Sunday, May 19, 2019

Cutey Honey-Verse Strategy Guide


How to be OP in Cutey Honey

Let us define the general capabilities of the verse (original canon)

The protagonist is the titular Cutey Honey. The brilliant Doctor Kisaragi to save his dying daughter implanted her heart, and thus her soul into a android body creating the cyborg warrior of love, before he died against at the hands of the vile Organization Panther Claw wanting to steal his technology, beginning the war between Cutey Honey and Panther Claw. Cutey Honey is an invention of supertechnology, stronger then any conventional modern weapon, including weapons as strong as anti-tank weapons. Her greatest device, the target of Panther Claw's desires is the Airborne Element Fixing Device, a miraculous device capable of creating any technology or disguise (or any other simple object) for Honey out of thin air by manipulate subatomic particles. With this she has a vast of array of alternate forms and different abilities.

Her enemies are the Terrorist Organization Panther Claw, panthers from another dimension warped into humanoid forms by the Witch Zora, who steal and murder in her name. Not only do they have superhuman stats, they often use advanced technology they have stolen to advance their cause, including once stealing a scientist team to launch a nuke into a meteor to wipe all life from the Earth.

Even weaker Panther Claw Agents are highly end subsonic and wall level+ able to cut through any metal, tear through walls, and avoid gunfire. The Strongest Panther Claw Agents and Cutey Honey are lower end supersonic and in the building range as they can vaporize beings outright and outpace as Honey can move the speed of supersonic jet. 

Panther Claw Agents often possess elemental manipulation, alternate forms of movement like web-swinging or flight, and one of them, Jellyfish Claw has psionic abilities. 

The verse has lots of stealth so some form of anti-stealth would likely be important though actual stealth abilities would likely not be that helpful against all the verse's anti-stealth.

Limitations are supersonic and building level, and helpful abilities without even getting into counters is matter or mental manipulation resistance and some resistance to heavy 3-d movement.

The verse does have some weaknesses however. Cutey Honey herself has a weakness of stamina. The I-System that controls her requires lots of energy. Honey must consume a lot and not fight too long or she will run out of power. This means a stamina-based build would probably be helpful against her. Also while Honey is mentally far more advanced then a normal human due to being able to download information directly into her brain, she is an immature teenager, and prone to listening to her emotions more then reason. 

Panther Claw Agents have the general weakness that as humanoid animals, they are prone to bestial instincts rather then rational thought, and can be outwit. They also tend to like to taunt enemies, which can give a charismatic opponent time to find ways to beat them. 

The fighters of the verse also seem to lack a lot of highly long-range attacks, most of their attacks happening within a few meters, so a long range build could likely do very well. Interestingly, the inverse is also true. While Panther Claw Fighters are intense melee fighters, they're not very skilled and a very skilled hand to hand build could also do pretty well against all the non-Honey fighters.

So what are some proper builds? Valuable things are attacks from a good sized distance away, skill in melee combat, building level transonic stats, anti-stealth abilities, some resistance to at least mental manipulation, some skill in manipulation, and some anti-aerial skill. 

In addition, there are two specific abilities that I also think would do really well as well, and as such I wanted to give an example of both each, as the two are rarely seen together especially at this level of power. The first one


Koji Koda, or Petting Hero Anima as he calls himself, has. Namely, this is the power to control animals. Because all of Panther Claw are humanoid animals this would give him direct and immediate control of most of the verse's fighters. 

It helps that Anima's stats are pretty similar to most of the verse's fighters and he could also pretty fairly compete in a physical contest with any of them, albeit with less versatility. Because of his hero training, he is also likely to be more cool headed and skilled in combat, which should also be to his advantage.

The one downside to this strategy is that it doesn't provide much help against Honey herself. While Petting Hero Anima would do well, I do think there are a few better.

The other major ability


Nanomech from Ben 10 has. Namely technopathy. Given that Cutey Honey is technology and Panther Claw uses dangerous technology for their schemes, any ability with high technological manipulation will have massive potential, let alone one that can copy any machine ability after seeing it. 

He can also shrink to sizes that nobody in the Cutey Honey verse can effectively counter. This would actively be an effective stealth ability in a verse full of stealth and anti-stealth abilities as he while he would theoretically appear in an x-ray or a heat vision scan, his signature would be too tiny to notice. 

He even resists brainwashing in the case he goes up against Jellyfish Claw. 


Another more conventional strategy would be using a fighter like Matoi the Sacred Slayer. Even without summons Matoi can fire energy bolts over a far longer distance then anyone in Cutey Honey has done so, and her shield would be able to take plenty of shots from anyone in the verse.

What really helps her though is her special ability Gate of Caelum which allows for transportation to another dimension, . This would allow her to teleport all around the Cutey Honey verse's fighters, which combined with her natural flight, agility and high tier equivalent speed, she would be impossible to pin down, agile more then even the most agile Panther Claw Agent while packing high tier power. And if she dimensional bfrs with it, not only can she stop any attack point blank, but she can one-shot anyone she hits.

She also has ESP which is probably the most potent anti-stealth ability as she can simply auto-perceive when a threat is incoming and maneuver to safety. 


For a more unconventional counter, The Apathy from RWBY would do really well. The verse in general is very susceptible to emotional manipulation with the Panther Claw Agents being prone to bestial instinct and Cutey Honey being an emotional teenager.

The Apathy are tough enough it would take lots of concentrated strikes from even high tiers to kill one, yet their aura would cause almost irresistible apathy at a range far beyond what most of the verse is capable of beating. Their only counter would be using outside modern technology to hit them from even farther away. One on One in an arena, they're dead, they're just outright dead.

However I've got one more pick that is probably my favorite counter.

Image result for Adam West Batman gif

The Adam West Portrayal of Batman would be absolutely broken in the verse, and it would be great. 

His stats are right in life with the verse, but where he would really shine are in equipment. Batman possesses a jamming device which can jam mechanical devices, which would not only be a one-shot against Honey, but against most Panther Claw Agents. He also has an anti-mechanical bat-ray that has the same purpose. 

Against the devious Panther Claw Agents and the vile schemes, Batman would be able to deploy his genius detective intellect to know exactly where they were gonna strike next and be able to trap the wild beasts. Of course if he has to get into ol fisticuffs with one and she returns to true panther form, he is trained on how to deal with large cats, as he showed in battle with the tiger.

In combat in general, Batman not only is more skilled at melee but has greater range. He can also hit them with the Bat Knockout gas, something nobody in the verse save Honey would have resistance too. In fact since most of them are felines, sleeping agents are maybe even more effective as they would not know how to fight the effects. This "Batman" is even known to engage in good ol fashioned witty exchanges with his opponents giving his sleeping agent more time to work, while the Panther Claw are likely to take in their delight at taunting their enemies. Or he could use the time to plan the usage of one of his timed explosives, or to take ingenious usage of the environment, or really anything. 

