User:Wassboss/Sandbox

Fox
"Come on!"

- Fox

Standard Moves
Neutral Attack: Punches twice, then attacks with a flurry of kicks.

Dash Attack: Performs a running jump kick.

Forward Tilt: Kicks his leg out. Can be angled up or down.

Up Tilt: Does a scorpion kick.

Down Tilt: Swipes with his tail.

Forward Smash: Does a spinning jump kick.

Up Smash: Does a flip kick.

Down Smash: Does the splits, kicking to either side of him.

Neutral Aerial: Performs a sex kick.

Forward Aeriel: Does five kicks in quick succession.

Back Aerial: Does a spin kick behind himself.

Up Aerial: Flips his tail in a whip attack and follows up with a overhead kick.

Down Aerial: Does a spinning drill kick.

Throws: Fox grabs an opponent and does one of four throws; Releases his opponent and knocks them away with a punch. Throws his opponent behind him and shoots 3 times with his blaster. Throws his opponent upwards and shoots them with his blaster. Throws them on the floor and shoots at them.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Blaster. Fox pulls out his blaster and fires at an opponent in a quick flurry. While the blaster shots are very weak they can be fired at a incredibly quick rate and can be used to chip away at an opponents health, building up damage for a follow up attack.

Side Special: Fox Illusion. Fox flashes blue and dashes forward at incredible speed, damaging any opponent in his path. The speed is so fast that Fox will go through any opponent he connects with. Does minor damage and little knockback.

Up Special: Fire Fox. Fox clenches his fist and starts to charge up, surrounded by fire before launching himself into the air in a fiery blast. The attack can be aimed in any direction and will do medium damage with a decent knockback.

Down Special: Reflector. Fox taps a device on his leg, creating a blue hexagonal forcefield. This will defend against any projectile attack, reflecting it back at the opponent who uses it. After a taking enough damage the reflector will be deactivated. Will do minor damage to anyone standing next to it when it's activated.

Final Smash: Landmaster. Fox leaps off the screen and returns in his Landmaster, which will drop into the place he was standing in. The Landmaster has a cannon on the front which can be fired at an opponent, doing heavy damage and having a high knockback. The Landmaster can also do a barrel roll, damaging any opponent next to it as well as having jets on the bottom which can be used to lift the Landmaster and anyone on it into the air. The Landmaster can also be used to run over an opponent doing high damage. The Landmaster lasts for about 10 seconds.

Samus
"Is that all?"

- Samus

Standard Moves
Neutral Attack: Punches and then smacks the opponent with her cannon.

Dash Attack: Shoulder rams her opponent.

Forward Tilt: Performs a roundhouse kick.

Up Tilt: Does an axe kick.

Down Tilt: Blasts an opponents feet with her arm cannon.

Forward Smash: Punches forward with her cannon, releasing a small burst of fire.

Up Smash: Fires five blasts overhead in an arc.

Down Smash: Does a leg sweep.

Neutral Aerial: Does a pair of kicks, forwards and backwards.

Forward Aeriel: Shoots five blasts forwards.

Back Aerial: Kicks backwards.

Up Aerial: Does an upwards drill kick.

Down Aerial: Swings down with her arm cannon. Can meteor smash.

Throws: Samus grabs an opponent and does one of four throws; Twirls the opponent above her head and throws them forward. Swings her opponent behind her. Holds the opponent above her and blasts them with the grapple beam. Whips the opponent into the floor.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Charge Shot. Samus will charge up her arm cannon and fire off a blast of energy at the opponent. The longer she charges the shot the more powerful it is. At it's most powerful the blast has a high knockback and high damage.

Side Special: Missile. Samus fires a missile out of her arm cannon which is either a homing or super missile. The Homing Missile will lock onto an opponent, doing minor damage. The Super Missile does more damage but does not lock onto an opponent, it just travels in a straight line until it hits and opponent or surface.

Up Special: Screw Attack. Samus somersaults into the air, surrounding herself in a bluish energy field; damaging any opponent it connects with. The attack does minor damage but can also do multiple hits and will draw an opponent into it's centre, holding them in place.

Down Special: Bomb. Samus will shift into her Morph Ball form, dropping a timed bomb out as she does. The bomb will explode on contact with an opponent or solid surface, doing minor damage. Samus can also use the bomb to launch herself into the air, to switch into an aerial attack.

Final Smash: Zero Laser. Samus will charge her arm cannon and fires a massive beam of energy across the screen. The laser dose massive damage and knockback and can be angled up or down, allowing Samus to hit any opponent not hit by the original blast. The beam lasts for about 5 seconds.

X Factors
Strength: Fox=60/Samus=75

Fox's not the most powerful of fighters and most of his standard and special moves don't do that much damage or knockback, owing to his light weight. Samus is much heavier and therefore has more weight to put behind her blows and her moves are just that bit stronger.

Speed: Fox=87/Samus=60 

What he lacks in strength Fox more than makes up for with his speed. He has one of the fastest dashing speeds in the game and most of his attacks can be spammed quickly especially his neutral standard and special attack. Samus's bulky power suit works against her in this aspect and her dashing and attacking speed is slower than average and require longer to charge up and use.

Agility/Aerial Mobility: Fox=82/Samus=74 

Fox's natural speed also gives him great agility and many of his moves are quite acrobatic in nature and also translate well into a good aerial game, allowing him to juggle opponents and land the first blow. Samus does show surprising agility in her combat style, both in the air and on the ground but she is just not as agile as Fox.

Close Quarters Combat: Fox=83/Samus=83

Both of these fighters bring an effective but different close range combat style. Fox uses a hit and run technique, not directing engaging his opponent but trying to whittle them down for a finishing blow. Samus tends to take a more brute force approach, using her more powerful attacks and heavier weight to get in and do damage to an opponent. These styles almost directly contrast and which is more effective is up to personal preference so I'm going to call it even.  

Ranged Combat: Fox=68/Samus=80

Fox only brings one ranged weapon to this battle; his blaster and while it is incredibly weak and has no knockback it fits in with his hit and run style very well and can rack up damage on an opponent. Samus brings three ranged attacks to the table and this gives her more variety in her usage and an superior overall ranged game. However her rating is lowered by Fox's reflector which gives him a good defence against her various projectiles.

Brutality: Fox=58/Samus=65

Despite their roles as heroes of their respective games, both Samus and Fox are shown to be quite brutal, blowing up or gunning down their opponents. What gives Samus the edge though is that she tends to get up close and personal with her enemies more often and has to directly finish them off. Fox does most of his fighting from behind the controls of an Arwing, against other Arwing's and even though there are pilots inside the act of gunning them down is less personal.

Little Mac
"Hit 'em, baby!"

- Doc Louis.

Standard Moves
Neutral Attack: Two jabs, followed by either a single upwards jab or a series of rapid punches ending with a high knockback uppercut.

Dash Attack: Does a swinging overhead punch

Forward Tilt: Performs two powerful jabs.

Up Tilt: Swipes his fist above his head.

Down Tilt: Punches along the ground.

Forward Smash: Steps forward and delivers a straight punch.

Up Smash: Punches above himself with an overhead swing.

Down Smash: Punches along the ground, both in front and behind himself.

Neutral Aerial: Does a short jab angled downwards.

Forward Aeriel: Does a swinging punch forward.

Back Aerial: Does a swinging backhand punch behind himself

Up Aerial: Does a sweeping punch upwards.

Down Aerial: Punches downwards. Can meteor smash.

Throws: Little Mac grabs an opponent and does one of four throws; Punches the opponent forward. Turns around with the opponent and uppercuts them. Uppercuts the opponent into the air. Smashes the opponents head with both his fists.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Straight Lunge. Little Mac will begin to charge up straight punch before launching himself forward, damaging all enemies he connects with. The longer he charges the more powerful the punch and the further it will travel. Little Mac also has a Power Meter which is charged up every time he takes damage or does damage to an opponent and when the Power Meter is full his neutral special is replaced with a powerful unblockable uppercut which does massive damage and knockback.

Side Special: Jolt Haymaker. Little Mac leaps forward and performs a downward hook at the end of his jump, meteor smashing anyone it connects with. Does medium damage and high knockback.

Up Special: Rising Uppercut. Little Mac propels himself into the air, spinning in a corkscrew fashion, finishing off the move with an uppercut. Does minor damage and knockback.

Down Special: Slip Counter. Little Mac moves his body backwards to avoid an opponents attack, countering with a punch, doing minor damage and stunning an opponent. Is a counter attack and if an opponent does not attack when he performs the move then he will be left momentarily unable to attack. The more powerful the attack countered the more powerful the counter attack will be.

Final Smash: Giga Mac. Little Mac transforms into a gigantic version of himself, receiving a massive boost in both attack power and reach. He also becomes immune to knockback and does not flinched when attack but can still be damaged attacks. The transformation lasts about 10 seconds.

Captain Falcon
"Show me your moves!"

- Captain Falcon

Standard Moves
Neutral Attack: Punches twice, then knee strikes the opponent. Alternatively, the first two punches can be followed by a series of punches, culminating in an underhand punch.

Dash Attack: Rams an opponent with his shoulder.

Forward Tilt: Does a roundhouse kick.

Up Tilt: Does an axe kick.

Down Tilt: Does a sweeping kick.

Forward Smash: Steps back and lunges forward with a fiery elbow strike.

Up Smash: Performs a spinning double hop-kick.

Down Smash: Kicks forward and then kicks backwards.

Neutral Aerial: Kicks frontwards twice.

Forward Aeriel: Performs a knee strike with an electrical attack.

Back Aerial: Does a quick backhand.

Up Aerial: Performs a flip kick above himself.

Down Aerial: Stomps downwards with both feet. Can meteor smash.

Throws: Captain Falcon grabs an opponent and does one of four throws; Punches the opponent in front of him. Throws the opponent behind himself and kicks them. Holds his opponent above him and strikes with his left hand. Flips the opponent and slams them into the ground

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Falcon Punch. Captain Falcon goes into a crouching position, drawing his arm back to generate a flaming around his arm. He then throws a powerful punch, shouting 'FALCON PAWNCH' which does massive damage and knockback to anyone foolish enough to get in it's way.

Side Special: Raptor Boost. Captain Falcon dashes forward with his arm outstretched in front of himself. If he connects with an opponent then he will uppercut them into the air if he's on the ground, if he's airborne then it will meteor smash the opponent into the floor. Does medium damage and has medium knockback.

Up Special: Falcon Dive. Captain Falcon leaps into the air and grabs an opponent, giving a cry of 'YES' and launching off them, damaging them with an fiery explosion. Does minor damage and knockback.

Down Special: Falcon Kick. Captain Falcon gets onto one knee and launches himself forward, with his leg extended in front of himself in a fiery kick. Does medium damage and knockback. If the move is done in the air then the attack will travel downwards in a horizontal trajectory.

Final Smash: Blue Falcon. Captain Falcon calls his vehicle the Blue Falcon which crashes across the stage in front of him, knocking anyone in it's path into the air. The opponent will then land on an F-Zero track dazed and unable to move while Captain Falcon bears down on them in the Blue Falcon, crashing into the opponent and launching them and sending anyone caught in it's path flying away.

X Factors
Strength: Little Mac=75/Captain Falcon=78

Little Mac has several powerful moves in his arsenal, including his incredibly powerful Power Metre Uppercut but for the most part his light weight and small stature mean that his standard attacks are quite weak, to enable him to combo more effectively. Captain Falcon backs up his powerful Special attacks with a heavier hitting set of standard moves and his larger size gives him more weight to throw behind his attacks.

Speed: Little Mac=87/Captain Falcon=85

Both of these fighters are very fast, both in movement speed and in attack speed. They are the 3rd and 2nd fastest characters in dashing speed respectively and both also have some lightning fast neutral attacks which can combo well and wear down an opponent. Captain Falcon moves the fastest but Little Mac has the quicker attacks and his special moves are quicker to pull off so it gives him the edge here.

Agility/Aerial Mobility: Little Mac=65/Captain Falcon=85

Little Mac is an odd case for this catagory. If this was simply based on ground agility then he would be in the high eighties, as his quick movement speeds and dodging allow him to manoeuvre around his opponents with precision. When it comes to aerial ability however Little Mac really suffers. He is abysmal in the air and his awful recovery and severely limited aerial attacks make him easy to juggle. Captain Falcon is agile both on the ground and in the air and showcases this in a more acrobatic way, with gymnastic kicks and attacks.

Close Quarters Combat: Little Mac=88/Captain Falcon=88

Both of these guys are masters of close range combat especially as they have no ranged attacks at all. Little Mac adopts a standard boxing approach, weaving in and around his opponents with tricky footwork and making use of lightning fast punches and counter attacks to take down an opponent. Captain Falcon is an in your face fighter, using a combination of speed, agility and raw strength to keep his opponents on his toes and give him a variety of options. Both are effective and both fighters have perfected their styles and so I give call it even.

Ranged Combat: Little Mac=0/Captain Falcon=0

Neither of these fighters have any ranged attacks.

Brutality: Little Mac=55/Captain Falcon=55

Neither of these guys show any abnormally high levels of brutality. Little Mac is a boxer and therefore is not trying to use lethal force and as such is unlikely to go for the kill. Captain Falcon is a good guy and apart from ramming into opponents while racing he doesn't show any brutality when he fights.

Peach
"This is fun"

- Peach

Standard Moves
Neutral Attack: Slaps the enemy twice.

Dash Attack: Strikes with both arms extended forward, then quickly spreads her arms out

Forward Tilt: Kicks forward 180 degrees from low to high.

Up Tilt: Fires a pink heart blast above her head.

Down Tilt: Sweeps her hand down to the ground.

Forward Smash: Strikes with a random weapon, either a golf club, frying pan or tennis racket.

Up Smash: Raises her arms and twirls a pink ribbon.

Down Smash: Spins her dress around from left to right.

Neutral Aerial: Spins around at an angle with arms extended, dealing damage to her left and right sides.

Forward Aeriel: Swings her crown in a vertical arc.

Back Aerial: Strikes behind with her butt.

Up Aerial: Swings her arms above her head from left to right, creating a rainbow attack.

Down Aerial: Kicks straight downwards four times.

Throws: Peach grabs an opponent and does one of four throws; Slaps her opponent away. Throws her opponent behind her and butt bumps them away. Strikes her opponent above her. Throws opponent on the floor and sits on them.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Toad. Peach takes out Toad and holds him in front of her. Upon being hit by either a projectile or melee attack Toad will emit a shower of spores, damaging the opponent who used to attack. Does minor-medium damage depending on the attack with minor knockback

Side Special: Peach Bomber. Peach lunges at her opponent and connects with them using her hip, blasting them with a powerful heart shaped explosion. Does medium damage and high knockback.

Up Special: Peach Parasol. Peach jumps into the air holding her parasol above her until she gets to the apex of her jump, where she opens the parasol and floats down gently. She can move herself from right to left and also drop down, being able to close and reopen her parasol until she makes contact with the ground. Does minor damage during the initial leap.

Down Special: Vegetable. Peach takes out a vegetable from the ground which can be thrown at an opponent, doing minor damage. Can be grabbed and used by an opponent. Peach will occasionally pull out something more damaging like a Mr Saturn or Bob-omb which can do medium-high damage and medium knockback.

Final Smash: Peach Blossom. Peach begins to dance as the whole area is encased in a pink boarder. All opponents within said area fall asleep and receive heavy damage, although no knockback. Several large peaches will also appear which can be used to heal peach or any opponents that wake up after the sleep effect has worn out. The Sleep effect varies depending on how close to Peach the opponent is but usually lasts between 5-10 seconds, giving Peach the chance to either heal herself or K.O helpless foes.

Rosalina & Luma
"May the stars shine down on you..."

- Rosalina

Standard Moves
Note: Italics denotes the Luma's attack if it differs from Rosalina's. 

