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"These guys looks very Independent..." | (Kris and Susie VS Shovel Knight and Cuphead) | [5-0-0, GRACE]

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Thought of this matchup an while ago after seeing this image and think it would be fun to do it lol

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Original art's source


Rules
1. Speed is unequalized
2. Both are in-character and starts 10m away from each other.
3. Cuphead and Shovel Knight's 8-C ratings are used.
4. Kris and Susie's Chapter 2 keys are used; Kris has MechaSaber, Glow Wrist and Amber Card while Susie has AutoAxe and two Glow Wrists
5. The battle currently takes place in Wastelands (Indie Cross), about 30 minutes before the planet is soon destroyed by the Rogues and before Shovel Knight/Cuphead encounters Madeline and the Knight (Both Kris and Susie first arrived in the area through one of the portals)​





The Combatants
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AP: Both scales to 1.10 Tons, higher with X-Slash and Rude/Red Buster respectively
Speed: Both scales to 667.20 m/s, with Kris reaching around 1372 to 2744m/s through Yellow Mode​


Votes:



Incon:
 
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1st things 1st, Kris and Susie's melee attacks aren't exactly melee. How do their opponents deal with that?
 
1st things 1st, Kris and Susie's melee attacks aren't exactly melee. How do their opponents deal with that?
Shovel knight’s phase locket would be huge for that. Or he can just dig around them. Cuphead can also teleport to (briefly) get around that obstacle.
 
Shovel knight’s phase locket would be huge for that. Or he can just dig around them. Cuphead can also teleport to (briefly) get around that obstacle.
They fought Jevil who spams teleportation. So, it'd only be useful for avoiding attacks but not useful for using to attack. What else do they have?
 
1st things 1st, Kris and Susie's melee attacks aren't exactly melee. How do their opponents deal with that?
For Shovel Knight, he has a LOT going for him through the relics; either using the Shadow Locket to dodge attacks from them, used the Phase Locket to briefly turned invisible to get a hit on either of the two. And has the Flare Wand to shoot fireballs and the War Horn to fired out an huge sound blast to stunned them briefly to get some hits in.

While Cuphead starts by firing energy beams from his fingertips that he can changed either into homing his attacks onto Kris and Susie through Chaser, to blasting out firey shots and charged explosions, and use Jumbo Rebound to redirect the attacks back at the opponents from behind. Cuphead can also use the Super Arts to grant himself invincibility briefly and Charms to teleport behind them so he can get an surprise hit on them. He also has displayed an precision feat.

The two are also shown to be quite acrobatic in their movement, though idk how that would help. But Shovel Knight and (somewhat) Cuphead are shown to be an melee fighters who can get real close to their opponents to knock them around together, whereas most of the Deltarune's enemies sorta stand there and take the hit.
 
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Cuphead could probably also parry Susie's Rude Busters.

Though Kris got the Player on their side, is that even something you can restrict? Don't think so.
 
Cuphead could probably also parry Susie's Rude Busters.
Does tha parry have any drawbacks or is it equivalent to a perfect block?
Though Kris got the Player on their side, is that even something you can restrict? Don't think so.
It's not really that much to deal with tbh, just that Kris would know exactly what everyone he fights is feeling or planning.
 
It's not really that much to deal with tbh, just that Kris would know exactly what everyone he fights is feeling or planning.
They. It isn't really indexed that well at the moment but the Player can just retry fights, and this is the case even if the Fun Gang just gets knocked out too.
 
It's not really that much to deal with tbh, just that Kris would know exactly what everyone he fights is feeling or planning.
Knowing exactly what everyone is feeling and planning is huge plus actually. Plus Player canonically views game from top down, so it can see the battlefield even if Kris/Susie are blinded.

They. It isn't really indexed that well at the moment but the Player can just retry fights, and this is the case even if the Fun Gang just gets knocked out too.
I propose to restrict control of timeline for Player.
What are healing options of Cuphead/Shovel Knight? Kris can use Friedpipis and pirouette to gain health for them and Susie.
How is duo saving themselves from Yellow mode charges? Even normal ones are 1372/380.77=3.6 times faster than their combat speed, supercharged are 7.2 faster(26 and 52 times faster respectively compared to their travel speed).
 
Peak!
Kris would increase both of their defenses with Courage and then raise Susie's attack by 50% just by boosting her morale

If Susie starts throwing axes and Kris uses Yellow Mode at the same time, I think Shovel Knight and Cuphead have it tough, even more so if they both use Hypnosis and Pirouettes to tire them out quickly.
Kris can use their shield to block most of these projectiles while Susie dodges, the two have experience dodging complicated danmaku
The two are also shown to be quite acrobatic in their movement, though idk how that would help. But Shovel Knight and (somewhat) Cuphead are shown to be an melee fighters who can get real close to their opponents to knock them around together, whereas most of the Deltarune's enemies sorta stand there and take the hit.
Kris and Susie can probably keep their distance by using strong winds and trapping them with cages

But now that I think about it, Kris and Susie couldn't just win peacefully using ACTs/S-Action?
 
But now that I think about it, Kris and Susie couldn't just win peacefully using ACTs/S-Action?
I suppose they could, if said ACTs involve convincing Shovel Knight that they're on a noble quest. Cuphead will probably not believe it at first, but will trust Shovel Knight's word.
 
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