Batman can also use smoke pellets for stealth. But wouldn't they see through with an x-ray scan? Not so, old chum! For Batman has his trusty X-Ray Deflector capable of knocking it aside. On the other hand they would have no such luck against his infrared eye-goggles. Much like a Bat he will get the drop on those misbehaved malfactors!

Even if he runs across that fiendish Jellyfish Claw and her psychic powers, the Batman is prepared. Not only is he highly resistance to psionics already but with his Anti-Mesmerizing Bat Reflector he could turn the cowardly delinquent's powers back on her.  Holy Karma Batman!

All in all Batman has gadgets and techniques from his long career crime-fighting to defeat anything in the verse and could clearly stay one step ahead the whole time. 

And that's how to be OP in Cutey Honey. 

Wednesday, May 15, 2019

Magicka-Verse Strategy Guide




How to be OP in Magicka, divided by different tiers.

Local Scale Threat:
To be a local threat in Magicka, a threat to a local area, you probably would need to be able to threaten local populations of human, goblins, orcs etc. as well as possibly a bigger monster like a forest troll or a traekmonstrir. So let's try and analyze the native population's capacities.

While it might seem at first glance that the Magicka World possess technology only about on par with Middle Age Europe, Magicka: Vietnam shows that they possess modern technology and futuristic technology is shown in Magicka 2. As such, an ability an ability to avoid gunfire in some way would be really helpful. Even before that the "grinders of town" was some form of machine that could quickly destroy a city. 

Their is also superhuman stats in the verse. An Armored Orc was able to burst through a wall and yet the human and orc kind have waged war against each other evenly including in melee. So likely wall level physical stats.

In addition if counting other common species, zombies have higher endurance then most species and are healed by death energy (but harmed by life energy). Dwarves also possess teleportation abilities. Beastmen have super leaping abilities and giant spiders can spit a poison spray.

So there is some idea of what the enemies will be bringing to use as weapons, are there any notable weaknesses here. There is and it's something that applies to most of the verse actually:

Intelligence/Manipulator Builds. It's not that most of the verse is dumb, per se. Merely that they don't take things very seriously, as the verse is rather goofy.

So what we're looking for is a character who offense can take down zombies, who defense can deal with the powerful ranged attacks of bullets and poison sprays as well as chaotic movement styles like teleportation and superleaping, and who is a serious intelligent manipulator.

The first sorta obvious choice that comes to mind



Ozymandias from DC Comics. His superbrain would be already super op for this tier in Magicka. His superbrain calculates in combat every possible permutation of the fight and allows him to pick the most optimal one meaning he would be well able to fight in the chaotic magicka battlefield. He's a martial arts master and could disable the limbs of his opponents and is fast enough to catch a bullet and well as physically wall level. However the biggest weapon would just be manipulating people to make him god-king which not only wouldn't be that difficult for him it would just give him access to even greater amounts of technology.

That said there is someone from DC I think would do even better then Ozymandias due to his sheer raw versatility, and this guy would just not be fair for the verse.


Constantine. Throwing Constantine into Magicka is not even fair Constantine is one of, if not the greatest manipulators in fiction. His walls and magic blasts would be broken at this tier of power but his sheer intelligence would let him do everything Ozymandias would do and much more given his magic background. He might even learn the native magic boosting his tier. This is not even including all the other magic bs Constantine can do. 

Constantine would be so broken in Magicka. His offense and defense are more varied and layered then any other low tier by miles, he has magical manipulation, his stats are comparable and his raw intellect would just by itself be a broken weapon 

However you don't need to be a manipulator type genius to do really well in Magicka. Considering the potential technology growth of the verse, I think a scientific genius could also do really well. Taking a really different tract, there's another character I think could do very well, and even break into the highest tiers assuming not blitzed


Alphys from Undertale would be a really broken character for the local scale fighters. First off she has soul manipulation, something almost no one in Magicka has, and would be a potential one-shot. She doesn't have danmaku which would probably be helpful in Magicka since it could rapid wear down a Wizard Shields, but she doesn't really need it since her attacks directly target the soul. 

Now you might be rightfully concerned by Undertale Monsters' weakness to murderous intent, something pretty common in Magicka where Death is seen as very casual. However for the low tiers she has a pretty strong counter to that...namely flight. Alphys possess a jetpack. Most Magicka Monsters only really use melee attacks and the ones who don't only use very limited straightforward ranged attacks which Alphys using genius intellect and her very quick flight could easily avoid. And even if she does get hit, she's pretty touch, capable of casually tanking the heat of Hotland which can evaporate Styrofoam. She could just fly above the battlefield avoiding the few ranged attacks with her flight and genius intellect and bombarding them with electrical blasts, bombs and soul attacks. She'd be some mixture of artillery and air support. 

That's not even getting into her ability to invent, including creating futuristic technology from basically Medieval technology, who knows what she could do in the Magicka verse.

City Scale Tier:
At this tier the expected enemy are probably gonna be mages of some variety. Wizards can manipulate the generally 8 elements of magic including Fire, Water, Cold, Lightning, Life, Earth, Death and Shield. Varients of Wizards gain proficiencies in some number of magics at the expense of others (compare life based Druids to death based Necromancers)

The one I find people always underestimate is shield, and shield is the one that makes Magicka so deadly on the versus scene against even people generally much stronger then them. While the other Elements get up to lower end multi-city block level (speed range is hypersonic to mhs), shield can block planetary attacks. Shield's weakness per se is that is repeated attacks. Namely shield is good at stopping singular big attacks, but weaker against danmaku styled attacks. However because Wizards can stack shields and immediately replenish one when it runs out, Wizards are very difficult to fight conventionally. They can even create auras with shield capable of absorbing the other elements. Their shields can also be used to reflect or deflect ranged attacks. 

You might be thinking that the answer is teleportation. Not Quite. Teleportation would probably be useful as most magicka combat is in essence spacing and area denial, and could get past a generic shield, Wizards can also create skintight personal bubble shields. That's not to say teleportation is a bad choice. People who know me well know Teleportation is my favorite power and the teleportation magicka is a quite useful one in game, however it's certainly not the best.

Generally speaking any tactic that relies on transmission through space is a bad tactic as a wizard can easily reflect it back at the user or just deflect it. At worst they can casually push themselves out of the way. Projectiles, Beams, Novas, these are suboptimal tactics as magicka combat is highly efficient at dealing with them. What you want is something that hits someone directly without going through the intermediate space. This is most often some kind of hax like brainwashing (so long as it's not transmitted through space like as a brainwashing beam). However very strong and PRECISE telekinesis would also do it very well here. Which brings me too


Any Low Tier Jedi or Sith from Star Wars would just be silly powerful in Magicka. 