Neutral Attack: Swings her wand twice, then waves it in front of her/Punches once, kicks once, then spins in place

Dash Attack: Rams the enemy with their body.

Forward Tilt: Performs a sweeping kick.

Up Tilt: Headbutts upwards.

Down Tilt: Drops kicks along the ground/''Headbutts at a downwards angle. ''

Forward Smash: Thrusts her hands forwards to create a galaxy shaped blast/Delivers a powerful straight punch.

Up Smash: Swings her wand above her/Performs a flying uppercut.

Down Smash: Kicks in front and behind, creating a galaxy shaped blast/Kicks on either side of itself.

Neutral Aerial: Spins in the air/Kicks forward, the back.

Forward Aeriel: Performs a flip kick/''Spins the the air. ''

Back Aerial: Kicks behind herself.

Up Aerial: Waves her hands, creating a planetary ring above her head/''Does a back flip kick. ''

Down Aerial: Stomps downwards.

Throws: Rosalina grabs an opponent and does one of four throws; Make her opponent float in front of her then blasts them away. Spins the enemy around and tosses them behind her. Throws the opponent into the air. Slams the opponent into the ground with magic.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Rosalina_%26_Luma_(SSB4)#Moveset

Special Moves
Neutral Special: Luma Shot. Rosalina waves her wand to charge up the Luma, which spins in place in front of her. Rosalina then fires the Luma out at high speeds, doing any damage to anyone it connects to. Does low-high damage depending on how much it is charged. The Luma will stay where it has connected with an opponent and can be used separately from Rosalina, although it will do the same attacks she performs, excluding any special moves. Rosalina can call the Luma back at any point, although after a short while it will return on it's own. The Luma can be K.Oed and if it is then another will spawn with Rosalina after about 10 seconds.

Side Special: Star Bits. Rosalina commands the Luma to fire three star bits at an opponent. Does minor damage and low knockback.

Up Special: Launch Star. Rosalina creates a Launch Star and uses it to propel herself into the air. Can be angled either up or to the side but does no damage to an opponent.

Down Special: Gravitational Pull. Rosalina waves her wand to create a protective barrier. If a projectile is fired at her then the barrier will absorb the attack, orbiting around Rosalina and nullifying any damage. While the move does no direct damage if any opponent comes in range of the orbiting projectile, they will be damage by it.

Final Smash: Power Star. Rosalina pulls out a Power Star which will proceed to fire smaller stars in all directions, doing minor damage to any opponent it connects with. The Power Star will continue to grow for a few more seconds before exploding, launching away any opponent into range of the blast. An opponent can become trapped inside the star and this will cause massive damage before being launched away from the blast.

X Factors
Strength: Peach=64/Rosalina & Luma=60

Both of these two are lightweight fighters and as such are not really known for their physical prowess. Peach wins out here though because he smash attacks are significantly more powerful and Peach Bomber packs a pretty big punch. Rosalina has no really powerful moves of note and the Luma is even weaker.

Speed: Peach=65/Rosalina & Luma=70 

Again, neither of these are particularly known for any great shows of speed but Rosalina does have the faster dashing speed and the Luma makes up for it's weak attacks with them being much quicker to execute. Peach is just average in both movement and attacking speed.

Agility/Aerial Mobility: Peach=83/Rosalina & Luma=75

Aerial combat is one of the strong points of Peach's fighting style with her floatiness and and Up Special giving her great mobility in the air and allows her to juggle an opponent. Rosalina is also very floaty but her moves just aren't as fluid and she doesn't move particularly gracefully on the ground. The Luma boosts her rating a bit due to it's small stature but it's not enough to compete with Peach.

Close Quarters Combat: Peach=79/Rosalina & Luma=82

Both of these fighters are lightweight and as such have to be very careful in close quarters combat as they can't take many hits before they are serious trouble. The Rosalina & Luma combination works very well with this fact in mind, extending Rosalina's reach and keeping an opponent out of range. Peach, while heavily reliant on close quarters combat, has to use a hit and run style of combat and can struggle against a particularly strong opponent.

Ranged Combat: Peach=30/Rosalina & Luma=70

Peach has one ranged attack, Vegetable, and it's neither very damaging nor very spam-able. Rosalina not only has more ranged attacks but the Luma itself acts as sort of a ranged attack, allowing Rosalina to reach an opponent even if they don't come within range of her melee attacks.

Brutality: Peach=40/Rosalina & Luma=40

Neither of these two have a violent bone in their body and are very nurturing and caring, hardly the attitude of a warrior and as such are not going to be trying to kill an opponent.

Robin
"The key to victory lies within."

- Robin.

Standard Moves
Neutral Attack: Performs an upward slash, followed by a downward slash and then a rapid barrage of jabs.

Dash Attack: A short sword stab.

Forward Tilt: A sword slash angled downwards in a crescent shape

Up Tilt: An upward sword slash.

Down Tilt: An downwards sword slash.

Forward Smash: Performs a half slash, half stab attack.

Up Smash: An upwards thrust with his sword.

Down Smash: An overhead slash from left to right.

Neutral Aerial: A fast slash, both in front and behind himself.

Forward Aeriel: Winds up and then does a swooping forward slash.

Back Aerial: Leans back and does a backwards stab.

Up Aerial: An arching upwards slash.

Down Aerial: A one-handed downward slash. Can meteor smash.

Throws: Robin grabs an opponent and does one of four throws; Flings his opponent forward. Turns around and throws the opponent behind himself. Throws the opponent straight upwards. Slams the opponent on the ground, bouncing them upwards.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Thunder. Robin opens his spell-book and begins to charge up a projectile attack. The length of the charge determines the stage the attack fires. The 4 stages are Thunder, Elthunder, Arcthunder and Thoron. Thunder is a small jolt of electricity that travels in a straight line, doing minimal damage and knockback. Elthunder is a yellow ball of electricity which does medium damage and low knockback. Arcthunder is a bright red ball of electricity which travels in an arc, trapping an opponent hit in a red X which deals damage for a few seconds before exploding which has a decent knockback. The final and most powerful stage is Thoron which fires a large beam of energy rapidly across the stage doing high damage and knockback.

Side Special: Arcfire. Robin produces a ball of fire above his head which he then fires at his opponent, from a diagonal angle downwards. When it makes contact with the opponent it bursts into a pillar of fire, doing multiple hits to the person hit, trapping them in place until the attack is over. Does medium damage and low knockback.

Up Special: Elwind. Robin casts two gusts of wind magic below him feet, launching him into the air. The first one only gives a small boost but can meteor smash any opponent below, while the second launches Robin high into the air, at the expense of doing less damage to any opponent below the attack. Does minor damage and knockback.

Down Special: Nosferatu. Robin creates a spiral of dark magic in front of him, trapping any opponent within reach. The magic will then begin to slowly do damage to the opponent over a period of about 3 seconds and also has the benefit of healing Robin while the damaging the opponent.

Final Smash: Pair Up. Robin summons Chrom through a warp circle, who will then launch himself in the direction he was summoned, swiping at any opponent in the way. If he connects then both Chrom and Robin will begin to attack the trapped player; Chrom with his sword and Robin using varying spells. The attack ends with the two of them striking the opponent at the same time, smashing the victim into the ground for massive rebound knockback.

Ness
"Okay."

- Ness

Standard Moves
Neutral Attack: Punches twice, then kicks.

Dash Attack: Sends three PSI sparks out in front of him.

Forward Tilt: Kicks forward.

Up Tilt: Pushes upwards with both hands.

Down Tilt: Kicks out in front of himself.

Forward Smash: Swings his bat.

Up Smash: Spins his yo-yo around him in the "around-the-world" technique.

Down Smash: Swings his yo-yo forwards and backwards along the ground in the "walks-the-cat" technique.

Neutral Aerial: Spins diagonally in the air with his arms outstretched

Forward Aeriel: Sticks his palms out, sending a stream of PSI sparks in front of him.

Back Aerial: Kicks backwards with both feet.

Up Aerial: Headbutts upwards.

Down Aerial: Stomps downwards with his feet, creating a PSI spark. Can meteor smash.

Throws: Ness grabs an opponent and does one of four throws; Psychokinetically swings the opponent in a circle and throws them forwards. Psychokinetically swings them over his head and throws them behind him. Psychokinetically throws them above him. Throws the opponent on the floor and scorches them with PK Fire.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: PK Flash. Ness creates a sphere of green light above himself with a cry of "PK Flash". The sphere then begins an arching descent, growing in power the longer Ness hold it until Ness releases the attack and doing damage to any opponent caught in the radius. Does between medium to very high damage and has a high knockback.

Side Special: PK Fire. Ness fires out a yellow lightning bolt shaped projectile with a cry of "PK Fire". If the attack connects with an opponent it will explode into a pillar or fire, doing multiple hits and stunning the opponent. Does minor damage and knockback.

Up Special: Ness creates a stream of lightning with a cry of "PK Thunder". The lightning can be aimed and if it connects with Ness then it will launch him in the direction that it connects with him. The lightning can also be directed aimed at an opponent but it only does minor damage. If Ness launches himself into an opponent with PK Thunder then it will do high damage and high knockback.

Down Special: PSI Magnet. Ness creates a purple energy field around himself which will absorb any projectiles thrown at him, healing him. If any opponent is caught in the field when it is deactivated they will receive minor damage.

Final Smash: PK Starstorm. Ness reaches up to the sky while shouting "PK Starstorm", calling down a group of stars to descend over himself. The attack can be aimed and any opponent caught in the stream will be held in place before finishing off with a powerful blast to launch them away.

X Factors
Strength: Robin=75/Ness=71

The strength of Robin's attacks vary depending on whether he is using the Levin or Bronze sword but as an average his standard moves are pretty powerful and he also has several powerful special moves as well. Ness has a couple of powerful moves as well, especially with his special moves, but overall his attacks lack that raw power.

Speed: Robin=50/Ness=70

Robin is painfully slow in his movement speed, hell he has a slower dashing speed that Gannondorf and his attacking speed isn't much better. Ness is about average in both movement speed and attack speed.

Agility/Aerial Mobility: Robin=60/Ness=76

Robin's lack of speed has a direct effect on his agility and nothing he does really shows that much swiftness in his attacks and in the air he's a bit clunky. Ness is a small and fairly light character and thus is quicker and more agile both in the air and on the ground.

Close Quarters Combat: Robin=77/Ness=77

Both of these guys balance their talents between both close quarters and ranged combat and as such don't really focus on one area more. Robin's powerful melee attacks make him a hard hitter at close range but this is cancelled out by the slowness of said attacks. Ness has relatively quick attacks but does lack some power in standard moves and like Robin doesn't really hone in on close quarters combat.

Ranged Combat: Robin=76/Ness=81

Robin seems to go with power in his ranged game relying heavily on the versatility and power of Thunder and the spamability of Arcfire. Unfortunately his ranged attacks become less powerful the more often they are used and if used too much in quick succession they require a resting period before they can be used again. Ness's ranged attacks are overall more versatile and work well in conjunction with each other and PSI Magnet helps to nullify Robin's ranged options, lowering his rating significantly.

Brutality: Robin=60/Ness=50

Robin actively fights in various wars and conflicts and is used to a certain level of brutality in order to take out his enemies and will have little qualms in killing an enemy but Ness is only a kid and I doubt he'll be actively trying to kill him. Ness does have to fight and kill but for the most part these are emotionless monsters and opposed to actual humans and as he's a child he's not got a disposition towards violence.

Wii Fit Trainer
"Let's get fired up!"

- Wii Fit Trainer.

Standard Moves
Neutral Attack: Thrusts her arm out, then her knees and then she stomps on the opponent.

Dash Attack: Slides across the floor in the Gate position.

Forward Tilt: Assumes the Dancer pose and hits the opponent with her arm and leg.

Up Tilt: Touches her toes with one arm and thrusts up with the other.

Down Tilt: Thrusts her knees forward in the Bridge pose

Forward Smash: Stomps forward and strikes to either side of her.

Up Smash: Raises her clasped hands above her head.

Down Smash: Gets on all fours and thrusts her right arm and left leg in opposite directions.

Neutral Aerial: Snaps her arms and legs together in a pincer motion

Forward Aeriel: Thrusts her arm and leg out diagonally.

Back Aerial: Double kicks behind herself.

Up Aerial: Waves her clasped hands above her.

Down Aerial: Stomps down with both feet in the Chair position.

Throws: Wii Fit Trainer grabs an opponent and does one of four throws; Serves the opponent like a volleyball. Throws the opponent behind her and jump kicks the opponent in the stomach. Hits the opponent upwards. Throws the opponent on the ground between her legs.

Link for more detailed stats and further standard moves:

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

Special Moves
Neutral Special: Sun Salutation. The WFT enters the Sun Worship pose and begins to charge up a yellow energy ball which when released will travel in a straight line towards an opponent. Damage and knockback varies depending on how long it is charged.

Side Special: Header. The WFT takes out a football and heads it sideways. The ball will bounce once in a long arc before disappearing, damaging any opponent caught in it's path. The initial headbutt can also damage an opponent and will meteor smash them. Does medium damage and minor knockback.

Up Special: Super Hoop. The WFT will twirl upwards by spinning several hoops around her body which carries her high into the sky. Does minor damage if an opponent is hit by the move.

Down Special: Deep Breathing. The WFT breathes in to create a pink circle around her torso with a larger blue outline which will begin to shrink in. If the WFT breathes out when the two circles connect then she will receive a minor heal and all her attacks are powered up for 7 seconds, dealing greater knockback and overall increasing her KO potential.

Final Smash: Wii Fit. The WFT assumes the tree position and yells one of several phrases which will release a multitude of multicoloured human silhouettes in the direction she is facing. The silhouettes will do minor damage but will do massive pushback and can hit the opponent multiple times.

R.O.B
"R-O-B, ROB!"

- Crowd cheering for R.O.B.

Standard Moves
Neutral Attack: Punches twice.

Dash Attack: Does a two-handed downwards swing.

Forward Tilt: Performs a leaning hook punch.

Up Tilt: Throws both arms up in a weightlifting pose.

Down Tilt: Pokes at the ground with both arms.

Forward Smash: Spins his head around and fires a short range laser forward.

Up Smash: Performs a handstand and fires his burners upwards.

Down Smash: Spins his arms around in a low-angled corkscrewing motion.

Neutral Aerial: Performs a somersault and uses his thrusters to fire a blast of energy.

Forward Aeriel: Swings his arm downwards.

Back Aerial: Shoots fire out of his burners behind himself, propelling him forward.

Up Aerial: An upwards, windmill arm attack

Down Aerial: Fires a laser blast downwards.

Throws: R.O.B grabs an opponent and does one of four throws; Pushes his opponent away. Flings the opponent behind himself. Grabs the opponent rises into the air and slams them into the ground. Drills the opponents head into the ground.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/R.O.B._(SSB4)#Moveset

Special Moves
Neutral Special: Robo Beam. R.O.B fires a beam of energy out of his eyes. The attack does minor damage and knockback but once it is used it takes 1 second to recharge and if the attack is used again before it recharges then R.O.B will instead shoot a much weaker and closer range attack. If the laser is left to charge for 20 seconds then it will become a much more powerful and damaging attack but the speed is decreased. This super charge does medium damage and high knockback.

Side Special: Arm Rotor. R.O.B spins around with his arms outstretched and finishes the move with a powerful uppercut. The spin itself does multiple hits and reflects projectiles back at an opponent.

Up Special: Robo Burner. R.O.B uses his burners to lift himself upwards until the fuel runs out when he will float back to the ground. Does no damage.

Down Special: Gyro. R.O.B will take out a spinning top and begin to spin it on the ground. R.O.B will then launch the spinning top as a projectile, damaging anyone who gets in it's path. The attack will do more damage the longer it is charged and after it's initial launch it can be picked up and used as a projectile by an opponent.

