mr_ingenuity

Wired All Wrong

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mr_ingenuity

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#1 mr_ingenuity  Moderator

Done before also mismatch.

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mr_ingenuity

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#2 mr_ingenuity  Moderator
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#3  Edited By mr_ingenuity  Moderator

Juzo The Revolver

No Caption Provided

Strength

I’ll preface these feats by stating Juzo is operating at the limit for a Champion.

First major strength feat of the series, Juzo derails an armored train by punching it (Ch. 2). To make this feat more impressive this Juzo’s base physicals using his signature move Funke Faust.

In Juzo’s transformed state he can punch another character through a large wall and bridge pillar (Ch. 63).

Combat Speed

Juzo base combat speed is high supersonic with his reaction speed being low hypersonic. A casual punch from Juzo creates a shockwave that rag dolls others (Ch. 25) (Ch. 43). Effortlessly reacts to railgun shots and dodges through automatic bullet spray (Ch. 54).

Combat speed in his transformed state is low hypersonic. By firing the thruster on his back simultaneously with his punch, Juzo increases his attack speed (Ch.55) . Which noticeably increases the force of his blows (Ch. 63).

The thrusters on his back also allow him to close large gaps to blitz his opponents (Ch. 55).

Durability/Endurance

Juzo’s body is designed for combat from beginning to end. Allowing him to routinely take an enormous amount of punishment while fighting. Most of which is only skin deep. His skin has a protective coat making him resistant to electrical attacks (Ch 31). Fine after taking a heat blast that burns off the outer layer of skin (Ch 35). Receives cosmetic damage from a small caliber minigun (Ch 13).

When faced with major damage that pushes the limits of his durability. Juzo copes by jacking up his pain tolerance (Ch 2) or turning off his pain receptors (Ch 25 ). However it takes quite a lot to push him that far. It takes custom Anti Extended bullets that shoot holes in concrete pillars to break his skin (Ch 1 & 2). Slashing attacks that cut down concrete pillars only leave minor cuts. Demonstrates he can take the output of a Funke Faust in a clash with his predecessor while injured and fatigued (Ch 12). I should note the AP (attack potency) of that clash is far more impressive than the DC (destructive capacity) displayed. To give a general idea of the AP behind that clash Juzo later tanked being punched through multiple floors (Ch 80).

Equipment

Devil’s Backbone (Ch 54) - The spine of a GSU that has built in weapons that increases their versatility. 13 is Juzo’s original Devil’s Backbone with weapons built for CQC. But after that one was ripped out Juzo was fitted with Devil’s Backbone 12. Which has weapons built for flight and AoE (area of effect).

Also the Devil’s Backbones are unique in their ability to repair GSUs (Ch 37). Juzo has shown feats of replacing his arms during combat. Its most impressive feat is giving Juzo a new set of legs after he was ripped in half.

Other equipment includes a wrist wire, smoke pellets, tracker and packs of cigarettes.

Opening Strategy

Juzo's physical superiority over his opponents gives him a significant advantage in combat. The physical advantage allows Juzo to employ offensive strategies quicker anyone else, further solidifying his edge. It also enables him to counterattack anything directed towards him. As the saying goes, the best defense is a good offense.

Now moving on to Juzo's strategies in the match. Juzo’s method of combat with the Devil’s Backbone 12 is flight and large AoE. Starting off, he will take to the air and then use his AoE attack to cut his opponents. With flight, Juzo has hypersonic maneuverability along three axes and a vantage point that overlooks the battlefield. AoE attacks make it possible for Juzo to fight at any distance and make it difficult for his opponents to avoid. However, if Juzo’s opponents manage to close the distance, he can still evade their attacks while landing attacks.

Under different circumstances, the battlefield and civilians could have been obstacles for Juzo. However, he will fly to avoid the icy terrain. The civilians do not present a problem as the combat program does not have morality. It is a tool that requires a hand (operator) to guide it. Without one, it will attack indiscriminately.

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mr_ingenuity

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#4 mr_ingenuity  Moderator

Universe battles aren't allowed.

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mr_ingenuity

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#5 mr_ingenuity  Moderator

@lilgodperv: Try to make fairer matches in the future.

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mr_ingenuity

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#6 mr_ingenuity  Moderator

Don't remember any mental resistance feats for Snart. With that Phobos shouldn't be in too much trouble because Snart won't immediately ice a kid. Although if Snart has any mental resistance feat I can see him winning.

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#7 mr_ingenuity  Moderator

They both have knowledge on each other. Although I think Quake is faster on the draw and better trained.

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mr_ingenuity

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mr_ingenuity

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#9 mr_ingenuity  Moderator

@mr-yes: I'll take Perfect Teamwork (3) for the Carry-On Mechanic.

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mr_ingenuity

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