First off they have powerful and precise telekinesis means they could do a classic force choke on any wizard in the verse, and they would have no counter. They couldn't even try to counter with magic since everyone except Grimnir needs to move to do magic which they can't do if their limbs are telekinetically being held. 

Forget about every hitting them. Even outside the ability to create barriers with the force capable of doing everything a magicka shield could save possibly sheer potency (outside of High Tier Jedi/Sith), they have pre-cog, telepathy and aura-sensing potent enough to casually dodge all the element attacks. Pretty much all magicka combat is also transmitted through space outside special magicka, and those could be super easily avoided by Jedi in training.

Even if you get them into close range, they have weapons that are canonically (sorta) the strongest weapon in Magicka, and are more skilled hand to hand combatants then anyone in Magicka. And that's not even getting into the mind trick which would be comically effective against anyone in the verse. 

What other sort of builds work? What if you don't want to use abilities that direct affect them. Well then I would suggest also using the kind of magicka that are considered op in game. In particular one thing I would think is really strong would be invisibility, hitting the wizard before they know they are in a fight. Invisibility is one of the most op magicka in the game, and having it would be a considerable advantage. There is considerable temptation to try and pick a build that uses lots of water manipulation to try and take advantage of the wizard inability to swim. However you would need to be able to creates lot of water quickly to keep them from freezing or evaporating it quickly. That said while Wizards have damage negation with their forcefields they don't actually have the usual accompanying power of force negation, meaning that while shields protect them from damage they do still get flung around. This could be taken advantage if one can knock them into water or into space. 

I briefly considered the Predator from Predator film series While their power stats are in the right range and they do have invisibility their own anti-invisibility is pretty useless here as almost no one in Magicka has invisibility, and their improved melee capacities wouldn't really help mitigate the MASSIVE speed difference if they do get detected. I have what I think is a much more viable stealth assassin build from a more obscure source.


Iflar, the Prince of the Mipedians from Chaotic. Oh he'd be amazing in Magicka. Really the Mipedian Tribe in general would be super powerful. Focusing on speed, air attacks, and invisibility the Mipedians make for ideal stealth assassins. 

Given their speed focus they likely would get up to massively hypersonic speeds, supported by one of their own being able to move through the entire Mipedian desert in seconds, and one of them being made of lightning. This would put them on the faster end of Magicka verse on par with Lightning Elementals. They also have air based attacks which is helpful because Magicka Wizards don't actually have the ability to make air auras, and if their initial assassination attempt fails or they get detected, they still have a pretty solid tactical chance utilizing their speed and air attacks to knock the wizards around until they get thrown into water or get thrown into orbit. 

Iflar is particularly good at stealth and invisibility making him ideal for this, not to mention as a proficient air manipulator he would have access to attacks that do lots of hits at one, ideal for breaking down Magicka Shields like Pebblestorm which bombards the enemy with dozens of tiny fast moving pebbles. They also have access to Fearocitity which attacks the enemy's courage, possibly acting like the op already Fear Magicka, but instead of hitting enemies omndirectionally at short range, creating a cyclone that could hit a much larger area. 

Iflar could easily avoid direct combat, even if he is detected, he could easily retreat and return to stalk, and can take advantage of any moment of enemy weakness. 

These are both more classes or builds that I think would do well but there is one more specific character that I think would do particularly well, not a part of any particular class, but would just do really well due to particular stat, ability and personality combination.


Deadpool, Merc with a Mouth. He would actually do really well in Magicka just in a completely normal direct conflict. 

First off he has a ton of feats on the higher end of the MCB Range, nearing Town Level. Bear in mind general City Scale Fighters and general wizards are doing on the lower MCB range. He's also MHS which again is on the higher end of the speed range. 

Deadpool's regen speed can be a bit overstated, he can't say regen half his body in seconds. That said given the power different, a boulder from a Magicka Wizard would likely cause bruises and scratches to Deadpool which IS the type of thing he can regen from in seconds. Meaning that outside of Magicka or just bombardments of attacks Deadpool would be downright unkillable for most of the verse. But that's only the beginning.

Remember how I said teleportation would still be good in the Magicka verse? Deadpool has teleportation that would allow him to avoid some of the few threats regardless. He also I have been informed has a planet level blade. Considering the surface area difference this would likely allow him to simply cut right through a Magicka Wizard's shield. It would be an almost perfect anti-wizard weapon. He's also physically speaking a master of melee fighting way better then anyone in the Magicka verse. 

However Deadpool has one more thing that would make him op in Magicka, the combination of his personality and his fourth wall awareness. Magicka on surface is a pretty standard fantasy game, and very cliche in that sense because it's a parody. Deadpool would know the tropes and be able to basically know what's going to happen just by knowing what game he's in. He could even theoretically exploit this. He might go into a monologue causing the other characters to become static and not moving while his text bubble comes up and then just shoot or slice them while in he is monolouging so they have no ability to react. 

Even ignoring that possibility Deadpool's personality gives him an advantage. A lot of the serious characters who can manipulate the goofy Magicka world have a trade off in that they stand out like a sore thumb like Grimnir do and so would attraction and threat. This is still a good trade-off to make and doesn't mitigate how advantageous it is to do this, however Deadpool can play both ways, using his silly antics and demeanor to fit into the world while also using his more serious non-meme "real" self to manipulate events to his favor.

Planetary to Multiversal Threat:
Here we deal with the greatest wizards of all time, as well as cosmic forces like Assatur, Death and Cthulhu. Planetary Level Attacks, Intangibles, and serious haxes will all need counters and there isn't really additional weaknesses which makes this section difficult.

What would be good are anti-intangibility, ways of avoiding the attacks of the high tiers possibly by manipulations of space, and counters to mental manipulation. 


Even if he didn't have his Rune God, Zagato would be an apex defensive build in Magicka. Not only does he have resistance to any Magicka hax via his sheer willpower, he has ftl reflexes capable of avoiding most attacks, can shroud an area in darkness (and this is a verse basically without enhanced sight abilities), and his own powerful forcefields. Zagato would be nigh impossible to get any kind of clean hit on for anyone.

And that's not even getting into his offensive options. At will non-spatially transmitted mental and matter manipulation? That would be a one-shot for anything not intangible in the Magicka Verse. And if he has to fight those, not only is he likely able to be able to hit intangibles but he can theoretically summon a spiritual entity, his rune god to to hit on the spiritual plane.

This isn't even including his stealth and manipulation abilities which would just make him even more deadly against high tier Magicka foes. His only weakness being if he doesn't have his rune god, fighting Death and Assatur might prove difficult to hit them, unless he can brainwash them.

However I know a character from another Medievil fantasy that would do even better in Magicka then that, a verse on the opposite end of the Fantasy brightness spectrum to Magicka...


Griffith from Berserk would do amazingly well against Magicka High Tiers. His passive spatial and casuality manipulation would stop basically any of Cthulhu or Assatur's projectile attacks from reading him and he himself is a powerful reality-warper that can hit intangibles and knock them out of existence.