Final Smash: Super Diffusion Beam. R.O.B. transforms into a laser cannon and fires an intense beam of energy at the opponent. It starts off as a large beam which traps the opponent in place before splitting into four smaller one. The attack finishes with a powerful final blast which deals massive knockback to anyone caught in the beam.

X Factors
Strength: R.O.B=62/Wii Fit Trainer=70

Despite being a surprisingly heavy fighter most of R.O.B's attacks are not all the powerful and even his smash attacks aren't all that strong. The WFT may not appear to be very bulky but many of his smash attacks and special moves are very strong and they can be boosted even more by the use of Deep Breathing.

Speed: R.O.B=72/Wii Fit Trainer=66

R.O.B may not be particularly strong but he makes up for this with his attacks being quite quick to execute and his special moves being able to used fast in quick succession. The WFT is actually the faster of the two in running speed but her actual attack speed is about average.

Agility/Aerial Mobility: R.O.B=75/Wii Fit Trainer=85

As it would be expected, the WFT is a very agile fighter with many of her attacks being based off Yoga moves which require a great deal of flexibility to pull off and can often surprise an opponent with how she can attack them. R.O.B has some good aerial ability but on this ground his moves don't require a great deal of agility and his attacks are somewhat clunky.

Close Quarters Combat: R.O.B=75/Wii Fit Trainer=80

The WFT's mix of flexible standard attacks with powerful smashes makes her a good fighter in close range and she can hold her own well when the fighting gets up close and personal. R.O.B on the other hand suffers due to his weaker attacks and it can often be hard for him to land the finishing blow but his size and weight make him a difficult character to take down.

Ranged Combat: R.O.B=80/Wii Fit Trainer=78

Both bring a couple of ranged options curtsey of their special moves but R.O.B's are just quicker to use and more effective to combo with. The WFT's neutral special and side special are powerful moves but R.O.B's are both strong and quick to use and the reflecting ability of his side special help him to counter the WFT's projectiles more effectively than she can deal with his.

Brutality: R.O.B=40/Wii Fit Trainer=40

Both of these fighters act as aids to their retrospective games and do not actively engage in any form of combat in universes, serving to guide the player as opposed to do the work themselves. As such neither posses a high level of brutality.

Shulk
"I'm really feeling it!"

- Shulk

Desperado Enforcement LLC. vs Mevolent's Officers


Desperado Enforcement: The Colorado based PMC, willing to do whatever it takes to keep war as a business.

vs

Mevolent's Officers: The fanatical worshippers of the faceless ones, who hoping to return their dark gods to this world and rule by their side.

Who is Deadliest

Individual Battles
Big Boss: Mevolent vs Steven Armstrong

Second in Command: Nefarian Serpine vs Sundowner

Freak: Lord Vile vs Monsoon

Honourable Swordsman: Baron Vengeous vs Jetstream Sam

Femme Fatale: China Sorrows vs Mistral

Mevolent's Officers
"Have you ever seen a man come back to life before? Not many have. Over the years, stories have grown up around what you have seen here today. The truth gets misplaced the more the stories travel. They say I bathe in blood. Have you heard that? According to the stories I must submerge myself in mortal blood for two hours out of every twenty-four, or else my body starts to break apart due to the corruption I have inside of me. That's a lot of mortal blood to drain every single day but they don't take such things into consideration when concocting these stories do they? On a purely logistical level, if I had to drain all those mortals, I'd never have the time to do anything else would I. Other stories tell how I eat innocent newborns, how i'm ten feet tall, how I breathe fire and have great dragon wings. None of these things are wholly accurate. I don't have dragon wings, I don't breathe fire, I'm only eight feet tall and I've never eaten a new born that didn't have it coming. My name is Mevolent. What's yours?"
 * -|Mevolent=

- Mevolent to Valkyrie Cain Mevolent was an Elemental and was one of the very few to turn evil. He lead a faction during The War against the Sanctuary with the goal of bringing the Faceless Ones back to this reality. Before his rise to power he served under Arthur Dagan's grandfather and somehow came across The Unnamed who would later become his master. Mevolent was a dedicated follower of the Faceless Ones, and attempted to open a portal and allow them entry back to Earth.

Powers and Abilities
 * Mastery of Elemental Magic: Mevolent has completely mastered the use of elemental magic and can use each of the 4 elements with equal skill, making him one of, if not the most powerful sorcerer in the entire Skullduggery Pleasant universe. Some the elements and their uses are listed below;


 * Fire: The flashiest and most used of the four elements. Elemental sorcerers create fire by generating friction, usually the snapping of fingers, and use it for various purposes. These purposes range from creating fireballs, to creating barriers of fire, to expelling fire in a flamethrower type stream and fireballs can be focused into more concentrated flames which can be used to cut and carve.


 * Air: Air magic is the most versatile and, at times, the most powerful of the four elements. Air magic is the easiest to learn with most sorcerers learning this first. Uses of Air magic includes pushing and pulling towards or away from the sorcerer, squeezing and crushing objects, holding a person in place, creating a powerful wall of air to block an attacker, flight, creation of whirlwinds, reading disturbances in the air, depriving people of air, containing an explosion within a sphere of air and can be used to buff up a users punching power by encasing their fists with a layer of air.


 * Earth: Earth magic was at first, and for a very long time, thought to be last resort defensive magic. However it has since been shown to have some offensive prowess as well. The main use of earth magic is to turn the user into an unbreakable stone statue but the length of this transformation is unpredictable and could last any length of time, from a couple of years to several centuries. Other uses include collapsing the ground underneath and opponents feet and can be used as a means of travelling through walls.


 * Water: Water is the most rarely used out of the four elements . When the user is submerged in water, water manipulation can be used in a similar way to air manipulation. Uses of Water magic includes walking on water, enhancing swimming ability, firing a stream of water as a projectile, creating a wall of water, manipulating water vapour in the air to create small rainstorms and the manipulation of ice or snow.


 * Superhuman Strength, Speed and Durability: Owing to his large size, Mevolent is a very strong individual and displays many feats of superhuman strength such as lifting and throwing people, lifting large slabs of concrete and throwing them and even ripping someone's head off. He is also very durable and is able to survive and fight with broken bones, survive being smashed in the face with a horse and being thrown through walls. He is also shown to be very fast and can move at superhuman speeds from place to place.

"Serpine is a collector. He collects magic. He has tortured, maimed and killed in order to learn other people's secrets. He has committed untold atrocities in order to uncover obscure rituals, searching for the one ritual that he, and religious fanatics like him have been seeking for generations."
 * Highly Skilled in hand to hand and bladed combat: Mevolent is a very skilled hand to hand fighter as showcased by his battle against Darquesse where he is able to fight on par with a self healing demi-god and almost come out on top. His fighting skill is backed up with his elemental mastery and he has also shown to be a skilled swordsman.
 * -|Nefarin Serpine=

- Skulduggery Pleasant on Nefarian Serpine Nefarian Serpine was Mevolent's most trusted General during the great war. He masterminded the death of Skulduggery's wife and child, killing them in front of him, knowing that Skulduggery would get too angry to think properly. He was right - Skulduggery, in his rage, wanted to kill Serpine without using his magic and grabbed the nearest weapon, which was a poisoned dagger that Serpine had laid out for him. Serpine then captured, tortured and finally killed him. Once Skulduggery returned from the dead he was driven by his desire to get revenge on Serpine but before he could the truce was signed, preventing him from getting his revenge.

Powers and Abilities
 * Right Red Hand: Serpine's right red hand is completely skinless and causes a slow and agonising death to anybody who he points at and it is impossible to block or deflect. It does have a disadvantage though, Serpine cannot simply point at multiple opponents, he must keep his hand pointed at one opponent until the agonising death has taken place. It also does not work on a being that is already dead and presumably also cannot effect something which is not alive such as a machine.
 * Various Magical Abilities: As previously mentioned, Serpine is a collector of magic and has acquired several different magical abilities. He can gather purple vapour in his hand which can be used to blast at people or as a tendril to grab onto a far away object or person and pull them towards him. He is also able to create a wall of air which he can use to deflect projectiles such as bullets away from himself. When he waves his left hand he is able to make an object or person contract and expand and can snap bones with another wave.
 * Competent Close Quarters Combatant: Serpine has shown to be fairly good at close quarters combat but he is nowhere near as skilled as other mages and relies more on magic to defeat an opponent rather than his fighting skill. He is also implied to have some skill with knife combat as he carries around a dagger to use in combat.
 * Super Human Reflexes: Serpine has demonstrated superhuman reflexes on several occasions such as grabbing a dagger out of mid-air just as it is about to hit him and being able to sidestep bullets in a confined room.

"Try dying with some dignity you godless wretch."
 * -|Baron Vengeous=

- Baron Vengeous to Billy-Ray Sanguine During the War, Vengeous was one of Mevolent's Three Generals. He was the leader of the fanatical Diablerie, a cult of people dedicated to bringing the Faceless Ones back through any means necessary. Vengeous was in search of Lord Vile's armour and blood from a descendant of an ancient one, so that he could revive the Grotesquery, an abomination of a creature, formed by the body parts of many other beasts. The Grotesquery, due to having the torso of a Faceless One, was purported to be able to herald the return of the remaining Faceless Ones. Sometime after 1861, Vengeous had a legendary battle with Skulduggery Pleasant, who threw a stick of dynamite at him.

Powers and Abilities "Vile was different. He would have used his power to... to change the world..."
 * Rupture Ability: Vengeous's only known power is the ability to make objects and people rupture by looking at them with his eyes glowing yellow. He needs to be concentrated to do this however and if he is distracted then he is unable to use this ability.
 * Skilled hand to hand combatant and swordsman : Vengeous has been shown to be a very skilled melee fighter and is able to fight off multiple opponents at once and has gone toe to toe with other powerful mages. He has also been shown defeating a vampire in it's night form which is a considerably impressive feat considering that most other characters struggle to defeat vampires in their weaker daytime form. He is also a skilled swordsman and his main weapon is a cutlass which is sharp enough to easily slice through skin and bone.
 * Peak Physical Condition: Despite appearing to be his his mid fifties, Baron Vengeous is an incredibly fit human being as has shown above average strength and speed, being able to dodge a fireball from close proximity. He is also very durable as he survived having a stick of dynamite being thrown at him and exploding in his face.
 * -|Lord Vile=

- China Sorrows on Lord Vile Lord Vile was one of Mevolent's Three Generals during the war. He initially joined a Necromancer temple run by Auron Tenebrae where his rapid rise and success in training lead to them proclaiming him their Death Bringer, a powerful Necromancer who would save the world, but before he could learn about the Passage he joined Mevolent. His reason for doing so was not because he believed in the Faceless Ones but because he wanted to cause as much death and destruction as possible and Mevolent gave him the best opportunity of doing so.

Powers and Abilities
 * Necromancy Powers: Lord Vile's chosen magical discipline is Necromancy, which is the power to harness the energy of the dead. Lord Vile is one of the most powerful users of this particular discipline and can use it in a variety of ways. He can make shadows into solid projectiles which can be used as blades, can be fired as jagged shards from a distance and can be used as tendrils to grab onto an opponent. Vile can also shadow-walk which is form of teleportation where the user uses the shadows to travel through the ground. Shadows can also be used to fly, supporting the mage as the move through the air. He can also create a bubble of death, in which all life force within the aptly named death bubble are sucked towards the user as it contracts, making them stronger. Necromancy also becomes more powerful when death is nearby as it allows the user to absorb the energy and buff up their magical attacks.


 * Lord Vile's Armour: Lord Vile stores his necromancy power in his armour which is described as full set of medieval armour. Unlike most Necromancy objects it is made purely of shadow as opposed to being an object and has no solid form, allowing it to shape to fit the user and gives Vile great flexibility. If removed then Vile would be unable to call upon his Necromancy powers but this is nearly impossible to do and requires a great deal of physical strength. It also functions as a normal suit of armour, albeit more powerful, and can protect Lord Vile from a variety of physical and magical attacks.


 * Superhuman Durability: Owing to his Armour, Lord Vile is incredibly durable and has survived many injuries that would have killed other people. This includes being thrown into walls, blasted with magic from multiple different mages and even being slammed into the ground from a great height and managing to come away mostly unscathed.

"Remember when I told you that there's nothing more dangerous than a Zealot? Well we were dangerous even by Zealot standards."
 * Skilled Combatant: Lord Vile is a very powerful mage and he has been known to take on entire battlefields of soldiers and come out on top. He is by far the most powerful of Mevolent's Three Generals and has been able to defeat opponents who have been able to beat Serpine and Vengeous with relative ease as well as take on multiple powerful mages at once and hold his own against a self healing, demi-god.
 * -|China Sorrows=

- China Sorrows China Sorrows was born around 400 years ago. It is known that China used to worship the Faceless Ones and was told stories about them by her grandmother, she even founded the Diablerie. She lead Skulduggery and his family into a trap where she took on Skulduggery's wife one on one and defeated her. At an unknown time she left the Diablerie and became "neutral", Baron Vengeous took over the organization.

Powers and Abilities
 * Mastery of Symbol Magic: China is an expert in the use of magical symbols and has several invisible sigils at various points on her body which can be used to perform a variety of magical spells. Some of the uses of these symbols include, summoning daggers of red energy, shooting a blue energy beam, enhancing her strength, making her move at impossibly fast speeds and enabling a her to drop from a great height and land unharmed.

More specific sigils include; One on her wrist which, when pressed against an opponent shocks them with magic and will kill them if contact is made long enough.

One which runs down her sternum which when traced with her finger, send out a powerful stream of heat which will instantly incinerate anybody whom China makes contact with. However the extreme heat will also incinerate China after a few minutes and it would only be used as a last resort.

A symbol along her jawline which when pressed will initiate a healing process as well as forcing out anything which has become stuck under her skin such as a bullet or piece of metal. China is weaker than normal after healing and her combat ability deteriorates.


 * Infatuation Ability: China has the ability to make any person, male or female, fall in love with her whenever they meet her. This can be used to cloud their judgement and manipulate them with frightening ease, she can basically order most mortal people to just do what she wants. This effect wears off after prolonged exposure however and China herself can call off the spell.


 * Skilled hand to hand combatant: As with each of her team-mates, China is a very skilled hand to hand combatant and can take on and beat other skilled mages as well as taking on multiple fighters at once. She has been shown able to fight and shackle a mage whose powers had been boosted by 100%, although she was badly injured and can hold her own against Baron Vengeous.

Desperado MC
"Alright...the truth, then. You're right about one thing -- I do need Capital, And Votes! Wanna know why?! I have a dream!That one day, every person in this nation will control their own destiny! A land of the truly free dammit! A nation of action not words -- ruled by strength not committee! Where the law changes to suit the individual, not the other way around! Where power and justice are in back where they belong, in the hands of the people! Where every man is free -- to think --to act -- For himself! Fuck all these limp-dick lawyers, and these chicken shit bureaucrats! Fuck this 24/7 internet spew of trivia and celebrity bullshit! Fuck American Pride -- fuck the media -- Fuck - all of it! America is diseased -- rotten to the core...there's no saving it... We need to pull it out by the roots! Wipe the slate clean -- burn it down! And from the ashes a new America will be born! Evolved but unchained! The weak will be purged -- and the strongest will thrive -- free to live as they see fit! They'll make America great again!"
 * -|Steven Armstrong=

- Steven Armstrong to Raiden

Steven Armstrong was a United States Senator representing the U.S. state of Colorado, as well as a candidate for the 2020 United States Presidential Election. He was also the benefactor for World Marshal Inc., as well as its de facto CEO.Armstrong was born and raised in Texas. Prior to pursuing politics, Armstrong played college football for the University of Texas, but joined the United States Navy due to a desire to serve his country, which also sacrificed his professional football career. However, although a member of the Navy, he never saw actual combat during his time in the service.

