, using his Disguise Kit as well as his Invisibility watch to try and fool the less wise. However, the Spy doesn't aim to just sneak in on the other team for intelligence; he has the ability to instantly kill most people with a swift stab to the back.

Revolver
 * -|Main =

Range: 45 Metres

Ammo: 6 rounds The Ambassador
 * -|Secondary =

Range: 50 Metres

Ammo: 6 rounds Butterfly Knife
 * -|Melee =

Weight: 4 oz

Length: 11 inches Double Sided Invisibility Watch
 * -|Watch =

One of the Spy's main assets in battle is his Watch, which allows him to become invisible for short periods of time, roughly about 10-15 seconds. It also allows him to move silently as well, making sneaking up on enemies all the easier. The Spy cannot attack while cloaked and must de-cloak in order to attack an enemy. De-cloaking makes a whooshing sound when activated and takes roughly 2 seconds to fully de-cloak, the same goes for cloaking. Disguise Kit The Spy's other gadget is the Disguise Kit which allows him to disguise himself as an opposing team member, allowing him to infiltrate an enemy base undetected. His disguise is only dropped if he attacks an opponent, either through knifing or shooting. For this battle, the Spy will be able to disguise himself as either Bond himself or as one of his Secret Agent teammates.
 * -|Disguise Kit =

James Bond
"The name's Bond. James Bond."

- James Bond (duh) James Bond is, without a doubt, one of the greatest espionage agents in the world. Bond works for MI6, the counter-intelligence branch of the British Secret Service. Although little is known about his personal history, he has performed special-ops missions across the planet, fighting against everyone from dictators and rogue agents to large-scale terrorist organizations and would-be world conquerors. Although he might seem a detached playboy at first glance, Bond is a trained killer, and is fully prepared for any task his country asks of him.

Walther PPK Range: 50 Metres Ammo: 8 rounds Smith & Wesson M&P Range: 50 Metres Ammo: 8 rounds Fairbairn-Skyes Dagger Weight: 8 oz
 * -|Main =
 * -|Secondary =
 * -|Melee =

Length: 11.5 inches Single Sided Wrist Dart Gun
 * -|Watch =

One of Bond's many watch based gadgets, the Wrist Dart gun is, as the name suggests, a dart gun disguised as a wrist watch which is activated by the users nerve impulses. It fires both armour piercing and cyanide-coated darts and has a range of about 5-6 feet. Cigarette Rocket This gadget is given to Bond by Tiger and is a miniature launcher, capable of firing a jet powered projectile. The effective range is roughly 30 yards and it's power is more than enough to kill a person if it gets a direct hit.
 * -|Disguise Kit =

X Factors
Stealth: The Spy=89/Bond=87

Both of these warriors are very skilled assassins and can easily sneak through crowded enemy bases without being detected and eliminating their targets silently and efficiently. What gives The Spy the edge though is his Invisibility Watch and Disguise Kit which allow him more options to ambush his enemies and makes him even harder to detect.

Experience: The Spy=80/Bond=92

While The Spy does spend the vast majority of his time fighting against other mercenaries, they are always the same 9 types and so he doesn't get much variety with his opponents. Bond on the other hand has faced dictators, rogue spies, terrorists and even superhuman fighter such as Jaws and as such has a much greater variety in his experience.

Training: The Spy=75/Bond=90

Bond has received a great deal of training due to his position as an Secret agent and has received training in espionage, assassination, marksmanship, martial arts and stealth as well as physical training to improve his physique. The Spy's training has never really be touched upon and it's unknown whether he is self taught or has been trained by an external force but his skill with firearms and blades has presumably been learnt somewhere.

Precision: The Spy=86/Bond=86

As both The Spy and Bond require silence and undetectability to complete their missions, both have to be precise with their blows/shots in order to take down an opponent without drawing attention to themselves. Both are crack shots with a pistol and are able to to hit moving opponents in the head without much difficulty and both are skilled close quarters combatants, knowing exactly where to strike in order to achieve maximum damage, either to kill or incapacitate an opponent.

Miscellaneous
The James Bond in this battle is sort of an amalgamation of all Bonds not one specifically.

This battle will be a 5 on 5 with James Bond and 4 other agents vs The Spy and 4 other spies. All will be armed with there respective pistols and melee weapons but only Bond and The Spy will have access to their watches and special weapons.

The battle takes place in a military base and both sets of warriors have been sent to acquire secret documents. The base is still being used by the military and will have armed soldiers about, meaning that the warriors will have to avoid detection from them as well as eliminating each other.