It helps that he has casual dimensional manipulation so he can clearly hit people like Assatur and Death and is a powerful manipulator in a world where powerful manipulators and general Charisma based builds would allow for easy subjugation. Griffith could basically do what Lok did but way more efficiently and extending even into the other realms. He can even do the same force choke that the Jedi users did but better collapsing any enemy wizard into a ball.

Griffith is basically the fusion of every other successful build, being a genius manipulator, with powerful telekinesis, mind hax, spatial disruptions, powerful wind manipulation and much more. 

And that's how to be OP in Magicka. 

Tuesday, May 14, 2019

Sailor Moon-Verse Strategy Guide


How to be overpowered in Sailor Moon, divided by different tiers.

Local to City Tier Threat:
On the local to city scale, what kind of threats would the fighter have to fight. We're looking at things like local spirits and yokai, characters on the level of the dark agency and if one goes up to the regional/national scale threats like the Kings of Heaven. What kind of powers are common for the verse?

Generally we're looking at building to town levels of raw power, massively hypersonic to ftl levels of speed, some form of disguise, up to city-scale energy-draining and up to continent scaling brainwashing.

Truth be told the Low Tiers of SM are very inhospitable to outside verses as massive speeds and ridiculously strong brainwashing and energy-draining (especially for the former) for their level of power. Now obviously some characters can just overpower these characters, but to keep it consistent I must keep it at or below FTL speeds and building to town level of powers.

Due to the sheer incredibly strong levels of brainwashing, I don't think a direct fight against these guys would be a very good idea at all, since country to continent levels of mental resistance for sub-city level fights is almost unheard off and even then the character would need defenses against the sheer speeds and energy-draining of the verse, let alone the occasional other broken abilities the verse has.

So what weaknesses are there, what are there to exploit?

Well examining the verse, a few things stick out to me. The characters while most of them have disguise power, most of them don't actually have any way of detecting through disguise. The tier doesn't actually have very good sensory range, nor do they have that good attack range outside of their haxes.

That's interesting to me because that suggests a particular archetype could do really well, and it's a combat role I don't think exists in the low tiers and that is the stealth assassin role, or to get the biggest benefit, the stealth sniper role.

The various creatures of SM might be fast and have strong abilities but a stealth-based sniper could ping them before they could react....that's a pretty good start.

If you wanted to be REALLY safe, you'd want to be able to attack them from outside of even their range. However, that might seem impossible, as their effective range is a significant portion of the planet, well beyond the horizon of the planet. Well there is a way you could stay out of their effective range without having to worry about that.

Firing from ABOVE them. Aerial or especially Orbital Attacks would be something completely outside of the bounds of the Dark Agency and would be massively op.

All this leads me to what I think would be the most effective "build" if you will for the dealing with characters like the Dark Agency and that is robots.

An orbital robot with a computer brain, would be able to do the complex calculations to ping them from space perhaps using some kind of laser weapon and that would be that. It helps that often in fiction robots have some level of resistance to brainwashing and energy manipulation the two big haxes of the Dark Agency. This brings me to the first character I think would be an effective counterpick: GLaDOS


MFTL Reaction speed meaning she won't get blitzed, and even if she would her "mind" is hidden far underground and she can survive on a comically low amount of energy renders her practically immune to counterattack. Meaning with her literal superintelligence she can portal on the moon and fire down lasers and bombs on the calculated areas of the Dark Agency killing them. Ohhhhh that would be so effective!

Let's say however that you actually want to engage them in more direct combat. I still think some of the same properties can be applied. I also think another weakness, a general one for the most of the SM verse can be applied. This is the lack of stamina feats. Now the verse doesn't have any stamina anti-feats, but without feats of it, their stamina can only really be assumed to be human level or barely superhuman. This means outlasting them is a very potent tactic if you can avoid their haxes.

They also don't have very much inter-dimensional capacity. Only Luuga and Jadeite if he is being counted (more of regional/national scale threat) have inter-dimensional capacity of the lower scale beings, and they both can only travel to a singular dimension. Any character rapidly able to shift in and out of dimensions would be a nightmare as they would run themselves ragged just trying to hit them, assuming they can't blitz. Any inter-dimensional travel is not a hax that is unknown on the lower tiers, a number of lower tier verses do have some capacity there. 

So stealth tactics, sniping tactics, aerial bombardment, outlasting them, and inter-dimensional travel. Is there a verse that has characters that combine all of those? Oh yes there is. The Angels and Demons of Bayonetta


Higher Spheres Angels and Demons would obviously just overpower but even Third Sphere ones....

These guys would be on the lower end of speed and power for the SM Local to City Scale Threats but my god they would just be super unfair to put against them. They have casual invisibility and inter-dimensional capacity meaning a Dark Agency enemy wouldn't even know if they were there and would constantly have to spam their haxes just to not let their guard down for a second until the DA Member tires out and collapse from exhaustion. They have flight and ranged attacks that let them ping them and retreat safety if they want, and in terms of damaging them they not only could with the raw energy of their speed, but they could also just casually bfr them. 

Planetary Threat:
Fighting against and threatening a planet basically means having to be a threat to a single average Sailor Senshi. So what kind of capacities would that be?

While it's not totally defined, we're probably looking at power capacities of stellar+ levels of power, low end mftl speeds (Thousands), manipulation of some element, some inter-dimensional capacity, and very heavy resistance to hax, most strongly energy and mind manipulation.

The main problem here is that most starbusters are a lot faster then thousands of times ftl and so that several limits the options.

Are there any weaknesses to utilize? Well yes. First off, actual attack range is not great for this tier, only in the city range or so. Also while Sailor Senshi can hit on the astral plane and resist their energy being drained, actually being to absorb energy might actually be pretty op for the verse, since most of the Sailor Senshi attacks take energy forms. 

Another thing that would be really strong for the verse is time manipulation and I think a strong time manipulator would do really well. The user of the Plutonic Power, the power to control time, is limited hugely by taboo and responsibilities to tie down how broken her powers would be otherwise.

This gives me a strong idea for who could be super op in the verse, Lavos


Pretty clearly weaker then the Senshi in speed and to a lesser degree in power but it's attacks could still harm them. And they could do absolutely nothing to it in turn. Existing beyond time, most Sailor Senshi would hugely struggle to get to it, if at all. It can attack from comically outside their range, can absorb the energy of their planet power. It can also super mess them up with time warps and while Most Sailor Senshi only have a few attack techniques it can actually copy attacks meaning it will very quickly gain every capacity of it's opponent.