Powers and Abilities
 * Nanomachine Infused Body: Armstrong's entire body is composed of nanomachines. These nanomachines would harden different parts of his skin in response to physical trauma, with the side-effect of turning the affected areas black. Armstrong powers up his nanomachine technology by drawing in metal dust from any nearby metal object. These nanomachines give him several powers including;


 * Superhuman Strength: Armstrong was already a physically strong fighter before his nanotech infusion but the technology has increased it to superhuman levels. He has been shown to easily overpower other powerful fighters, can pick up and throw debris from a giant mecha and break Raiden's HF blade, all with his bare hands.


 * Superhuman Durability: As previously mentioned Armstrong's skin hardens in response to physical trauma which makes him incredibly durable. Blunt Trauma has no effect on him, sword strikes are mostly useless and even rocket launchers do very little to damage him. His nanomachines also give him a high healing ability to complement his durability and he has been shown to reattach his arm after it was sliced off in a fight.


 * Pyromancy: Armstrong is able to generate fire which can be used to enhance his physical attacks and create powerful explosions of fire by punching the ground.


 * Form a Blade: When Armstrong had his arm chopped off he was able to form a blade of nanomachines from where his arm should have been which he can then use as a weapon.

There are ,however, a couple of drawbacks to this technology. Firstly, the powering up process requires a great amount of metal and Armstrong is unable to attack or defend himself during this process. His nanomachines are also incapable of reacting to a sudden change in attack style e.g switching from blunt trauma to slashing and rapid attacks can also bypass the natural hardening suggesting that Armstrong has to be aware of the type attack being used in order for it to be most effective. His Nanomachines also have a limited battery life and if a battle goes on for too long then they will power down, leaving Armstrong more vulnerable.


 * Skilled Hand to Hand Combatant: Armstrong is shown to be a skilled hand to hand combatant and has been shown to easily beat skilled swordsmen with his bare hands. His fighting style is based heavily off wrestling moves and football moves as opposed to intricate or precise blows.

"All we're saying is......give war a chance."
 * -|Sundowner=

- Sundowner Sundowner was born in Alabama to a poor family. Although he had decent grades throughout school and was described as being a solid student, he never had the money to go to college, so he served in the military instead and participated in the Invasion of Panama, the Gulf War, the Iraq War, and Afghanistan. By 2008, he dropped out of official military service and served as a mercenary for various PMCs up to and during the advent of SOP.He was forced out of the battlefield for a few years after being hit with an IED, although he regained participation shortly after gaining a cyborg body. At some point he became the De Facto leader of Desperado Enforcement LLC.

Powers and Abilities "I see... you deny your weapon its purpose! It yearns to bathe in the blood of your enemies, but you hold it back!"
 * Cyborg Body: Owing to an explosion which destroyed most of his body, Sundowner underwent an operation to become a cyborg. This new cyborg body has increased his strength, agility, speed, reactions and durability significantly. Sundowner is strong enough to pick up a full grown man with almost no effort and lift and swing a lamp post as a weapon and durable enough to withstand several blows from a HF Blade.
 * Explosive Shields: Sundowner also has six shield-like platforms in the sockets on his back. These shields are explosive reactive armour that could repel attacks, doing damage to the person inflicting the blow. He can also use it as an offensive weapon, making use of his enhanced speed to charge at an enemy with his shields up.
 * Bloodlust: Sundowner's primary weapon is a pair of HF machete blades called Bloodlust. The two blades are the exact same length and can either be used as two separate swords or can be put together to create a shears-like contraption which functions as a giant pair of gardening shears.
 * Skilled Swordsman:Sundowner is a skilled swordsman as showcased in his fight with Raiden where he is able to hold his own against another skilled swordsman. His enhanced reflexes and reactions also help him in combat. allowing him to dodge and block attacks others would be unable to.
 * -|Jetstream Sam=

- Sam to Raiden Samuel Rodrigues was descended from a long line of swordsmen, dating back to 16th century Japan. Sam's father ran a Brazilian Kenjutsu Dojo and was killed by one of his pupils, although not before Sam personally inherited his Murasama blade from his father. He then left Brazil, presumably to train, and eventually returned to kill the pupil in question before leaving Brazil permanently. Afterwards, he travelled the world as a mercenary and was renowned for his incredible swordsmanship. At some he went after Steven Armstrong for his role with World Marshall but was defeated by him in a battle and decided to join his cause.

Powers and Abilities
 * Exoskeleton Suit: Unlike the other members of Desperado Sam's body is almost entirely organic, the only part of him that is not original is his right arm, which was badly damaged by Armstrong. To compensate he instead wears an Exoskeleton Suit which enhances his speed, strength, durability and agility to superhuman levels, bringing him to a similar level as the other cyborgs.
 * HF Muramasa Blade: Sam's weapon is a Muramasa blade passed down to him by his father, a legacy of his samurai ancestors. The conversion to high-frequency has made it extremely powerful, more so than other newer blades and has been shown to easily cut through skin and bone and can even slice through strong metals and concrete pillars. The Muramasa's sheath contained a rifle mechanism with a magazine loaded and a trigger located below the sword's hilt. By triggering this mechanism Sam could launch his sword from the sheath at lightning fast speeds and the added momentum makes the blade even more effective at slicing through an enemy.
 * Master Swordsman: Sam is an incredibly skilled swordsman, probably one of the best in the whole metal gear universe. He is able to easily overpower and beat already highly skilled swordsman and has beaten both Raiden and Armstrong using only his blade. His greatest feat as a swordsman was defeating a hit squad comprised of 10 mobsters with automatic weaponry using only his sword, the feat being made even more impressive by the fact that it was done before cyborg technology was available.
 * Skilled Hand to Hand Combatant: As well as being a great swordsman Sam is also a highly skilled unarmed combatant as well. He is able to take on skilled combatants with only his bare hands and has even been able to hold his own against armed fighters using only his hands as showcased during his duel with Raiden.
 * Manipulation of Emotions: Sam has shown a good ability to read people's skills and personalities easily and use this to his own advantage. He often taunts his opponents to sway their focus and anger them, to make them more predictable and more impulsive.

"Wind blows, rain falls. The strong prey upon the weak. Don't be ashamed. It's only nature, running its course"
 * -|Monsoon=

- Monsoon to Raiden Details on Monsoon's past are unknown but it is known that at some point he joined a Cambodian organized crime syndicate and his crime record was extensive enough to far outrank any ordinary gang member. He eventually got cyberneticized with a magnetics-based body after being caught in a gang shoot-out and mortally wounded. It was at this point that he decided to work with the Delaware-based PMC Desperado, feeling it was much safer to work at a PMC instead of in a crime syndicate.

Powers and Abilities "I lost my whole family, everything... But I butchered those fuckers. My family's killers. That's when I realized... I am a killer too. And a good one at that."
 * Electromagnetic Generator: Monsoon's body was a unique cyborg chassis consisting of a series of segments held together by powerful electromagnetic forces which could separate considerable distances while still remaining part of the whole. This allows him to dodge sword slices, separating his body so that the blade would simply pass through as well as enabling him to separate his body to increase the reach of his attacks or attack from multiple angles. This magnetic field also allowed him to pick up huge metal objects and throw them at an opponent. He could also stick to metal surfaces and walk up them and even walk upside down. The generator also greatly his agility and he has showcased many complex gymnastic techniques and jump great heights. The generator also gives him the increased speed, strength and speed of other cyborgs. The generator does have a weakness to EMP blasts which will cut Monsoon off from his electromagnetic powers for a short while. Monsoon's head is also vulnerable to attack as he cannot separate it to avoid a strike.
 * Skilled Sai User: Monsoon's weapon of choice is a pair of sais called Dystopia. Monsoon is a very skilled user of these sais and is able to hold his own against skilled fighters with them. The sais have the special ability of being able to fire a burst of pink energy which stuns an opponent momentarily, allowing Monsoon to close the distance and attack. He can also pull himself towards an opponent with the same burst of energy.
 * Red Phosphorous Grenades: Monsoon makes extensive use of Red Phosphorous Grenades in his fight against Raiden. These have the effect of disorienting an opponent and shrouding their vision with smoke, making it hard for them to detect Monsoon, allowing him to attack from multiple directions.
 * -|Mistral=

- Mistral Born to French and Algerian parents in the country of Algeria, she was orphaned at a very early age during the Algerian Civil War in the 1990s. She served in the French Foreign Legion for a while and later participated in wars in Iraq and Afghanistan, with a kill count in the dozens. Despite killing being her calling and She even grew envious of her prey because they had causes to fight for. Eventually, she met a Steven Armstrong who changed all that and allowed her to fight for an ideal.

Powers and Abilities
 * Cyborg Body: It is unknown why Mistral decided to get a cyborg body but is likely to due to serious injury in the past. Her cyborg body gives her enhanced speed, agility, strength, reactions and durability, far exceeding that of a normal human. She also has optical implants which gives her superhuman eyesight, allowing her to see a person standing hundreds of feet away.
 * Skilled Spear User: Mistral's weapon of choice is a spear called L'Etranger. The spear is double sided and can also be used as a whip or a grappling hook, to grab onto an slam an opponent or reach an opponent from a distance. Mistral is shown to be a very skilled spear fighter able to fight on par with Raiden during their fight.
 * Dwarf Gecko's: Mistral makes heavy use of Dwarf Gecko's in her fight with Raiden, using them to further enhance her cyborg body. She has sockets on the side of her body which she can plug up to 14 Dwarf Gecko arms, 7 on either side of her body, giving her more options to attack and more flexibility with her spear. Mistral also use the main body of the Gecko as an projectile attack, launching it at a foe at such a velocity that the body sets alight, making the attack even more damaging.

X Factors
Training: MO=83/DE=83 

Both of these teams contain highly trained members. All of Mevolent's team have been trained in combat skills and their chosen magical disciplines, with Serpine in particular having been taught many different types of magical combat skills. Armstrong, Sundowner and Mistral have served in various military organisations including the US Navy, US Army and French Foreign Legion respectively and Sam, while not militarily trained, was trained by his father in the art of sword fighting and Kenjutsu. Monsoon is the only one who doesn't seem to have any specific training but it is assumed he had some training in sai based combat due to his skill level. Mevolent's team probably have more training but Desperado's training is more formal and rigorous so I'm going to call it even.

Physicality: MO=85/DE=92

Both sets of warriors are physically superior to an average person due to intense training and various enhancements. However what gives Desperado the edge here is that they are all enhanced by some sort of cybernetic technology which improves their physical capabilities far beyond what a normal human could ever achieve. Even Sam, whose mostly organic, is still enhanced by his exoskeleton suit. Mevolent's team are also above average but even with the anti-ageing effect of magic they are still human and even at peak physical fitness are simply not as good as the technologically enhanced bodies of Desperado.

Experience: MO=95/DE=87 

Once again both teams have a varied set of experience spanning many years. However Mevolent's Officers take the edge here for a couple of reason. Firstly their individual experience spans centuries of constant combat whereas each member of Desperado has served for not much more than 5 years a piece even if most of it has been spent in combat or in training. Secondly their experience is much more varied and they have all faced off against many different types of warriors with even more types of magical combat. A lot of the experience that Desperado brings is of military service in Iraq or Afghanistan or against criminals neither of which really compare to fighting mages. Finally Mevolent's team also bring a more varied set of powers which in turn gives more experience of different types of combat. Desperado is made up of a few very similar warriors and so while their experience is more compatible it lacks the sheer variety brought by Mevolent and his underlings.

Brutality: MO=90/DE=88

As the villains of their respective stories it's no surprise to find out that neither of these two teams are willing to go above and beyond when it comes to cruel and unusual punishment. Mevolent, China and Vengeous have all shown a willingness to brutally take down an opponent and do things such as rip of someone's head or blow them up. Vile and Serpine are even worse, taking pleasure from how violent and depraved they can be, hell Serpine's signature power sacrifices efficiency for straight up agony. Desperado are not much better and all are more than willing to slice of limbs, kill civilians and even straight up abuse orphaned children just to achieve their goals. However what gives Mevolent the edge is that he and his team-mates are more likely to be brutal and cruel in combat whereas a lot of Desperado's depravity comes from what they do outside of straight up combat and only Sundowner could be described as truly bloodthirsty, the others just show an above average level of enthusiasm for violence.

Teamwork: MO=85/DO=88

For the most part these teams are comprised of people who are all linked by a similar ideology, held together by a leader whose power is pretty much unprecedented and thus their loyalty and co-operation is good. However there are still problems to be found in both teams. For Mevolent's team China and Vengeous are fanatically loyal to the cause and the leader but Serpine and Vile are not quite on the same page. Serpine is a firm believer in the cause but his manipulative nature and thirst for power make him very untrustworthy and there it always the feeling that he could turn on his team if things are going wrong. Vile doesn't care about the cause or the leader, he just wants to spread as much mayhem as possible and Mevolent's superior power is pretty much the sole reason he doesn't just turn around and kill everyone. Add in the animosity between some members because of their arrogance and it could lead to problems. Desperado's problems are less prominent but there are still some loose ends. Sam is similar to Vile, he doesn't care much about the cause and he is more likely disobey orders but for the most part he is still a loyal member. Monsoon, Sundowner and Mistral are devoted to the cause but the problem for Desperado is that their philosophy is based on an extreme form of Darwinism and so a show of weakness from Armstrong could turn them against him or at the least make they question his leadership. In the grand scheme of things neither of these team members are likely to turn on each other mid battle, nor are they likely to disobey orders but the possibility is still there.

Miscellaneous
This battle will take place before the events of Metal Gear Rising: Revengance for Desperado and at some point during The War for Mevolent's Officers.

The battle will be in and around the Marshall Inc. Headquarters in Colorado.

Nick Cutter vs Nick Burkhardt


Nick Burkhardt: The detective from Portland determined to keep peace between the human race and wesen.

vs.

Nick Cutter: The ARC's head scientist who searched for his lost wife Helen for over 8 years.

Who is deadliest.

Nick Burkhardt
"I know what you are."

- Nick, to various Wesen. Nick Burkhardt is a Grimm and detective for the Portland Police Department. He was orphaned at a young age when both his parents were killed in a car crash and was brought up by his Auntie Marie. Growing up, he was not exposed to any information regarding his Grimm heritage or the Wesen that surrounded him. He learned about these largely from his own experiences since 2011, which made him unique among Grimms and generally promoting the development of more socially acceptable interaction with all individuals.

Kanabo
 * -|Melee =

Length: 4 foot

Weight: 15 lbs Glock 17
 * -|Handgun =

Range: 50 metres

Muzzle Velocity: 375 m/s

Ammo: 17 Rounds Remington 870
 * -|Shotgun =

Range: 40 Metres

Ammo: 6 rounds

Round: 12 Gauge

Weight: 7 lbs Colt M4A1
 * -|Assault Rifle =

Range: 500-600 Metres

Ammo: 30 rounds

Muzzle Velocity 880 m/s

Weight: 7.5 lbs Doppelarmburst
 * -|Special =

Crossbow with bolts dipped in poison, which can knock a person unconscious.

Range: 45 metres

Nick Cutter
"You still don't get it, do you? That no matter how many times you interfere, you still can't get the result you want because evolution can't be bent to your will."

- Nick Cutter. Professor Nick Cutter's research is what first led the government to investigate the anomaly phenomenon. His mission is to make sense of the anomalies which are allowing creatures from the past, and the Future, to roam the modern world. For Cutter this is not just a professional mission, he has a personal interest. His wife, Helen Cutter, went missing and was presumed dead for eight years. After escalating events during a siege on the ARC, Cutter was shot in the chest by his wife Helen, but managed to survive long enough to pass on the Artefact to Connor, before dying.

