Unlimited1's forum posts

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#2 Posted by Unlimited1 (973 posts) - - Show Bio

Rules

  • Azula is sane and amped by Sozin's Comet.
  • Juri's Feng Shui engine is restricted.
  • Serious and in character.
  • Location: Agni Kai arena.
  • Starting distance: 20 meters.
  • Round 2: Juri can use the Feng Shui engine.

Azula

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Juri

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#4 Posted by Unlimited1 (973 posts) - - Show Bio

Rules

  • Composite Chun-Li and Juri, standard versions of Iron fist and Shang-Chi.
  • Serious and in character.
  • Daniel Rand is not allowed to use the Iron Fist.
  • Location: Abandoned building.
  • Starting distance: 10 meters.
  • No infighting.

Chun-Li and Juri

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Iron Fist and Shang-Chi

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#5 Posted by Unlimited1 (973 posts) - - Show Bio

Asura's wrath Akuma takes it.

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#6 Posted by Unlimited1 (973 posts) - - Show Bio

Sekiro without much trouble.

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#7 Posted by Unlimited1 (973 posts) - - Show Bio
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#8 Edited by Unlimited1 (973 posts) - - Show Bio

Introduction: What is a stand?

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A stand is the manifestation of its owner's life energy that possesses powers and abilities far beyond that of an ordinary human. All four of my gang's "Made Men" are stand users, so it is crucial for this debate that the properties, abilities, and limitations of the Stand are made clear. There are two important properties of Stands that I want to clarify in this early stage of the debate. The first is that only stand users can perceive stands, a fact that was shown from the point Stands were introduced to the JJBA universe. Here is an example that should convince those who are skeptical that only Stand users can see Stands. In the following scans, a Stand is shown stealing a cop's pistol, but the cop cannot perceive it. There are dozens of similar examples within JJBA, but for now, this one should be satisfactory.

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The second property of a Stand that will likely be of great significance in this debate is that Stands cannot be harmed by natural means, only by other stands. This is noted multiple time throughout the series, for example, when a bug-shaped stand explains that bullets cannot harm Stands.

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This can also be read as meaning that Stands are simply too durable to be hurt by bullets, which is an incorrect interpretation. This page of summary taken directly from the source material proves it is so while providing a neat summary of the properties and characteristics shared by all stands. Not that the last part of the summary is outdated and irrelevant.

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The speed of Stands

Stands are not only completely imperceptible to most humans, but are also extremely fast. So much so that even a stand with a speed rating of C which is classified as average is capable of casually kicking around pistol shots.

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The stand of one of my gang members, Jolyne, can do just as well. With a speed rating of only B, her Stand, Stone Free, is an extremely consistent bullet timer.

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My other gang members have a speed rating of A, proving they are all at least causal bullet timers.

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The Gang's capabilities

Scouting

The first step in defeating the enemy force is, of course, finding it, so it is fortunate that two of my main men are uniquely equipped to do so. Jolyne can use her ability to unravel her body into strings and listen to distant conversations or scout ahead.

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Giorno, on the other hand, can sense the life energy of nearby living organisms, allowing him to detect the members of the opposing gang even if they are completely invisible.

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Mobility

Mobility is highly important in these kinds of fights, enabling a gang to get the drop on the opposing one or to escape dangerous situations without suffering casualties. Bruno, the leader of my gang has an ability that will vastly increase the mobility of my forces, the ability to create holes in any wall or barrier, allowing anyone to pass through them. He can close these holes afterward, living no sign of their prior existence behind.

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Offense

It's almost impossible to win a fight without some sort of powerful offense, and my gang members have among them not one, but two powerful offensive abilities. These abilities provide them with the means to harm almost any opponent, ignoring conventional durability. The first of these abilities is Bruno's Sticky Finger, which can zip his enemies apart, leaving them unable to fight.

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The second offensive ability in my gang's possession is Giorno's "Life Shot". When Giorno's Stand, "Gold Experience" strikes another sentient being, it infuses it with great amounts of life energy, which greatly increases the speed in which they prosses the world. The increase in speed is so large that their body cannot keep up with their consciousness, forcing them into an out of body experience and leaving them completely defenseless. This accelerated consciousness has another side effect: because the character hit with Life Shot perceives the world as if it is moving slowly, the length of any pain they suffer during the duration of the effect is multiplied many times over, making the pain from a simple punch so severe that they may even die fro the resulting shock.

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Defense

When fighting against a gang of skilled assassins, some sort of defensive ability can greatly increase a gang's odds of winning. Giorno, who leads my troops, has two powerful defensive stand abilities, the first one having a limited offensive use as well. When te stand "Gold Experience" strikes an inanimate object, it infuses it with life, turning it into a plant or animal, depending on Giorno's intentions. When an enemy damages a living creature created by Gold Experience, all that damage is reflected back to him. Giorno can fill the battlefield with transmuted creatures or hide behind them, increasing the chance of his opponents hitting one of them and accidentally killing themselves, unaware of Giorno's unique ability.

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Giorno's second defensive ability is the ability to heal injured allies by transmuting pieces of inanimate matter into healthy living organs and implanting them in their body, replacing damaged ones. Here, he heals one of his friends from dozens of shot wounds.

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Strategy

My strategy is very simple: After my four main men inform each other of their unique stand abilities they will blend into the group of thugs and seek out the enemy base as a group, using my team's scouting abilities. If they encounter enemies, any one of my main men, especially those with offensive abilities (Bruno and Giorno) can take them out with their stands. The enemy will have no way of identifying the source of these stands because as was previously stated, only stand users can see stands and my main men will fight amidst a group of clueless thugs. To make things tougher for the opposing gang, Giorno will fill the battlefield with small transmuted organisms that will reflect any damage done to them back at the attacker. He will make some of this organism out of pieces of his and his gang's bodies, so they will follow them around (Organisms made out of a person's body follow that person). If the enemy attacks with large AOE attacks, Giorno will create organisms to block them as well.

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I will elaborate on this strategy in future posts, describing how my team will react to specific scenarios as they pop up. My main men are all powerful, intelligent fighters and I am confident in their ability to take this fight without much trouble.

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#9 Posted by Unlimited1 (973 posts) - - Show Bio

@manaman:

She would have to be able to resist this:

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