However let's say you wanted to avoid using heavy duty time manipulation. Any other options....well yes...I think there's a really good pick


Michael from Bastard!! would be an amazing anti-Sailor Senshi pick. Most of the Sailor Senshi can probably hit the astral plane considering how they can hit ghosts, that said the spiritual plane would be pretty much impossible. It's not like they have atomic scale attacks normally either so she's likley just regen even if by some miracle they do harm her body. She's got stellar+ levels of force with her supernova level sword, but can hit on a stellar range, way outside theirs. Their speed is comparable, yet Michael's Dispel Bounds would be pretty much impenetrable to the Sailor Senshi. The Senshi basically shoot one attack at a time and it requires a spell casting, while Michael has many thousands of forcefields which regen near-instantly.

Even outside that, she can easily outlast them in combat and her ultimate attack "Victory Rainbow Rising" would one-shot normal senshi. 

Galactic Scale:
On the Galactic scale we're basically looking at something like a Chaos Stars judging by Pharaoh 90 the ruler of the Tau Nebula.

How strong are the Chaos Stars? We're looking at up to universal level of power, mftl speed up to millions, lots of very strong offensive haxes, primarily spacetime manipulation (cosmic), mind manipulation (planetary+), energy manipulation (planetary) and some degrees of matter and soul manipulations, as well as some more esoteric abilities, and for defenses intangibility and energy absorption.

It's peculiar because for their stats and hax levels, far greater speed would be normal, much like the prior scale threat.

But for weaknesses are we looking at. Generally the Chaos Stars are arrogant and underestimate the power of things like light, love, etc. as well as weak looking things. They also don't have very strong hax resistance, relying pretty much purely on an overwhelming offense. Being intangible they are pretty much immune to conventional matter/energy manipulation, but mind/soul hax would work on most of them. Another thing that would definitely work is time stopping, as demonstrated in the second arc, though other forms of spacetime manipulation would be less effective.

So what kind of character would be a good counter to them?


Mokona the Creator God I think would do really well against them. Not only could he likely just freeze time on them, but his humble normal appearance means they would completely underestimate the tiny creature and he could basically just warp them out of existence if he wanted. He could also casually enter a different dimension and attack them from there which would take a moment for event the best dimensional travelers of the Chaos-Stars to respond too. The Chaos-Stars would have to immediately attack Mokona to stop him, but again they would completely underestimate the tiny creature. 

If you want to not rely on their underestimation, let's say it stipulates for instance that the characters are serious from the get go or it's a simple one on one fight what can you rely on. Time-stopping will still help but all 4 Chaos-Spawn are evil so controlling evil or using anti-evil abilities would be very helpful. Also they have really bad matchups against powerful sealing abilities. This brings me to think,,,


If you want a darkness powered counter, Zorc Necroshades would be able to do it. Comparable speed and power from scaling, creator of darkness, he also has time-stopping abilities would stop them quickly but also has potential counters to all the Chaos Stars abilities and can hit intangibles like weaker duel monster spirits. His main counter would be his own ability to seal parts of himself in objects with his Avatar Yami Bakura which he could do to thinks like the Cursed Mirror, the Taioran Crystal or the Malefic Black Crystal. Or he could just potentially outright seal the Chaos Stars which is something that definitely does work on them. The Chaos Star would have no knowledge how to handle this but he could stealth attack them. He can absorb evil energy and manipulate it outright and could potentially just take direct control of the Chaos Stars.

Another counter to the Chaos Stars is using a non threatening facade mixed with esoteric powers they don't have awareness or counters too like metafictional manipulation or death imposition.



Another unconventional option would be Grim from the Grim Adventures of Billy and Mandy. One of his objects he has gives him time stop, he has reflexes to not get blitzed by them and comparable power. But his main advantage would be sheer versatility over them. He can also just impose the concept of death on them, which theoretically should work or reality-warp them outright and given his demeanor and lack of immediate impressiveness, this would be very likely to work given they would likely underestimate him. 

Universal Scale:
At this level one would be fighting against the top tiers of the verse which is mostly going to be Sailor Cosmos and Sailor Chaos. 

This is where it becomes really troublesome because while the speed cap DOES go up to about the quadrillions-quintillions range most likely, the hax levels are so high that no one in their power range is just going to be immune to everything they can throw around. In other words there is going to be some inherent danger if the two fight. One needs to just be better at exploiting the weaknesses of the other side. So what weaknesses are there here.

Sailor Cosmos and Sailor Chaos generally speaking have spacetime hax on the universal scale and then pretty much everything else on about the planetary scale in terms of hax. That said there are a few weaknesses. Both of them have been limited to a certain area at one point in time, the universe because of the lambda power for Cosmos and the Galaxy Cauldron for Chaos in it's base form. Both of them are weak against heavy charisma based builds, Chaos has been shown to not go full out if it's been charmed by the majesty of something's existence, wanting to fuse with it instead and deliberately acted suboptimally. Sailor Cosmos is Usagi and can't use her full power if she doesn't want to fight. Even the slighly lower tiers like Galaxia are vulnerable to heavy charisma based builds.

In addition their hax range is not the best for anything besides spacetime hax, their sealing resistance is not great, planetary at most. So what kind of builds would be helpful? Trans-Time or Inter-Universal Sealing Counters, Cosmically Ranged Sealing-Based Counters, Heavy-Charisma Based Manipulators that can at least survive long enough to do so.


The Anti-Spirals wouldn't be that op normally, but first off their sheer size means nothing outside of Cosmos and Chaos raw power and spacetime manipulation would likely be able to affect them as their mech is larger then galaxies. Also while their raw power wouldn't be insane they have a technique that traps the opponent in an infinitely expanding multiversal range of possibilities as a labyrinth, which would perma-dimensional BFR both Cosmos and Chaos. And they can do this at a range Cosmos and Chaos can't do much. They can even attack back into the past counting Cosmos and Chaos acausality with it's own.

  

While most Top Tier Green Lanterns would be too fast for this, most high tier ones or like a single Guardian of the Universe from Oa would likely be op for entire SM-verse. A few High Tier GL were able to seal Parallax, the multiversal embodiment of fear. Also while their power and speed are only really comparable, their sheer range for most things usually measures in terms of lightyears, GL John Stewart was able to create an entire star system without much difficulty. Someone like John would probably be really op in SM.

There's also another option from the same verse that I think would be even better, if he is counted. The reason why I say if he's counted is technically he's the weaker version of one of the strongest characters in fiction.


Lucifer Morningstar is one of the strongest characters in fiction but he was temporarily dropped in power down to the universal range. His speed was likely still too fast for this really but given SM has plenty of counters to speed and how perfect an example he is of the third build type that would be a good counter, I though it was good to include. His ability, the will of Morningstar would allow him to counter basically any hax thrown at him via his raw will and he could manipulate Cosmos and Chaos easily with his incredible manipulative abilities. Even in his depowered state he would be broken in SM. 




And there you go, that's a guide on how to be op in Sailor Moon.

Verse Strategy Guide

This is an experimental versus series I'm gonna try. I'm hoping to maybe eventually do all the series I think personally are great.