Katana
 * -|Melee =

Length: 3 foot

Blade: 2.2 foot

Weight: 4 lbs SIG Sauer P226
 * -|Handgun =

Range: 50 metres

Muzzle Velocity: 760 m/s

Ammo: 15 Rounds Mossberg 590 Cruiser Range: 40 Metres
 * -|Shotgun =

Ammo: 8 rounds

Round: 12 Gauge

Weight: 7 lbs Heckler & Koch G36
 * -|Assault Rifle =

Range: 800 Metres

Ammo: 30 rounds

Muzzle Velocity 920 m/s

Weight: 8 lbs Harpoon Gun
 * -|Special =

High powered spear gun. Has enough power to penetrate crocodile armour.

Range: 10 metres

X Factors
Physicality: Burkhardt=85/Cutter=80

Nick Burkhardt wins out here for a couple of reasons. Firstly he's 5 years younger than Cutter and he's at a point where he is at a peak age for physical fitness whereas Cutter, being in his mid 30's, is coming up to a point where his body is just not as able as it once was. Burkhardt also has a physically demanding job, being a detective as opposed to a lecturer and his Grimm training has also helped to improve his physical fitness. Cutter is by no means out of shape but his line of work doesn't require a whole lot of physical activity and when he does have to exert himself he takes longer to recover.

Training: Burkhardt=87/Cutter=76

Nick Burkhardt as previously mentioned is a detective and thus has received a high level of training in firearms, police work, profiling etc. He's also got training in crossbows, swords and other such medieval weaponry from his Grimm training although a lot of it is self taught. Nick Cutter has some training with firearms and such but the bulk of his training is in more academic subjects such as archaeology and palaeontology which aren't as applicable to combat as Burkhardt's are.

Experience: Burkhardt=83/Cutter=83

Both of these guys have a good experience in there respective roles. Nick Burkhardt has been a detective for many years and his new found role as a Grimm has lead to him facing a variety of superhuman criminals. Cutter has been facing prehistoric creatures for the past two years and also has experience dealing with human fighters as well, most of which are militarily trained or psychopathic. Burkhardt's experience is more varied but Cutter has got more experience so it evens out roughly.

Intelligence: Burkhardt=79/Cutter=90

Nick Cutter is a highly intelligent individual with an extensive knowledge of prehistoric creatures and of anomalies. He is able to come up with plans and tactics on the spot and has saved his team-mates from certain death many times due to his quick thinking and has been shown to outwit government agencies, military groups and even his own nut-ball wife to get his job done. Nick Burkhardt is by no means stupid, he can pick up on the smallest clues at crime scenes and took to his Grimm training well but his knowledge is more practical than theoretical whereas Cutter has a good mixture of both.

Miscellaneous
Set between Season 1-2 of Grimm and Season 2-3 of Primeval.

The battle will take place in some woods on the outskirts of Portland. Nick Burkhardt is investigating reports of a humanoid beast in the area, which he presumes is a Wesen. Nick Cutter is also investigating the scene as an Anomaly has been detected in the area. Both of them have brought their cars where they are keeping some of their melee, special and Assault rifles. Both are armed with their Handguns and Shotguns.

Sweeney Todd (Tim Burton Universe) vs Norman Bates


Norman Bates: The crazed motel owner who killed people under the guise of his deceased mother.

vs

Sweeney Todd: The demon barber of fleet street, desperate for revenge against the corrupt Judge Turpin.

Who is deadliest

Norman Bates
"We all go a little mad sometimes."

- Norman Bates. Norman Bates is a serial killer whose family ran a motel in Arizona. Bates was deeply attached to his mother, and after her death, created in alternate personality which literally was his mother, and kept her body hidden in the basement of their house, located next to the motel. Bates would murder anyone who angered his "mother", particularly other women who attracted his attention, committing the crime in the guise of his mother.

Kitchen Knife
 * -|Signature Weapon =

Length: 10-12 inches

Blade Length: 6-8 inches

Stainless Steel

Single Edge Knitting Needles
 * -|Improvised Weapon =

Length: 10-16 inches Metal

Single Point

2 Needles

Sweeney Todd (Burtonverse)
"At last! My arm is complete again."

- Sweeney Todd. Benjamin Barker, later known as Sweeney Todd, is the main protagonist in the Broadway musical and its film adaptation. Benjamin Barker is a skilled barber, serving the men of London in his establishment on Fleet Street, He is married to Lucy Barker and together they have a daughter,Johanna. Benjamin Barker served 15 years of a Life Sentence in a prison in Australia, which is what he called "a living hell". After he escapes incarceration, he returns home to London with a new name, Sweeney Todd.

Barber's Razors
 * -|Signature Weapon =

Length: 3 inches

Stainless Steel

Single Edged

Two Razors Kettle
 * -|Improvised Weapon =

Weight: 10 lbs

Length: 8 inches

Iron

X Factors
Precision: Norman Bates=60/Sweeney Todd=88

Todd is barber and as such has to be very precise with his strokes in order to give his customer the closest shave possible. His razor's also require precise strikes in order to do effective damage as they are small and thin and he's shown a good accuracy with them, being able to slice a victims throat quickly even when rushed. Bates is more knife crazy, slashing at his victim wildly and manically, death from multiple wounds as opposed to death by one precise slice.

Mental Health: Norman Bates=69/Sweeney Todd=69

Both of these guys are seriously mentally unhinged and can switch between calm and collected to angry and crazed in the blink of an eye. Both are prone to fits of violent rage and are more than willing to wade through a river of corpses to satisfy their desires, whether of revenge or lust.

Suspiciousness (Lack of): Norman Bates=90/Sweeney Todd=80

The reason that Bates has managed to get away with his murders for so long is that he puts on a harmless demeanour and people don't suspect him because he seems like a normal guy, albeit a bit eccentric.He is also more calculating and careful with his kills, making sure that there is nobody around and disposing of the body quickly. Todd is much less subtle in his methods and he is frequently suspected of being up to no good, only by luck does he seem to get away with with spree for so long. His appearance is also unique and memorable which helps contribute to people's suspicions.

Killer Instinct: Norman Bates=90/Sweeney Todd=93

Both of there guys are psychopathic killers but Todd wins out here because he's much less picky about who he kills. Bates pretty much exclusively kills women and the few men he kills tend to be suspicious detectives or policemen and that's only to prevent anyone finding out about his murders. Todd is willing to kill anyone who comes into his barber shop and kills entirely innocent people just biding time until his intended target walks in and was even willing to kill a child, just to keep his charade going. Bates also tends to slip in and out of his killing mindset whereas Todd is a psychopath full time.

Miscellaneous
This battle takes place in London. Norman Bates has fled to England in order to escape from law enforcement and has opened up a small hotel on Fleet Street. He has approached a barber named Sweeney Todd, hoping he can convince him to give his business a USP, a free shave for every male guest, for a cut of the profits. The actual fight takes place in one of the guest bedrooms which has a small en-suite.

Assassins (Assassins Creed) vs Ninja


Ninja: Feudal Japan's silent bringers of death.

vs

Assassin: The secretive warriors of the assassins brotherhood.

Who is deadliest

Ninja
"Just when you think you're fighting your fight, you're actually fighting ours"

- Lou Klein, Ninjitsu Master The Ninja were the primary, covert operatives of feudal Japan. Unlike their honor-abiding counterparts, the samurai, ninjas use stealth as their main tactic. The ninjas have their origins dating back to the 14th Century. They were deployed on espionage missions, assassinations, and infiltration. Ninjas were hired by rival, feudal lords to help establish power for their respective masters. Unlike the stereotypical ninja displayed in western culture, ninjas, in reality, were up close and personal with their targets. They would wear disguises, like as a geisha or maidservant. Ninjas specialized in both close-quarters combat and long-range assault. The age of the ninja collapsed during the Tokugawa shogunate.

Tanto
 * -|Close range =

Length: 13 inches

Blade Length: 7.5 inches

Weight: 1 lb

Single Edge Ninjato
 * -|Mid Range =

Weight: 1 lb

Length: 1 foot

Steel

Single Sided

Straight Blade Shurikens
 * -|Ranged Weapon =

Weight: 35-150 g

Range: 5-7 metres

4 Shurikens Kusarigama
 * -|Special Weapon =

Length: 14 feet

Weight: 4 lbs

Sickle, Ball & Chain

Assassins
"We work in the dark, to serve the light. We are Assassins"

- Niccolò Machiavelli The Assassin Order, was an organized order of assassins and sworn enemies of the Templars, against whom they fought a continuous, recondite war throughout the entirety of recorded human history. Whereas the Templars sought to save humanity from itself by controlling free will, the Assassin Order fought to ensure the survival of freedom, as it allowed for the progression of new ideas and the growth of individuality.The Assassins, if not the Order itself, have existed since at least 456 BCE, throughout the Roman Empire, the Middle Ages, the Renaissance, the Industrial Revolution and into the Modern era.

Hidden Blades
 * -|Close range =

Blade Length: 16 inches

Single Point Syrian Sabre
 * -|Mid Range =

Weight: 1.8 lb

Length: 3 foot

Steel

Single Sided

Curved Blade Throwing Knife
 * -|Ranged Weapon =

Weight: 200 g

Range: 9 metres

4 Throwing Knives Condottiero War Hammer
 * -|Special Weapon =

Length: 2.5 feet

Weight: 4 lbs

Flat hammer head, sharpened pick point.

X Factors
Stealth: Assassin=95/Ninja=95

As expected both of these groups of warriors are masters of stealth and are specifically trained to kill silently and disappear without a trace. The Assassins preferred style of attack is to blend into the shadows, striking from behind or from above and them disappearing away into the background. Ninjas on the other hand made more use of disguises to blend in with civilian populations and get close enough to the target to strike. Both are effective and both the Ninja and Assassin are equally good at stealth.

Training: Assassin=90/Ninja=90

Once again both of these warriors have received extensive training. Assassins received training from an early age and as well as the more obvious stealth and combat skills training they were also trained in free-running and tactical thinking such as observing their surroundings and planning ahead. Ninjas may not start training at such an early age but they their training is more extensive and encompasses more areas, such as sabotage and infiltration and many began as Samurai which adds another layer of combat training on top of their Ninja training.

Killer Instinct: Assassin=80/Ninja=88

Both of these guys have made a profession of killing but the Assassins are bound by their code to never harm an innocent and this could work against them in battle, especially if the Ninjas are disguised as peasants. Ninja's, while honourable, are not as held up with harming innocents to get to their target. The Assassins must find a way to harm their targets without getting civilians caught up in the crossfire and this means they have to be more careful, putting them at a disadvantage to the Ninjas, who will have no such qualms.

Agility: Assassin=89/Ninja=85

The Assassins were trained specifically in free-running and as such use it frequently in both combat and in just general movement around the places they occupy. Ninjas are agile as well, needing to scale walls and climb trees, but they don't focus on it as much and as such aren't as proficient with it as the Assassins are.

Miscellaneous
This will be a 5 on 5.

The battle will take place in a manor estate in Italy. The Assassins have been sent to kill a Japanese diplomat, a known high ranking Templar and the Ninjas have been assigned as his bodyguard.

The Spy vs James Bond


The Spy: The Ski Mask wearing assassin who is known for his sharp suits and even sharper knives.

vs

James Bond: England's finest and most famous secret agent who is prepared to do anything for his country.

Who is deadliest

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 o 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. A natural enemy of The Engineer, the Spy's sapper can shut down and break apart almost any electrical contraption with enough time, from blowing up pesky sentries to ripping dispensers into junk metal. 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
 * -|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.

James Bond
"I think he got the point."

- James Bond, after harpooning someone. 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
 * -|Main =

Range: 50 Metres

Ammo: 8 rounds Smith & Wesson M&P
 * -|Secondary =

Range: 50 Metres

Ammo: 8 rounds Fairbairn-Skyes Dagger
 * -|Melee =

Weight: 8 oz

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
 * -|Disguise Kit =

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.

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
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.

Zombies (PvZ) vs The Infected (L4D)
The Infected: The Green Flu infected individuals whose only purpose is to kill humans.

vs

Zombies: Doctor Zomboss's Creation, out to get the brains of one determined home-owner

Who is Deadliest

The Infected
"It's them or us!"

- Coach, on the Infected. The Infected are Left 4 Dead's take on the classic movie and pop-fiction zombie. But rather than being undead, they are living humans who have been Infected by the Green Flu virus, causing massively increased aggression and loss of many higher brain functions such as speech and self-preservation. Unlike cinematic Zombies, those present in the Left 4 Dead series attack human victims but do not attempt to eat them.

Common Infected "Holy shit, zombies are real. I KNEW it"
 * -|Standard Enemy =

- Ellis.

The Common Infected are, as the name suggests, the most commonly encountered infected in the game. They can be found just sitting or standing about but turn aggressive when attacked or when exposed to loud noises such as gunfire or explosions. They are very fast, easily able to catch up with the survivors but are not very tough and a well placed bullet or melee swing is usually enough to take them down. Their attacks consist of punches and kicks and unlike other zombies in the media, do not try to eat their victims, suggesting their motivation is nothing more than mindless aggression.

Numbers: 150 Charger "He's bashing me into shit!"
 * -|Heavy Hitter =

- Ellis.

The Charger is a powerfully built member of the infected, most notably on his right arm, which has grown to massive size at the expensive of his left arm, which has become shrunken and useless. The Charger's main form of attack, as his name suggests, is charging at an opponent and grabbing hold of them, knocking aside any survivor standing near enough to be hit by the charge. He will then proceed to pummel his opponent into the ground until they are dead, at which point he must wait for his attack to recharge. He can also swing his arm as a club, which does high damage.

Numbers: 2 Boomer "Boomer, don't let it puke on you."
 * -|Exploder =

- Zoey.

The Boomer is a large, bloated infected and his large size helps him to store his main weapon; his Boomer Bile. The Boomer is capable of projectile vomiting which can be aimed to hit multiple targets with one stream. The bile obscures the view of any hit survivors and also has the added effect of attracting a horde to attack the coated victims. This attack needs to be recharged after each use. When the Boomer is killed they will explode, coating any opponent in the resulting area with Bile, attracting a horde and knocking the surrounding enemies back. The Boomer can also claw at an opponent, although it does very little damage. For this battle for every successful bile hit, the Boomer will attract 10 more common infected to the battle.

Numbers: 5 Hunter "Yeah, you better hide! Sweatshirt wearin' little wuss"
 * -|The Sneaky One =

- Francis The Hunter may look like like a common infected but in reality he's much more powerful.The Hunter is incredibly agile and is able to leap great distances, allowing him to cover ground quickly. The Hunter's main method off attack is to pounce on his opponent and once he has landed on an opponent he will start to tear into them until they are dead. The Hunter can also attack with his claws, which do heavy damage to an opponent.

Numbers: 4 Jockey "That ain't right for a man to be ridden like that."
 * -|The Strange One =

- Coach The Jockey has undergone severe changes due to the infection, acquiring a large amount of muscle mass on his upper body. His main form of attack is to leap onto an survivor, riding them and dragging them away from the group. The victim can resist but it will only slow down the Jockey rather than change it's direction. After the survivor is significantly damaged the Jockey will jump off, leaving the opponent incapacitated. For this battle, the Jockey will kill his victim rather than incapacitating them. The Jockey can be knocked off with a strong enough shove but this drastically cuts the recharge rate of his next pounce. The Jockey can also claw at an opponent with his hands, doing minor damage.

Numbers: 5 Witch "RUN LIKE HELL!"
 * -|Mini-Boss =

- Zoey The Witch is quite possibly the most dangerous off all the infected. The Witch will start off passive, sitting still and crying. If a survivor approaches she will growl and start to get agitated and if the person continues to disturb her or starts shooting at her she will launch an attack at the person who has disturbed her. Her initial attack will incapacitate her target and she will then proceed to swipe at them with her claws rapidly, doing massive damage until they are dead. For this battle once she has killed her initial target, she will move onto a new target and will continue in this fashion until either all threats are dead, or she is killed. The witch has abnormally high health and strength despite her small frame and can kill a person in a matter of seconds. For this battle she will have roughly the same health as the Robo-Cone Zombie.

Numbers: 1 Smoker "Smoker. He's gonna have to use that tongue to choke my foot out of his ass"
 * -|Ranged Attacker =

- Francis The Smoker is an infected with an extremely long tongue. His main method of attack is to launch his tongue at a target from a distance and once it is latched on, dragging them away from the group. Once dragged over to the smoker he will begin to claw at the survivor, killing them quicker. If the target gets blocked by something e.g. a building, then the smoker will just constrict the survivor doing damage. The tongue can be dislodged with a hard enough shove and the Smoker has to recharge his ability between each use. He can also claw at an opponent with his hands to do minor damage.

Numbers: 4 Spitter "So that's a Spitter, huh? Do you think she's single?"
 * -|Support =

- Nick The Spitter is possibly the most grotesque looking infected of the lot and her ability isn't much more pleasant. The Spitter has the ability to spit out a ball of acid from her mouth, which upon hitting the ground spreads out into a large pool. Any enemies caught up in the pool will be damaged for however long they stand in it or until the pool disappears after a few seconds. When the Spitter is killed she will leave behind a small pool of acid which has the same effect as her regular spitting attack.

Numbers: 5 Tank "Run or shoot?... RUN OR SHOOT?!"
 * -|The Big Bad =

- Louis

The Tank is the biggest and most powerful of all the infected. He has an immense amount of upper body strength and can easily pick up and throw people great distances and is able to smash cars at his foes to do massive damage. He also has the ability to rip out large chunks of the ground around him and throw them as a projectile attack. Once an opponent is incapacitated the Tank will move onto the next enemy but if there are none around he will continue to pound the downed survivor until they are dead. His huge size also makes him incredibly durable and he can soak up lots of bullets before he succumbs to his wounds. For this battle he will have roughly the same health as the Gargantuar.

Numbers: 1

Zombies
"Hello, we are about to launch an all-out attack on your house. Sincerely, the Zombies."

- Note from the Zombies. Zombies are reanimated, mindless, decaying corpses with a hunger for human brains. They are the main antagonists of Plants vs. Zombies, as the objective of the game is to prevent them from eating the player's brains. Zombies, like their defensive counterparts the plants, are varied in strength as well as speed, and command unique aspects which must be countered appropriately. Regular Zombie "This zombie loves brains. Can't get enough. Brains, brains, brains, day in and night out. Old and stinky brains? Rotten brains? Brains clearly past their prime? Doesn't matter. Regular zombie wants 'em."
 * -|Standard Enemy =

- Regular Zombie Almanac Entry

The Regular Zombie makes up the bulk of Zomboss's army. They are pretty much the classic zombie, slow moving and deadly in a group. The Regular Zombies main form of attack is to grab onto and munch on an opponent, in an attempt to get to the juicy brains stored inside. He can also attack with his arms, punching or pulling at an opponent.

Numbers: 150 Football Zombie "Football Zombie gives 110 percent whenever he's on the field. He's a team player who delivers both offensively and defensively. He has no idea what a football is."
 * -|Heavy Hitter =

- Football Zombie Almanac Entry

The Football Zombie is a much tougher version of the Regular Zombie. He is encased in football gear; Helmet, Shoulder Pads, Gloves etc. and this gives him extra protection against attack although if his helmet falls off his health restores to that of a regular zombie. His form of attack is the same as the regular zombie but he is considerably faster.

Numbers: 2 Jack in the Box Zombie "This zombie shivers, not because he's cold but because he's crazy."
 * -|Exploder =

- Jack in the Box Zombie Almanac Entry

The Jack in the Box Zombie is a zombie in a straight jacket carrying an explosive Jack in the Box which he wind up as he walks towards an enemy. Once he gets close enough the jack will pop out and blow up all surrounding foes including the Zombie himself and any of his teammates in close enough proximity. He cannot attack in any other way and if he is killed before his Box can detonate then the explosive will be deactivated.

Numbers: 5 Digger Zombie "Digger Zombie spends three days a week getting his excavation permits in order."
 * -|The Sneaky One =

- Digger Zombie Almanac Entry

This Zombie carries around a pickaxe and wears a helmet with a flash-light. As his name suggests he can dig underneath the ground, bypassing enemy defences and leaping up out behind the enemy lines. He is easy to spot because it's helmet sticks out of the ground as it digs but it cannot be attacked until he surfaces. He attacks similarly to a regular zombie but he also has access to a pickaxe which he use as a makeshift weapon to do extra damage.

Numbers: 4 Dancing Zombie "Any resemblance between Dancing Zombie and persons living or dead is purely coincidental."
 * -|The Strange One =

- Dancing Zombie Almanac Entry

The Dancing Zombie enters the battlefield moonwalking accompanied by his own jingle and spotlight. It will then turn around and summons 4 backing dancers which surround him, protecting him attack on all sides. They will then begin dancing towards the enemy and once they make contact, will begin attacking either by swiping with their hands or trying to eat their opponent. The backing dancers are the same health as a regular zombie but the dancing zombie himself is significantly tougher to kill. The dancing zombie will continue to summon backing dancers to replace any that are killed until he himself is killed. When he dies any remaining backing dancers will continue to attack until defeated.

Numbers: 2 (10 in total, including the 8 backing dancers) Robo-Cone Zombie "Zombie engineers considered the orange cone the height of zombie protective technology. It wasn't until they perfected the design for the Robo-Cone that someone remembered the bucket."
 * -|Mini-Boss =

- Robo-Cone Zombie Almanac Entry

The Robo-Cone Zombie is a zombie inside of a large cone shaped machine. This machine comes with a pair of grabber arms and a pair of metal jaws which the Zombie inside uses to do damage to an opponent. The jaws do significantly more damage than a regular zombie's bite and the machine itself is also much more durable. For this match-up he will have roughly the same health as the Witch.

Numbers: 1 Catapult Zombie "Of all the things Catapult Zombie could launch with his catapult, basketballs seemed like the best and most obvious choice."
 * -|Ranged Attacker =

- Catapult Zombie Almanac Entry

The Catapult Zombie is a large zombie riding in a catapult machine. Once within an area and range of it's weapon the Catapult Zombie will proceed to lob basketballs at a selected enemy until they are dead at which point they will move forward and pick out a new target to launch basketballs at until they run out of ammo. Once this happens they will just drive forward and run over any other enemies. The Machine increases this zombies durability but once it is destroyed the Zombie will be killed instantly in the resulting explosion.

Numbers: 4 Wizard Zombie "All the zombies agree, Wizard Zombie's powers of transmutation are impressive. But what they don't get is ... why sheep? Everyone knows it would be more helpful if the Wizard used his powers to turn plants into, say, more zombies. But yeah, no one is going to say that to his face."
 * -|Support =

- Zombie Wizard Almanac Entry

The Wizard Zombie is the only Zombie that makes no attempt to eat the player's plants. He instead uses his rod to fire a beam which turns any opponent struck into a sheep which will then just stand passive, unable to attack or contribute to the rest of the battle. He can do this an unlimited number of times until he is killed and his durability is above that of a regular zombie. His beam does have a recharge time of a few seconds during which he is vulnerable to attack.

Numbers: 2 Gargantuar "When Gargantuar walks, the Earth trembles. When he moans, other zombies fall silent. He is the zombie other zombies dream they could be. But he still can't find a girlfriend."
 * -|The Big Bad =

- Gargantuar Almanac Entry

The Gargantuar is the biggest and toughest of all the zombies excluding Dr Zomboss. He carries a large weapon, either a telegraph pole or a sign post, which he uses to crush any opponent in his way, killing them instantly. Upon going down to half health he will throw the Imp on his back at the enemies. This Imp is a much smaller and weaker version of a normal zombie. For this battle the Gargantuar will have roughly the same health as the Tank.

Numbers: 1

X Factors
Speed: Infected=85/Zombies=45

The Infected are the personification of the modern 'fast zombie' and all of the members can move quickly and fluently and are almost human like in their movement speed. The Hunter, Witch and Charger get special mention in terms of running speed and the Hunter is also very agile, able to jump from roof to roof with his incredibly long jumps. The Zombies are more like the traditional Romero zombies, they don't move very fast and their movements are also more clunky. The Football Zombie is the only one in this team who can move at anything quicker than a slow amble although the Digger Zombie can dig quite quickly but besides those two they are painfully slow.

Intelligence: Infected=85/Zombies=80

The Infected show an human level of tactical knowledge and the Special Infected can often been seen working together to attack survivors, playing to their strengths and covering their weaknesses to take on armed groups of survivors. They do lose a few points however main due to the lone wolf mentality of the Witch and the Blind Rage of the Tank and Common Infected which often lead to them getting in the way of the others more organised attacks. The Zombies also show a degree of human intelligence, many have learnt to use human equipment and weapons and even create their own tools to use. However there is still more of a horde mentality, a group of individuals rather than a collective force and they tend to attack in an unsynchronised manner which is what gives the Infected the edge.

Durability: Infected=79/Zombies=86

Durability is where the Zombies really shine. They have a lot of highly durable members such as the Football and Wizard zombies and even the regular zombies can take a fair bit of punishment before going down. The Infected have some very durable members such as The Witch, Charger and Tank but as a whole they are lacking. The Common Infected are notoriously weak and can be taken down with a single solid melee attack and the Boomer and Spitter can't stand up to much damage before going down. As a whole the Zombies are just more durable as a group whereas the Infected are split between very durable and not very durable which is what gives them a lower rating.

Endurance: Infected=75/Zombies=90

The Infected are a determined bunch but all of the Special Infected (with the exception of the Tank) have a recharge time between each of their respective abilities, suggesting a lack of ability to maintain an constant attack. They are hit-and-run, jump in, do damage and they run off to wait for another opportunity. The Zombies are much more direct and will keep going at an enemy with seemingly not break. The Wizard Zombie is the only one who has a particularly long break between attacks all the rest can attack constantly. The Common Infected are good at this too but their lack of durability means they can't keep this up for long and the Special Infected can maintain an attack with their basic slashes but these aren't very damaging. The Infected's saving grace is the Tank though who needs to constantly fight to keep himself alive and has very little recharge time in-between his attacks. He's not enough to save this catagory for them but he improves their rating a bit.

Strength: Infected=80/Zombies=82 

The Infected have some pretty beefy members with the Tank, Charger and Witch coming to mind especially. The Tank can easily pick up and throw people, the charger can bowl multiple people over and the Witch can incapacitate in a single blow. However, as previously mentioned the Common Infected are very weak and out of the other Special Infected the others are only about human strength or slightly above. The Zombies have some powerful members as well such as the Gargantuar and Robo-Cone Zombie and their standard units are also that bit stronger than their counterparts and this gives them a slender edge in this catagory.

Raiden vs Tanith Low
Raiden: The Ninja Cyborg, who fought against the patriots to protect the weak.

vs

Tanith Low: The Remnant possessed sorcerer, famed for her swordsmanship

Who is Deadliest "I said my sword was a tool of justice. Not used in anger. Not for vengeance. But now... now I'm not so sure. And besides.... this isn't my sword."
 * -|Raiden =

- Raiden. Raiden is a Liberian-American mercenary and former special forces soldier. Previously a child soldier under Solidus Snake, Raiden was later selected by the Patriots to test the S3 Plan at the Big Shell, as a new recruit to the reformed FOXHOUND unit. He later worked alongside the Paradise Lost Army in their anti-Patriot activities, but was captured and forced to undergo heavy cybernetic experimentation. After successfully escaping, Raiden went on to assist Solid Snake during Liquid Ocelot's Insurrection. He later joined the PMSC Maverick as a means to support his family, but entered the battlefield once more after rival group Desperado ruined one of their missions, leaving him injured.

Powers and Abilities "Come and have a go, if you think you're hard enough!"
 * Cyborg Body: Raiden has had his body cybernetically enhanced to improve his physical performance to far above that of a normal human. His cyborg body has given him to following attributes;
 * Superhuman Strength: Raiden has shown a strength level far superior to that of a normal human, able to pick up and throw large objects and opponents with ease and effortlessly pry open a gate with his bare hands. His most impressive display of strength was lifting the skyscraper sized blade from a Metal Gear Excelus and able to duel said Metal Gear with it and coming out on top.
 * Superhuman Speed: Raiden has also been gifted with superhuman speed, which allows him to run at high speeds, fast enough to scale walls without falling.
 * Superhuman Reflexes: Raiden has also displayed a quick reaction speed and is able to dodge quick sword attacks and punches as well as being able to easily block bullets with his sword.
 * Superhuman Durability: Raiden has shown himself more than capable of withstanding some brutal beat-downs, such as being pummelled by giant mecha's, being slashed by HF Blades, being hit with missiles and even falling from a cargo helicopter, landing without sustaining any injuries. His cyborg body allows him to heal minor injures quickly and his pain inhibitors allow him to avoid feeling pain during combat.
 * Skilled Acrobat: Even before his cybernetic enhancements Raiden was a proficient acrobat and is able to perform complex gymnastic techniques during battle and his cyborg body only serves to further improve his ability. He has been showcased running up vertical walls, flipping over enemies in combat and jumping great distances. He is also a skilled free-runner and is able to navigate cluttered environments without having to pause.
 * Master Swordsman:Raiden is an incredibly skilled swordsman, possibly the best in the whole of the metal gear universe. He has shown himself more than capable of taking on multiple opponents at once and has gone toe to toe with powerful cyborgs such as Sundowner and Monsoon and come out on top. His Blade is made of a high frequency material and allows him to effortlessly slice through steel and concrete, making his swordsmanship even more deadly.
 * Master of Stealth: Raiden makes several references to stealth being his speciality and has showcased this one multiple occasions, being able to sneak undetected through bases swarming with enemies and avoid detection from highly advanced cyborgs.
 * Skilled Hand-to-Hand Combatant: Raiden is also a skilled unarmed fighter and can hold his own against someone as powerful as Steven Armstrong with his bare hands.
 * -|Tanith Low =

- Tanith Low, just before a fight becomes rough.

When Tanith was a young girl, she was sent by her parents to become a hidden blade under the teaching of Quoneel. There, she learned combat, stealth and Wall-Walking as well as unlocking locks. She took the name Tanith after the first person she killed when in training. When she was old enough, she left Quoneel and the other students and became a mercenary and bounty hunter. After an encounter with Mr. Bliss where she nearly died trying to save his life, he took an interest in her and she began to work for the English Sanctuary.