So what is this? It's inspired by two things primarily (And I suggest looking them both up). One of them is TierZoo, a youtube channel that analyses real life zoology and survival in the wild as though it were a video game, describing the different strategies and sometimes giving suggestions. The other is Fantasy Re-Armed, a series by youtuber Shadiversity where he looks at fantasy creatures and suggests what weapons and tactics would be most advantageous to them given their general abilities and what weapons and strategies would be good against them.

I'm thinking to myself; "Hey....why don't I do that with versus debating?" and so here we are. I'm going to go through some verses I know really well and discuss what the different tiers are like competitively compared to other verses, what their strengths are, and what their weaknesses are (and thus how to combat them) probably giving some examples of characters that would be able to do well in the verse.

Caveat 1: I am dividing the verse into tiers and giving sections for each tier, based on area of land the invader would try and have influence in. For instance the "City Scale Tier" is someone who could fight the threats that they would potentially find on average in a city in the verse. Note that the power of the characters can be greater or lesser then you might expect for a scale tier. To be a planetary-scale tier fighter in the Terminator verse might require much less then planetary power, only enough power to be a threat to everyone on the Terminator Earth while in Dragon Ball-verse for instance, where civilized planets often have characters far above planet level, much more then planetary power would be wanted.

Caveat 2: I am strictly limiting myself to not just go for stat overpowering. If a tier only generally gets up to building level and hypersonic, I'm not gonna put an Island Buster in and say they'd tank and overpower everyone in the verse, nor am I going to put an FTL character in and say they speedblitz. Anyone can be overpowered if their stats are just monumentally higher then anyone else in the verse, the point is to find characters that can utilize the unique weaknesses of a verse. I will try and use power and movement speed that are equal to or lesser then the actual characters in the verse. If a verse's stats are a bit weird, I might comment on it briefly, stating that most people in the same power or speed tier would find it easy to win due to massively greater speed or power respectively, but I will try to find an answer not revolving around that. I will allow myself to use characters that can temporarily gain far higher power in limited ways via specific techniques because that's not directly usable (like if a character can destroy a timeline by causing a paradox I'm not gonna consider them timeline level if otherwise they are only building level)

Obviously as you might expect, the bigger a verse is, the harder it is to due them. The more varied their tiers are with different powers, and the less homogeneous and stylized, the more tricky it is to find general weaknesses though I will still do my best to show you how to be op in every verse (or at least the verses I can do)

Saturday, May 11, 2019

How they compare: Ares (God of War)


Born of the king and queen of the gods, Ares was the original Olympian God of War before Kratos. Possibly due to the power of his royal godly heritage, and possibly merely due to bad luck, Ares had an inordinate amount of power even for a God and went on chaotic fiery rampages befitting his nature, stirring up warfare and destruction. Ares was the one who turned Kratos into the monster that he would become, hoping to use the Ghost of Sparta to overthrow Olympus (as each Olympian generation overthrows the one before it in turn).

In a sense Ares' plan did succeed as Kratos did overthrow the Olympian Gods, however Ares would not live to see his plan come to fruition as Kratos in his fury at the monster Ares had made him, slew the War God.


In terms of sheer power, Ares ranked as one of the mightiest Olympian Deities, implied to be stronger even then Titan Traitor Helios, whose light was strong enough to illuminate the endless underworld, and was able to destroy the world pillar, capable of keeping the above world from crashing into the underworld destroying all of creation. Both of them are much stronger then the Primordials, the body of one of whom becoming the universe, and the battle between them creating the galaxies. 

Speedwise Kratos with the released power of hope still struggled to defeat Ares, yet even with the power of hope dormant within him was able to fight evenly with the Fates, suggesting Ares scales to the Fates in speed. The Fates for the record are able to move fast enough to spin and manipulate threads for every point of the Earth every second, require-ing speeds of septillions of times the speed of light. Ares likely scales to this speed feat.

As a god Ares also possess many abilities. He can shift his body, appearing in gigantic sizes and growing 4 spidery-limbs from his back to use as weapons. He can fly and he is noted for his powerful fire manipulation. He can project fire from his weapon, grant fire-based magic to his followers, cause spontatenous combustion of his enemies, and appear in distant fire to speak to others. He also has control of Earth, able to cause massive pillars of Earth to sprout at will. Ares can also create diseases at will.


Ares abilities do not stop there. He is a powerful psionic. He can use telepathy to communicate at large distances or control his forces like harpies. He has telekinesis strong enough to wipe out entire armies and can sense distant events such as Kratos receiving the box of Pandora far to the East of his position. This is in addition to his already potent manipulative skills, which he used to turn Kratos into a monster.

Ares is able to dimensionally BFR opponents to his dimension which he controls. This is shown to be real and not an illusion by God of War 2 where Kratos goes back in time and sees his former self being sent into Ares' dimension. He can also summon his own forces, possibly due to his dimensional abilities and even summoned Shadow Clones of Kratos to battle him.

Kratos as the God of War is noted to oversee every battle that takes place across all of history when he becomes the God of War and Ares should also possess this ability, overseeing wherever there is combat. 

Ares also has the ability to strip his opponents of their powers and steal them for himself. This worked even on abilities he did not grant as it worked on Kratos' magic gifted by other Gods.

Ares at his peak also stole the abilities of Kratos from God of War 1 giving him his magic abilities including electrical manipulation, petrification and summoning intangible spirits that drain the lifeforce of enemies. 

Name: Ares
Origin: God of War
Classification: Olympian God of War
Powers and abilities: Enhanced Stats, Flight, Elemental Manipulation (Fire, Earth, Electricity), Power Granting, Power-Stealing, Limited Omnipresence (Combat), Shapeshifting, Disease Creation, Control of certain species, Telepathy, Sensing, Telekinesis, Dimensional BFR, Petrification, Summoning (his minions, shadow duplicates of enemies, and intangible life-draining souls)
Weakness: Somewhat Arrogant
Destructive Capacity: Universal+
Range: At least galactic (affected a galaxy-spanning dimension) and inter-dimensional
Speed: MFTL (Septillions)
Durability: Universal+
Stamina: Unknown, presumably very high
Standard Equipment: Sword, Armor
Intelligence: Godlike Understanding of Tactics and Strategy, Manipulative

How would he do in other verses?


In the DC-verse Ares would be somewhere between the realm of general universal reality warpers, like Post-Crisis Captain Atom and New 52 Mr. Mxyztplk, and the Pre-Crisis/Rebirth Powerhouses like Superman and Green Lantern due to his speed being between them. That said his hax is good for his tier and given his nature overseeing all combat, he could potentially avoid speedblitz. If that was the case he'd be a massive threat to the DCU regardless of what timeperiod he appeared in as his ability to steal powers would make him an immediate and massive threat to the verse. The biggest threat to him would probably be the Flash "Family" who could theoretically use the speedforce to render him an immobile statue (and they would be able to energy-drain him as they did to the Anti-Monitor).



In the Marvel universe, Ares would be an even more massive threat due to the lack of Earth-bound heroes fast on the same degree of speed and hax to stop him. While his level of hax would not be unknown, his sheer power and speed would make him rival High Tier Skyfather level entities and he could potentially beat Base Thanos in a fight. He would have enough power to potentially conquer a universe he found himself in. Above that he could possibly defeat a Cosmic Cube, likely having enough power though it becomes significantly harder to the sheer versatility of Cosmic Cube reality-warping.



Much like in the DC verse, in the Saint Seiya verse, Ares placement depends on whether his nature as overseeing all combat would allow him to avoid a speedblitz. At the very least Ares would be a high Gold Saint Tier enemy given his casual universal levels of power. While his abilities are not as versatile or numerous as high tier saint seiya characters typically, the degree of his hax including dimensional bfr and power-stealing both of which would be very strong in Saint Seiya would make it difficult for any but the strongest saints and the deities to defeat him. Assuming he can avoid speedblitz he would rank on par with lesser deities like Thanatos and Hypnos as well as God Saints.


In the CLAMP multiverse, Ares would rank as a clear god tier, nearing the absolute top. Even High Tier spirits like The Light/The Dark and The Rune Gods of Cephiro would be unable to do almost anything to Ares due to his speed versatility and just greater power. Even Ashura, the CLAMP God of War would be unable to stop Ares due to Ares' greater hax and speed. He would likely not be able to solo the verse however as someone like Clow Reed would theoreically be able to warp the concept of Ares away from across the multiverse but against almost anyone Ares would most likely win. He might have an interesting fair fight with Fei Wang Reed, depending on which arrogant manipulator is better able to manipulate the others arrogance first into letting their guard on (Fei Wang allowing Ares to enter the same general area as him and being able to affect him, or Ares allowing Fei Wang to complete his multiverse warping ritual).


In actual Greek Mythology GOW Ares would do interestingly. He is stronger then any being in the Greek Myths in raw power, easily far far faster and would smash anyone physical, however the Gods themselves are abstract entities and there is no evidence that Ares would be able to destroy them. However Ares might be able to destroy the entire physical domain and thus potentially destroy the concept. Ares would likely win or at least stalemate against most to all of the verse, save for some god tiers like Orphic Zeus who became one with the universe or the Fates both of which could manipulate fate to end Ares. 

Sunday, May 5, 2019

Top 10 Magical Girl Death Battles DB could do

Note: This is not the same thing, though there is a link, as the Magical Girl Death Battles I would most want to see. These are the best death battles involving two or more magical girls that I would think would work well for Death Battle purposes. This involves 3 metrics basically:

1: How well it would capture attention. In needs to be able to capture the attention of casuals I know. Generally there are 3 A Tier Magical Girl series in terms of well known-ness; Sailor Moon, Cardcaptor Sakura, and Puella Magi Madoka Magicka. There's also a lot of B Tier Popularity MG series known to a large amount like Pretty Cure, Tokyo Mew Mew, Magical Girl Lyrical Nanoha, Kill la Kill, Panty and Stocking etc. Thus a fight should probably have at least one magical girl from an A Tier in popularity, or both to be from a B or higher tier in popularity. This is based on the English speaking fandom rather then the Japanese speaking fandom.

2: How hard it would be to research. A series should ideally be on the shorter side. The feats should be clear and not require much interpretation or conjecture.

3: How good the fight presents itself to an episode. Matchups should be fair and interesting, with character personalities and powersets that would interact in interesting ways and which gives Wiz and Boomstick things to comment on for the pre-battle analysis sections. If I was just giving the MG Ideas I'd want DB to do, this would be the only category, but the others are presented for for the sake of pragmaticism.

Some of these matchups don't have all 3 of these. This is my best attempt to maximize all 3.


Matchup 10: Majokko Club Battle Royale

Number 10 just because it scores really low on the first category. Most people don't know these 4, I get that and that's why it's last place. However in both of the other categories I think it scores pretty well.

In the 80s Studio Pierrot was to Magical Girl Anime what Hanna Barbera was to western animation in the 70s, ultra-prolific and downright puritanical in morals. They had 4 magical girls; Creamy Mami (a magical idol singer whose singing warped reality), Persia the Magic Fairy (a jungle girl with a magic baton that allows her to use magical love energy), Magical Emi (a stage magician who uses real magic to boost her magic acts), and Pastel Yumi (a little girl whose drawings come to life). In 1987 Pierrot brought them together for the first magical girl teamup to fight a 4th dimension alien on the moon. 

Given that movie gives them all a super form formed from their friendship, their stats should be really even meaning the winner will be basically just their magical tricks, mundane skills and creativity. They've all done really crazy wacky silver-age comic book styled shenanigans yet are pretty easy to actually interpret. None of the series are that long (Creamy Mami is the longest at 52 episodes) and the 4's personalities already canonically mesh in funny ways, as would their powers. Still easily the least likely and lowest just due to obscurity outside the MG fandom. 


Matchup 9: Wedding Peach vs Cure Happy
Still not very well known but we're getting a lot better. Wedding Peach is still relatively well known for a magical girl series. Cure Happy is maybe not the most POPULAR MG Lead in the Pretty Cure Fandom but there's not much hate against her, and Smile PreCure! is probably one of the most well known pretty cure in the English Fandoms (alongside the original and Heartcatch) due to the infamous Glitter Force English Dub on Netflix. Wedding Peach is really easily to research albeit there is a few things tricky to interpret. Researching all of Pretty Cure would be awful, but you really only need to research Smile PreCure for Cure Happy which is not bad at all. 

Momoko is a ditzy over-emotional girl prone to dramatic reactions who likes to spend her free time watching wedding videos. Her mom disappeared when she was young, only for her to discover in her teenage years that her mother was an angel, and she becomes the Angelic Guardian of Love Wedding Peach. Mizuki is  super energy, excitable and optimistic girl obsessed with fairy tales. She is approached by beings telling her fairy tales are real and she needs to become a protecting of happy endings, the leader of Smile PreCure Cure Happy! Both of them are idealistic emotional girls with romantic girly hobbies. The personality interactions between the two would likely be funny on that basis and there are funny things to comment about for both series.

The two are in the same general power level (FTL Planet-Large Planet Level). Cure Happy is a little bit stronger but Wedding Peach has a bit more versatility in her arsenal. It seems like the two would have a pretty interesting fight.

Not a great matchup idea but I think a pretty alright one all around.


Matchup 8: Diana Cavendish vs Karin Miyoshi
Both characters are from relatively well known magical girl series; Little Witch Academia and Yuki Yuna is a Hero. Both of these are (spoilers) girls who had immense pressure put on them from a young age to be the best of their class of magical girl, rose to the top of their discipline but became cold and aloof at first, and gradually warmed and became friends with the others. They have pretty similar character arcs is what I'm saying.