Powers and Abilities
 * Remnant Enhanced Body: Tanith Low has been possessed by a Remnant, a small ghost like creature, which latches itself to a person's soul and takes control of them, while still retaining their skills and memories. This has lead to the following attributes;
 * Superhuman Strength: Tanith has an above average strength rating being able to flip a much larger and heavier opponent over her and send powerful sorcerers reeling with a punch. She has also been shown to carry a full grown person for several hundred metres without strain.
 * Superhuman Durability: Tanith has been the victim of almost constant injury since her first appearance in the series but yet has still managed to pull through. She has survived being poisoned, thrown off a moving car, stabbed through the stomach, being nailed to a chair and has had most of the bones in her body broken but still comes back as strong as ever.
 * Superhuman Agility: Already an accomplished acrobat Tanith's agility has been further increased by her remnant occupant. She has often been described as a flashy fighter, using elaborate kicks and twists to out manoeuvre her opponents and managing to work back-flips and cartwheels effectively into combat. She also has the ability to walk up walls which she makes great use of in combat and can even duel another swordsman will upside down.
 * Master Swordsman: Tanith is unusual among sorcerers as she prefers to focus on close quarters combat as opposed to her magic in combat. She has greatly honed her swordsmanship against various mages and supernatural creatures such as vampires and can fight and beat highly skilled swordsman. Her remnant only makes her more deadly and allows her to take on multiple opponents at once and come out on top. Her sword of choice is unspecified but appears to be a Katana and is sharp enough to easily slice of heads with ease.
 * Master Hand-to-Hand Combatant: As well as being a skilled swordsman, Tanith is also a highly skilled hand-to-hand combatant and can take on much older and more experienced mages such as Tesseract and hold her own and take on multiple opponents at once.
 * Magic: As previously mentioned Tanith prefers to use her sword in combat and so her magical abilities take on a more passive role. Her main power is to walk on walls which she uses to out manoeuvre opponents and make her way through crowded areas. She can also unlock any lock just by touch and can reinforce a door by putting her hand against it and saying 'Withstand', making it powerful enough to hold back even the strongest of mages.
 * Master of Stealth: Tanith has also shown a high level of stealth. She has been shown to be able to easily sneak in and out of heavily guarded and magically defended fortresses with ease and is a master of sticking to the shadows, getting close enough to a person to hear them breathing without being detected.

X Factors
Physicality: Raiden=92/Tanith=88

Raiden's cyborg body allows him to easily surpass the physical limits of a normal human and allows him to perform feats even the most athletic person would find impossible such as lifting up giant mecha's and deflecting bullets. Tanith is at peak physical condition and the Remnant that possesses her only makes her even stronger but it still comes nowhere near the level that Raiden is at.

Training: Raiden=87/Tanith=87

Both of these two have received intense training from an early age. Raiden was a child soldier in the Liberian Civil War where he learned how to use firearms and has since gone onto train in swordsmanship, stealth and how to control his cyborg body. Tanith was also trained from a young age and while her training is not quite as vigorous it is more varied and she has also been trained for longer which evens it up.

Experience: Raiden=87/Tanith=90

Raiden has seen almost constant combat throughout his life, from fighting as a child in the Liberian Civil War, to fighting the patriots are their metal gears, to fighting against World Marshall and their array of powerful cyborgs such as the Winds of Destruction. Tanith has also seen her fair share of combat against Mages, Vampires, Trolls and other powerful supernatural creatures and her travels as a bounty hunter/mercenary have seen her face off against an equally varied set of opponents. What gives her the edge though is her Age. Tanith is 93 years old and since she has been trained from a young age has probably been active for over 70 years whereas Raiden is, at the oldest, in his mid thirties and has not seen as much combat as Tanith.

Brutality: Raiden=95/Tanith=100

Raiden received the nickname 'Jack the Ripper' for his abnormally high kill rate compared to the other child soldiers and has shown a willingness to use excessive violence to achieve his aims but at the end of the day he's still a good man at heart and has show compassion and a willingness to avoid unnecessary violence. Tanith is a completely remorseless psychopath and has no qualms with killing and maiming anyone who stands in her way and will even betray her closest allies in order to further he own goals, all the while taking a sick glee in how depraved she can be.

Miscellaneous
This battle will be set after the events of Metal Gear Rising: Revengance for Raiden and during Death Bringer for Tanith Low.

The battle will take place in a war torn city in Africa, the same place Raiden's PMC is helping to restore order to at the start of Metal Gear Rising: Revengance.

The AMS vs The ARC


The AMS: The zombie fighting group of agents who fight tirelessly against the evil Goldman and his army of undead minions.

vs

The ARC: A team of zoology experts and scientists who protect the world from the mysterious anomalies and the creatures that come through them.

Who is deadliest

The AMS
"Hello, my friends from the AMS"

- Caleb Goldman. The AMS is an international organization. It appears to deal with zombie-related infestations, as shown in The House of the Dead: Overkill and after the Curien incident. Its true purpose is never stated, however, but it appears to be outside of other US Government organizations and/or jurisdiction. For example, when G confronts Papa Caesar, he specifically places him under "AMS Arrest". By 2019, following a world-wide outbreak of zombies, it is obvious AMS is no more.

Desert Eagle
 * -|Handgun =

Range: 50 Metres

Muzzle Velocity: 420 m/s

Ammo: 6 Rounds SPAZ-12
 * -|Shotgun =

Range: 40 Metres

Ammo: 6 rounds

Round: 12 Gauge

Weight: 8.75 lbs Steyr TMP
 * -|Submachine Gun =

Range: 100 Metres

Ammo: 30 rounds

Weight: 3 lbs

Rate of Fire: 850-900 RPM Heckler & Koch XM8
 * -|Assault Rifle =

Weight: 7.5 lbs

Rate of Fire: 750 RPM

Range: 500 metres

Ammo: 30 rounds

Muzzle Velocity: 900 m/s Hand Held Minigun
 * -|Special Weapon =

Range: 1,800 metres

Has unlimited ammo but if used fired for more than about 10 seconds then the gun will overheat and the user will have to wait a few seconds before being able to fire again.

The ARC
"The battle continues; there is always a new threat. Whatever it is; we'll deal with it."

- James Lester, Head of the ARC. The Anomaly Research Centre (often shortened to the ARC) is an organisation, prominent during the 21st century, founded to work out why the anomalies are happening, research into any possible ways of prediction or control of them, contain the creatures coming through them and cover up any creature sightings to stop mass panic.

SIG Sauer P226
 * -|Handgun =

Range: 50 metres

Muzzle Velocity: 760 m/s

Ammo: 15 Rounds Mossberg 590 Cruiser Range: 40 Metres
 * -|Shotgun =

Ammo: 8 rounds

Round: 12 Gauge

Weight: 7 lbs Heckler & Koch MP5
 * -|Submachine Gun =

Range: 100 Metres

Ammo: 32 rounds

Weight: 6 lbs

Rate of Fire: 800 RPM M4A1 Carbine
 * -|Assault Rifle =

Weight: 7.5 lbs

Rate of Fire: 700-950 RPM

Range: 500-600 Metres

Ammo: 30 rounds

Muzzle Velocity 880 m/s EMD Rifle
 * -|Special =

Range: 600 metres

Fires a powerful magnetic pulse with enough power to take down a T.Rex and kill a normal sized human. Ammo is unlimited but the user must wait a few seconds between each shot for the rifle to recharge.

X Factors
Stealth: AMS=70/ARC=85

The AMS Agents aren't exactly known for their use of stealth and most of the time they just walk into a location full of zombies and just start blasting away. The ARC has to be much more careful in order to keep the anomaly crisis a secret from the public and must be stealthy in order to avoid detection from the various creatures that come through the anomalies.

Training: AMS=82/ARC=90 

The AMS Agents go through AMS academy where they learn things such as law enforcement and firearm use but most of their training is very field specific. The ARC is another branch of the military and as such all members have received military grade training which is more applicable to standard combat.

Experience: AMS=88/ARC=84

The AMS has been active for over 30 years and many of it's members have extensive experience in their field and routinely face powerful undead creations including some with supernatural powers. The ARC has been around for a much shorter amount of time and while many of it's members are ex-military most of their experience is against prehistoric creatures which is not the same as facing humans or magical beings.

Efficiency: AMS=90/ARC=79

The AMS manages to complete all of it's missions with minimal civilian casualties and can deal with massive zombie outbreaks in a few hours, most of the time with only two agents on the case. The ARC can usually deal with the creatures that come through the anomalies but this is usually after a couple of civilians have been killed and has lost many of it's key personnel over the years to various creatures and psychopaths.

Miscellaneous
This will be a 5 on 5.

The battle will take place in a mansion grounds. The AMS has been sent in after reports of zombie experimentation on the grounds and have a warrant for the owners arrest but have been warned about possible security forces. The ARC have detected an Anomaly on the grounds and have been sent to investigate.

Black Dynamite vs Isaac Washington
Black Dynamite: The smoothest and most badass vigilante, who is cleaning up the streets and taking it to the man.

vs

Isaac Washington: The foul mouthed detective, out the avenge the death of his father at the hands of Papa Caesar.

Who is deadliest

Black Dynamite
"DY-NO-MITE, DY-NO-MITE!"

- Black Dynamite's Theme Tune. Black Dynamite is the smoothest, baddest cat on the street. He’s also a former C.I.A. agent out to avenge his brother’s death. Whether he’s taking down drug dealers or sweet-talking foxy mommas, he’s the man on the streets out to stop The Man. In addition to being a former C.I.A. agent, Black Dynamite was also a veteran of the Vietnam War, as well as taking care of a Whorephanage, which consists of Whores and Orphans living under one roof.

Smith & Wesson Model 29
 * -|Close Range =

Range: 50 Metres

Ammo: 6 Rounds M3-A1
 * -|Mid Range =

Range: 90 Metres

Ammo: 30 Rounds

Weight: 7 lbs

Rate of Fire: 450 RPM Colt AR-15A2
 * -|Long Range =

Weight: 8 lbs

Rate of Fire: 700-950 RPM

Range: 500 metres

Ammo: 30 rounds

Muzzle Velocity: 948 m/s Cobray 37mm Grenade Launcher
 * -|Special Weapon =

Range: 400 metres

Rate of Fire: 6 RPM

Explosive Round

Isaac Washington
"I'm gonna rip your motherfucking balls off."

- Isaac Washington Isaac Washington is the foul mouthed detective out to avenge the murder of his father at the hands of Papa Caesar. He is extremely rude, foul-mouthed, and trigger-happy, punching a government agent within seconds of meeting him, and loves the "f-bomb" expletive, using it practically for every other word. He often threatens people with ripping their pussy/dick off, even if they have a lack of it. His pride is his (short-lived) car and in his music.

Desert Eagle
 * -|Close Range =

Range: 50 Metres

Muzzle Velocity: 420 m/s

Ammo: 6 Rounds Steyr TMP
 * -|Mid Range =

Range: 100 Metres

Ammo: 30 rounds

Weight: 3 lbs

Rate of Fire: 850-900 RPM Heckler & Koch XM8
 * -|Long Range =

Weight: 7.5 lbs

Rate of Fire: 750 RPM

Range: 500 metres

Ammo: 30 rounds

Muzzle Velocity: 900 m/s SPAZ-12
 * -|Special Weapon =

Range: 40 Metres

Ammo: 6 rounds

Round: 12 Gauge

X Factors
Training: Dynamite=85/Washington=80

Black Dynamite has served in the US Army and in the CIA as well as having trained in Kung Fu, giving him a wide variety of training in different skill areas. Washington has only really received police training which is nowhere near as extensive or varied as what Dynamite brings to the table.

Organisational Ability : Dynamite=75/Washington=68

Neither of these guys are really known for their tactical awareness, most of the time they just sort of walk into a place and start shooting. However Dynamite has been shown to formulate a plan and organise his troops well as showcased during his war on drugs and attack on Kung Fu Island. Washington is much more impulsive and only really shows a level of planning when fighting Boss mutants, where he has to hit a particular area to do damage.

Experience: Dynamite=88/Washington=86

As previously mentioned Dynamite has served in the CIA and the US Army and has seen combat in Vietnam as well as his battles against the various thugs and gangsters in the Hood. Washington has also seen a fair bit of combat both against criminals and the various mutants he comes across in his search for revenge. What gives Black Dynamite the edge though is the fact that most of Washington's combat is against the Undead who don't have nearly the same ability as fully functioning humans.

Quality of Troops: Dynamite=72/Washington=80

Both of these guys will be joined by their respective comrades; For Black Dynamite his Crew and for Isaac Washington the Police Force. Dynamite's crew is made up mostly of his fellow pimps with a few members of the Black Panthers and who for the most part have very little training and almost no experience out of fighting against criminals in the hood. The police officers Washington brings have more experience and better training due to their line of work and are used to going up against the exact people Dynamite is bringing to the battle.

Miscellaneous
This will be a 5 on 5.

The Battle will take place in the neighbourhood where Black Dynamite and his Crew lives. Isaac Washington and his team of Officers have been sent to arrest Black Dynamite for his various crimes.

The Dead Men vs ??????????
The Dead Men were an elite group on the side of Sanctuary during the war. They were named The Dead Men as they were renowned for going on Suicide Missions but always managing to come back alive. The Group has gone had several members over the years but the number of Dead Men has always remained at 7 with new members replacing those who had been injured or ironically enough killed. The current members are;

Skulduggery Pleasant

Valkyrie Cain (Possibly but could be dropped)

Ghastly Bespoke

Erskine Ravel

Anton Shudder

Dexter Vex

Saracen Rue

Yesugei vs Crazy Horse
Yesugei: Feared leader of the Kiyad Tribe and father to Genghis Khan.

vs

Crazy Horse: The Leader of the Sioux who fought ferociously to defend his tribe.

Who is deadliest

Yesugei
"I thought I would never feel the cold in my bones back then. I had an idea that I would be given nothing in my life, that everything I had would be taken by my wits and by my strength."

- Yesugei, from Wolf of the Plains by Conn Iggulden Yesugi was the head of the Kiyad sub-clan and leader of a small coalition of clans and was the father of Temüjin, later known as Genghis Khan. When travelling back to his own tribe one day Yesugei stopped for a feast with a group of men he met, but little did he know that they were Tartars, out to avenge Temüjin-üge who had been killed by Yesugi many years before. While they harmlessly feasted together, the Tartars secretly poisoned Yesugei's food and he later died, declaring Genghis as his successor.

Mongolian Knife
 * -|Close Range =

Length: 0.9 lbs

Length: 16 inches

Blade Length: 9 inches

Steel Blade Wolf's Head Sword
 * -|Mid Range =

Length: 4 foot

Blade length: 3 foot

Steel Blade

Single Edged Composite Bow
 * -|Long Range =

Range: 500 feet

Pull Weight: 100 lbs Hunting Eagle
 * -|Special Weapon =

Weight: 7-11 lbs

Wingspan: 6-8 feet

Powerful Talons and Beak

Strong enough to carry prey up to 6 lbs.

Crazy Horse
"Crazy Horse would always be the first one into battle - and Crazy Horse would always be the last one to leave."

- Moses Brings Plenty, Lakota Tribesmen/Firearms Expert Crazy Horse (Tasunka Witko) was a chief of the Oglala Lakota, and one of the principle leaders of the Native American force during the Battle of the Little Big Horn. When the Lakota and their allies, the Cheyenne and Arapaho tribes began being pressured by the U.S. Government to surrender their lands to whites, Crazy Horse would lead thousands of warriors against U.S. forces in Red Cloud's (or the Bozeman) War and the Black Hills War as well as the famous Battle of the Little Big Horn. Inyankapemni Club
 * -|Close Range =

Length: 1 foot

Weight: 2 lbs

Stone Head Native American Spear
 * -|Mid Range =

Length: 4 foot

Head Length: 1 foot

Stone Blade

Can be thrown Native American Bow
 * -|Long Range =

Range: 400 feet

Pull weight: 40 lbs Tomahawk
 * -|Special Weapon =

Weight: 1.2 lbs

Length: 2 feet

Blade: 9 inches

Steel blade.

Can be thrown

X Factors
Experience: Yesugei=75/Crazy Horse=80

Being the leader of a tribe in pre empire Mongolia, Yesugei has spent a great deal of time fighting against rival tribes and raiding Tartar camps for supplies during the hard winter months. Crazy Horse has experience in raiding rival tribes as well but he also brings experience against technologically superior foes as well as against a wider variety of opponents.

Leadership: Yesugei=80/Crazy Horse=85

Yesugei was the leader of the Kiyad sub-clan as well as being the overarching leader of several other smaller tribes and would have likely lead these warriors into battle on numerous occasions, gaining their respect and admiration and surrounding himself with loyal followers. Crazy Horse follows an eerily similar path, starting off as a simple raider but soon growing to lead the large native american tribe the Lakota, inspiring loyalty from his bravery in battle. What gives him the edge though is that he has lead a far greater number of troops and achieved much greater success, winning many battles against the technologically superior Custer and his men.