I've heard interpretations of LWA at either City or Multi-Continent. Given that Karin is City in base and Moon in her super form that actually works out nicely. The two have some interesting power dynamics due to the relation of Diana's magic haxes versus Karin's fairy protections. 

Additionally their personalities would pretty instantly bristle at each other and be entertaining. Both series are pretty short and easy to watch quickly. LWA's main anime is 25 episodes and Yuki Yuna is a Hero's separate series add up to also being 25 episodes. 


Matchup 7: Mew Pudding vs Mako Mankanshoku
This one would just be amusing. Both of these two are comical goofy characters who are big fans of the other girls on their team. Tokyo Mew Mew is relatively well known for a traditional style Magical Girl series and Kill la Kill is quite popular. 

The two gives lot of material for Wiz and Boomstick to comment on, I imagine given their often humorous antics. Tokyo Mew Mew is only 27 chapters, and 52 episodes if you add in the anime. Kill la Kill is only 24 episodes.

The two are actually pretty even surprisingly enough. The only thing I'd worry about is their powersets might be a bit too...simple. Having an easy to explain powerset is good for the analysis obviously but limits what can be done with the fight animation. Still I think they have enough, especially how the two will likely be goofing each other during it to fill a runtime. 


Matchup 6: Mimori Togo vs Hayate Yagami
You want to get some attention, this match will certainly get controversy! No but seriously both of these girls have some personality similarities and SPOILERS lost the usage of their legs due to magic involvement outside of their awareness only to later regain them, though they still helped while wheelchair bound.

Nanoha is a bit long a series, but not too bad and as mentioned above Yuki Yuna is a Hero is basically just 25 episodes long with all the series. Fight between the two is pretty interesting as well as it's basically raw power and fairy defenses vs versatility and speed.


Matchup 5: Satsuki Kiryuin vs Stocking Anarchy
We've moved into the fights that actually get asked for, so you know it's got to have at least a fair level of the first metric. 

Stocking vs Satsuki actually seems relatively even, and the two are fairly thematic for each other. Their personalities would certainly clash well given Satsuki's extremely dramatic and dignified personality and Stocking's apathetic goth stark. Their powers are well balanced for a death battle, being simple and quick enough to explain while allowing for creativity in the fight animation.

Kill La Kill is only 24 episodes and Panty and Stocking with Garterbelt is only 13 episodes for the main anime. Would be a pretty easy episode to make relatively speaking.


Image result for Fate Testarossa
Image result for Ryuko Matoi senketsu 

Matchup 4: Fate Testarossa vs Ryuko Matoi
Popularity level of this one I imagine would be somewhat similar to the last one, and Nanoha is a bit harder series to research then Panty and Stocking (even if interpretation of it is easier due to it being all math-y and science-y as opposed to Panty and Stocking's toon physics). That said just the interaction between these two would be amazing.

While both are charactized by their poor and violent relationship with their mothers, Fate is a noble knightly individual who is politely spoken, believes in ettiquette in combat, and generally acts superheroic-ly. In contrast Ryuko is aggressive, informal and hot-blooded. Their interaction would very funny just by itself. In addition, Fate's a canonical lesbian and given her characterization in some parts of the series, her reaction to Ryuko's outfit would probably be great. The two would also give Wiz and Boomstick plenty to talk about.

Fight wise it's basically Fate's hax vs Ryuko's raw power and could probably be debated either way. 


Matchup 3: Sailor Moon vs Cardcaptor Sakura
This is my most wanted matchup of all. The two most famous magical girls worldwide without exception, and the two strongest. Power of Love vs Power of Hope. Both have a manifold powerset that can allow for any number of possible fight scenarios, filled with counters to each others' powers. The representative of the Magical Girl Warrior vs The representative of the Cute Witch Magical Girl, the two biggest subgenres of magical girls. 2 of my favorite characters ever. So many things that they could possibly comment on, so many ways either could win and plenty of arguments for either. A fight taking place on the street level and the cosmic level and every level in between.

There are so many things I could say for this fight. It could be great in every respect once it was made, and would almost have to be. It would also attract lots of attention. That said there's one bit of a problem: it would be an absolute b*tch to research.

The original manga are not too bad: SM is 60 chapters long and CCS is 52 chapters long. However Sailor Moon has a bunch of side stories but way worse if you're compositing it has lots of versions, all of them pretty substantial in themselves, including the 200 episode 90s anime. Meanwhile CCS is canon to the rest of the CLAMP multiverse (where literally EVERY CLAMP series is canon and connected) and in fact Sakura's best feats come form Movie 2 and from Tsubasa Resevoir Chronicles, TRC being one of the famously convoluted and hard to understand things ever written (if you're a comic fan, think Donna Troy's backstory and you'll get the idea). The difficulty in actually researching it is why it's only number 3 but it's still my most wanted fight.


Matchup 2: Mami Tomoe vs Panty Anarchy
I think Mami vs Panty is good on all 3 metrics. 

It would attract lots of attention, both series are fairly well known and both have big fandoms and are somewhat controversial. Both Mami and Panty are fairly well known.

Both are pretty easy to research. Both have a short anime series and some extra manga. Madoka also has the movie Rebellion. And that's about it for both of them, outside of a few little guidebook statements.

The two would provide for lots of great opportunities for an ep. They both have lots of things to comment on, and really strong personalities that are not only strongly opposed, but actually form the basis of their weaknesses. In fact both have personalities well suited to exploiting the weaknesses of each other in terms of personality. A fight between them should be pretty even and their powers I think would make for a very interesting discussion on who'd win. It's very debatable without being too complex.


Matchup 1: Guardian Senshi Battle Royale
It's pretty clear Sailor Moon is the most well known Magical Girl series, and the 4 Guardian Senshi are 4 of the strongest personalities this genre has ever produced, to the point that they became the new Magical Girl archtypes, basically all of the magical girl warrior series after  deliberately copied the persona of some of the Sailor Senshi. Each of the Sailor Senshi possesses her own micro fanbase and using them will pretty much inevitably have a draw.

The Guardian Senshi are significantly easier to research then Sailor Moon due to the simpler powersets they possess, especially if one is just going off the canonical manga. They are a lot easier to interpret.

You could make a fair argument for any of the Guardian Senshi to win. Like the Majokko Club Battle Royale it's almost canonically even, but here they also benefit of having different stats as well, just not so different that it becomes one-sided. Each Guardian Senshi possesses her own flavor of personality and combat style providing for a lot of potential in both pre-combat analysis and in the actual combat. 

Overall the Guardian Senshi Battle Royale has a versatility none of the other fights on the list have. It can be done in many different styles, and for many different types of episode slot. There are so many ways it could be approached that would work just because of how base-archetypal the 4 are.