Archery: Yesugei=90/Crazy Horse=87

Both of these men are expert's with a bow and arrow, training from a young age to be proficient at horseback archery. What gives Yesugei the edge though is the fact that Mongol culture, even pre Genghis, was heavily based around the bow and was focused on in far greater detail than in Native American culture which didn't have as much attention placed on it.

Metallurgy: Yesugei=80/Crazy Horse=70

Despite being the more modern warrior by a good 600 odd years, most of Crazy Horse's weaponry is made with wood, bone and stone with very few pieces of actual metal being used in his weaponry, with the Tomahawk being the only weapon to have a steel composition. Yesugei's weaponry is predominately made of steel which is much tougher and deadlier than Stone or Bone.

Armour: Yesugei=50/Crazy Horse=25

Speed is key to both of these fighters and as such any armour they do have is light and doesn't offer a whole lot of protection. Mongolian tribesmen of this period would predominately wear boiled leather armour which could protect against some light blows and maybe prevent an arrow from doing too much damage but only really covered the torso, leaving the arms and head vulnerable to attack. However this is still better than Crazy Horse, who from what I can gather didn't wear any armour of note.

Miscellaneous
This battle will be a 4 on 4.

The battle will take place in an open plain with some patches of forest dotted around.

Nikolai Belinski vs Miguel


Nikiolai Belinski: The Russian soldier who can't live without his vodka.

vs

Miguel: The Mexican who fights off zombies all while drinking Tequila.

Who is deadliest.

Nikolai Belinski
"I'm out of Vodka— I-I mean ammo."

- Nikolai Belinski Nikolai is a soviet soldier who was captured by Richtofen to combat the Nazi Zombies. He tends to crack jokes, intentionally and unintentionally. He seems to not care about his physical appearance and smell. However, at the darkest of times, he can also be vigilant and appears to have a very keen survival instinct. He likes Dempsey, and tends to despise as well as appreciate Richtofen at times but holds a deep hatred for Takeo.

Sickle
 * -|Melee =

Length: 14 inches

Weight: 275 g

Steel Blade M1911
 * -|Handgun =

Muzzle Velocity: 251 m/s

Ammo: 7 rounds

Range: 50 Metres Olympia
 * -|Shotgun =

Range: 40 Metres

Ammo: 20 rounds

Double Shot AK-74u
 * -|SMG =

Muzzle Velocity: 735 m/s

Weight: 6 lbs

Rate of Fire: 700 RPM

Range: 350 metres

Ammo: 30 rounds Dragunov
 * -|Sniper Rifle =

Round Size: 5.45x39 mm

Weight: 9 lbs

Range: 800 metres

Ammo: 10 rounds

Semi-Automatic Thundergun
 * -|Special Weapon =

The Thundergun is a large, cannon-shaped weapon that fires blasts of incredibly strong compressed air. The Blast is powerful enough to instantly kill a person from a close range and at a distance can throw a person off their feet. The Thundergun fires two rounds. M67 Grenades
 * -|Explosives =

Weight: 400 g

Blast Radius: 15 metres (although fatal damage is only likely to take place within a 5 metre radius)

Ammo: 4 Grenades

Miguel
"In case of zombie apocalypse: Keep calm and have some Tequila."

- Tequila Zombies Tagline Miguel was just a regular guy living in Mexico when the undead came back to life. Armed with a machete, an assortment of firearms and his trusty bottle of Tequila he battled though the night, eventually defeating the head zombie and escaping on a motorcycle. His victory was short lived however as he crashed his Motorbike after being attacked by a female vampire but is saved by a police officer named Jacqueline, the two survivors teaming up to save her town from the zombies.

Machete
 * -|Melee =

Length: 18 inches

1 lb

Steel Blade Glock 17
 * -|Handgun =

Muzzle Velocity: 375 m/s

Ammo: 17 rounds

Range: 50 Metres Remington 870
 * -|Shotgun =

Range: 40 Metres

Ammo: 6 rounds Tommy Gun
 * -|SMG =

Muzzle Velocity: 265 m/s

Weight: 10 lbs

Rate of Fire: 650-1500 RPM

Range: 50 metres

Ammo: 30 rounds Barret M95
 * -|Sniper Rifle =

Round Size: 12.7x99 mm

Weight: 23 lbs

Range: 1800 metres

Ammo: 5 rounds

Bolt Action Tequila Fire Shot
 * -|Special Weapon =

Miguel drinks a bottle of Tequila and takes out a match, spitting the tequila over it and firing a massive ball of fire forwards. The Fireball is powerful enough to instantly kill multiple people if they get in the way. Rocket Guitar
 * -|Explosives =

Miguel takes out a guitar case and fires off four rockets into the sky, which fall back to the ground, creating a mortar effect. Each Rocket is powerful enough to kill a person with a direct hit with an effective blast radius of 15 metres.

X Factors
Experience: Nikolai=82/Miguel=70

Nikolai not only boasts considerable experience fighting against zombies but he has also served as a soldier in both of the World Wars, giving him experience in both living and undead combatants. Miguel on the other hand, has only been fighting the zombies for about 3 days and while the undead he faces are tougher it's nothing on the 15+ years of combat experience Nikolai has behind him.

Training: Nikolai=75/Miguel=50 

As a solider Nikolai has likely received a very formal and extensive and seeing as how it's Soviet training it was likely very demanding and brutal. Little is known of Miguel's past but it is presumed that he has little formal training if any and any skills he has in regards to firearms and such are likely self taught.

Audacity: Nikolai=80/Miguel=85 

Nikolai has proven himself to be quite reckless at times with his drunkenness and bravado making him willing to do whatever it takes to succeed. However when fighting Nazi Zombies a certain level of caution must be applied, you can't just run in all guns blazing and Nikolai can show restraint. Miguel on the other hand, regularly wades into massive hordes of zombies armed with melee weapons and shows little to no caution in combat, often putting himself into range of the undead's attacks.

Teamwork: Nikolai=70/Miguel=65

The Nazi Zombie crew is a rag-tag group of individuals, with most of the members mistrusting or even downright hating the other members, with Nikolai himself only really getting along with Dempsey. While this leads to bickering and a lack of respect they can still function as an effective group against zombies. Miguel and his teammates are basically thrown together, he just bumps into them during his drunken adventure and works with them to stop zombie threats. They seem to get along alright but during combat they tend to work alone, fighting off zombies individually as opposed to a team.

Miscellaneous
This will be a 4 on 4 (Nikolai, Dempsey, Richtofen and Takeo vs Miguel, Jacqueline, Jeff and a Los Lobos MC Texas gang member).

The fight will take place in a small town in Mexico.

Toad (Mario Warfare) vs Rama
Toad (Mario Warfare): The Bodyguard to the Mushroom Kingdom royal family.

vs

Rama: The rookie cop, willing to fight his way through an army of drug dealers to arrest his target.

Who is deadliest.

Toad (Mario Warfare)
"This...is for the princess."

- Toad. Toad was a loyal soldier to the King for years ever since being rescued by him as an orphan. On Invasion Day, he attempts to escort the royal family out of the castle. but he learns from a royal guard that the castle is completely surrounded by Bowser's troops. He escorts Princess Peach out of a ventilation shaft before being confronted by Bullet Bill, a minion of Bowser, who shoots him in the chest. With his dying breath he activates a series of Bob-ombs on his chest, blowing the two of them up. Hand-to-hand skills
 * -|Unarmed =

Toad has shown himself to be a skilled unarmed fighter. A link to such prowess is here. Skip to 2:00 to see an example of his hand to hand skill. Heckler and Koch Mark 23
 * -|Pistol =

Muzzle Velocity: 260 m/s

Range: 50 metres

Ammo: 12 rounds

Cartridge: .45 ACP

Semi-Automatic Dual MAC-10's
 * -|Main Firearm =

Muzzle Velocity: 366 m/s

Weight: 6 lbs

Rate of Fire: 1,090 RPM

Range: 100 metres

Ammo: 32 rounds (for each MAC-10 making 64 rounds overall)

Rama
"No... I'm done."

- Rama Rama is a rookie cop who, as part of a 20-man elite SWAT team, is sent on an assignment to arrest a well known and powerful drug lord named Tama Riyadh, who is holed up in a fortified apartment block in Jakarta. After an initially successful sweep of the first few floors, the majority of the team are killed by snipers after being trapped on the 6th floor, leaving Rama and a couple of other men alive. Rama is then forced to fight his way though a literal army of criminals, making a shocking discovery along the way. Hand-to-hand skills
 * -|Unarmed =

Rama has shown himself to be a skilled unarmed fighter. A link to such prowess is here. Skip to 1:40 to see an example of his hand to hand skill. Sig Sauer P220
 * -|Pistol =

Muzzle Velocity: 760 m/s

Range: 50 metres

Ammo: 8 rounds

Cartridge: .45 ACP

Semi-Automatic Heckler and Kock HK416
 * -|Main Firearm =

Muzzle Velocity: 788 m/s

Weight: 6.5 lbs

Rate of Fire: 850 RPM

Range: 600 metres

Ammo: 30 rounds

X Factors
Experience: Toad=87/Rama=87

Toad has been a loyal bodyguard and friend of the King for years, serving him though the Kong Massacre and various other attacks from the various troops that Bowser sends against the mushroom kingdom. Rama on the other hand is a rookie but in his short time has faced a hideout full of highly skilled criminals, not once, but twice and come out on top. Rama has probably faced tougher opponents but Toad has been in service longer so it equals out.

Training: Toad=80/Rama=90

While a highly skilled gunman and unarmed fighter, it is unknown the extent of Toad's training although it likely he went through rigorous training in order to qualify for bodyguard to a royal family. Rama has a much more detailed and extensive training. He's received SWAT training, which would include strict physical, psychological and various firearms training and on top of all this he's also received a high level of hand-to-hand combat training.

Hand-to-Hand Skill: Toad=90/Rama=95

Both of these guys are incredibly skilled hand-to-hand combatants and are able to take on multiple opponents at once. Rama gets the edge though because he relies on his unarmed combat a lot more and has waded though entire fortresses of heavily armed and highly skilled fighters using only his bare hands, even being able to take on opponents armed with actual weapons and come out on top. Toad is good but he's not quite on the same level.

Firearm Skill: Toad=85/Rama=78

Toad's fighting style is based off a fictional martial art called Gun-kata; a form of combat which makes use of both Kung-Fu and firearms. As such he often incorporates firearms in his combat style and has been described as 'the fastest gun in the mushroom kingdom'. Rama has a degree of skill using firearms but he doesn't use them that often in the films, much preferring to rely on his own unarmed skills to win him battles.

Agility: Toad=85/Rama=80

Toad is a very acrobatic warrior, often using flips and jumps in combat and even in just general movement, using his quick movements to distract an opponent. Rama is much more practical and leaves the flashy stuff to other people but he has shown an occasional burst of flair when necessary.

Miscellaneous
The battle will be set after the events of Mario Warfare for Toad and after The Raid 2 for Rama.

The battle will take place in an abandoned warehouse. There is a big room in centre, full of crates and machinery which can be used for cover, and several adjoining corridors leading to other parts of the factory.

Nicholas Angel vs Jack Cloth
Nicholas Angel: The police officer who uncovered the deadly secret of Sandford.

vs

Jack Cloth: The former detective, who quit the force after his wife was murdered in an abandoned prop warehouse.

Who is deadliest.

Nicholas Angel
"Well, I wouldn't argue that it wasn't a no-holds-barred, adrenaline-fuelled thrill ride. But there is no way you can perpetrate that amount of carnage and mayhem and not incur a considerable amount of paperwork."

- Nicholas Angel on Point Break Nicholas Angel is a policeman who served in the Metropolitan Police Service for over 10 years, being one of their most successful employees. His sterling efforts were noticed by his superiors, who were worried that his exemplary work made the rest of the force look bad. To solve this problem the Police Chief transferred him to the small town of Sandford where he discovered a sinister plot to keep Sanford's perfect image.

Jericho 941
 * -|Main Sidearm =

Range: 60 metres

Ammo: 10 Rounds

Round: .45 ACP Taurus P290
 * -|Secondary Sidearm =

Range: 50 metres

Ammo: 10 Rounds

Round: 9x19mm Mossberg 500
 * -|Shotgun =

Range: 40 Metres

Ammo: 8 rounds

Weight: 7 lbs Heckler & Koch G36
 * -|Assault Rifle =

Range: 800 Metres

Ammo: 30 rounds

Muzzle Velocity 920 m/s

Weight: 8 lbs

Rate of Fire: 750 RPM

Jack Cloth
"I'll shake your hand... but don't expect me to hold you down and kiss you roughly on the mouth."

- Jack Cloth to Tom Boss Jack Cloth was a former detective inspector who quit his job after his wife was murdered in an abandoned prop warehouse. He is called back to investigate a new murder and is assigned a new partner; DC Anne Oldman. After more murders come to light he realises that the victims all served on the same jury, which convicted a man of killing his wife, a man who was released a few days before the first murder. As he rushes to stop the killer before he strikes again he finds that the case is not as straightforward as it first seems.

Glock 17
 * -|Main Sidearm =

Range: 50 metres

Ammo: 17 Rounds

Round: 9x19mm Heckler & Koch USP
 * -|Secondary Sidearm =

Range: 50 metres

Ammo: 15 Rounds

Round: 9x19mm Remington 870
 * -|Shotgun =

Range: 40 Metres

Ammo: 6 rounds

Weight: 7 lbs AR-15
 * -|Assault Rifle =

Range: 500 Metres

Ammo: 30 rounds

Muzzle Velocity 948 m/s

Weight: 8 lbs

Rate of Fire: 700-950 RPM

X Factors
Training: Angel=85/Cloth=80

Both of these guys serve in the British police service and despite being from different areas both would have likely received a very similar level of training. What puts Angel ahead is that as well as taking standard police training he has also trained in a variety of other areas such as Advanced Driving and takes part in many extracurricular activities such as fencing and judo.

Experience: Angel=80/Cloth=75

As a front lines policeman, Angel deals first hand with criminals on a daily basis and has shown himself more than willing to take a hands on approach to his job, chasing down and apprehending any criminals he comes across. Cloth would appear to be older but this is offset by his role as a detective, he doesn't spend as much time in active duty as Angel and he also took a substantial time off after the death of wife.

Brutality: Angel=50/Cloth=80

Angel is very orthodox in his approach to policing and does not use excessive force against the criminals he apprehends. Even when directly attacked by an aggressor he always tries to disable them non-lethally, such as shooting them in the arm or leg. Cloth has no such qualms and regularly beats up and threatens suspects in his quest for justice and has no problem in killing the criminals he comes across even going as far as to crush a gangster with a digger.

Creativity: Angel=75/Cloth=83

Angel is a very by the book police officer, stick to rules and regulations as laid out in police guidelines, rarely straying from the standard procedures. He does show a certain creativity in the final showdown at Sandford but even then it's mostly curtsey of other people as opposed to himself. Cloth is a lot more unpredictable and thinks outside of the box to catch the various murders he comes across and can improvise on the fly depending on the situation.

Miscellaneous
This will be a 4 on 4.

The battle will take place in the village of Sandford.

The battle is set after the events of A touch of Cloth 3 for Jack and after the events of Hot Fuzz for Nicholas.

Wesen vs Creatures (Primeval)
Blutbad vs Future Predator

Schakal vs Hyenadon

Seigbarste vs Gorgonopsid

Spinnetod vs Arthropleura

Fuchsteufelwild vs Camouflage Beast

Lausenschlange vs Tree Creeper

Hexenbiest vs Future Fungus

Mauvais Dentes vs Sabre-Tooth Cat

Dämonfeuer vs Pristichampsus

Manticore vs Raptor