- 19,280
- 11,978
This is going to be the last part of the series of big CRTs, now that things like scaling chains, Tier 1 cosmology and canonicity stuff has been handled, time to give some new P&A and other stuff.
Omega Flowey/Asriel Dreemurr: Type 2 Multiple Selves - Even this is self-explanatory, the entire thing of Omega Flowey is having 6 SOULs inside him, which are all sentient and can potentially rebel against him if someone as determined as Frisk calls for their help. Asriel Dreemurr is the same thing but better as he has also all the SOULs of the Underground, other than also a better control over them given that he could have erase their memories, and it should be reminded that the number of Monsters' SOULs is of at least 20'000.
Asriel Dreemurr: Subjective Reality and Dream Manipulation - Asriel is implied to have undone all the events and damage that were made in his fight by turning all of it in a dream, though some things can be selectively excluded from this as the Barrier was still noted to be gone despite the fact that Asriel has destroyed it prior to Frisk "waking up".
Frisk: Removal of Type 1 Self-Sustenance and replacement with Type 3 Non-Standard Breathing for their Regular Determination - Right now they have Type 1 SS for being able to be fine despite being in a place where the timeline was destroyed, and that's fine for their Peak Determination... but not for their Normal Determination, as they needed an air bubble in order to be able to stay underwater. Type 1 Self-Sustenance should be only for their Peak Determination, and Type 3 Non-Standard Breathing should be for their optional equipment. This also applies to Pre-Death Chara as they have Type 1 SS for the same reason.
Sans: A clarification of his intangible attacks - By restricting damage from his bone attacks, he can make them tangible and able to push away Frisk (though it isn't an efficient way of fighting as said by Sans himself, given that's just forcing Frisk to use the Run Away mechanic)
Asriel Dreemurr: Space-Time Manipulation - The Hyper Goner can destroy the timeline, something that's already noted in our Universe page. Him, Peak DT Frisk and Absolute Chara should also have Resistance to it, as Frisk can still survive it in case they're hit from the attack.
The Player: More evidence for Body Puppetry and removal of Possession - Basically, the Player is stated to be directly connected with Frisk's body through their controller, which is textbook Body Puppetry. Plus, possession for Kris doesn't make sense as they're fully aware of what we do, as shown by them refusing to drop Lancer or forcefully taking out the SOUL when they were about to read the pass code and throw it in another room. Meaning that Possession should be changed to Body Puppetry as well.
Undyne: Type 2 Non-Standard Breathing - She used to live underwater before moving to live in the air.
Because of this, I think that making 3 keys for the Player is pretty much mandatory, those being:
And also huh... add Teleportation through the Dialogue Box (something that adds to Deltarune's own metafictional nature, by the way), ig?
However, for Deltarune, we have something different for the Fun Gang, which is already accepted in their intelligence sections, but will try to give a different rewording.
Edit: I have forgot to add that despite Seam saying that despite defeating prior Jevil and Spamton NEO, it's impossible to defeat the Knight without the Shadow Mantle (an item that reduced the damage from its attacks significantly), with even the game saying you cannot win without the item. And yet the Fun Gang can canonically no-hit the Roaring Knight as noted by Kris coughing if they do unlike normal cases, and we can tell to Seam if if we defeat it without the Mantle anyways.
The Player's intelligence in itself should instead be something like this:
Extra P&A
Frisk and Flowey: Addition of Type 8 Immortality - The reason is already on their profiles, but they should have Type 8 Immortality alongside their Type 4, given that as long as they are determined to live and have access to their SAVE File, they can decide whether to go back to the world after death.Omega Flowey/Asriel Dreemurr: Type 2 Multiple Selves - Even this is self-explanatory, the entire thing of Omega Flowey is having 6 SOULs inside him, which are all sentient and can potentially rebel against him if someone as determined as Frisk calls for their help. Asriel Dreemurr is the same thing but better as he has also all the SOULs of the Underground, other than also a better control over them given that he could have erase their memories, and it should be reminded that the number of Monsters' SOULs is of at least 20'000.
Asriel Dreemurr: Subjective Reality and Dream Manipulation - Asriel is implied to have undone all the events and damage that were made in his fight by turning all of it in a dream, though some things can be selectively excluded from this as the Barrier was still noted to be gone despite the fact that Asriel has destroyed it prior to Frisk "waking up".
Frisk: Removal of Type 1 Self-Sustenance and replacement with Type 3 Non-Standard Breathing for their Regular Determination - Right now they have Type 1 SS for being able to be fine despite being in a place where the timeline was destroyed, and that's fine for their Peak Determination... but not for their Normal Determination, as they needed an air bubble in order to be able to stay underwater. Type 1 Self-Sustenance should be only for their Peak Determination, and Type 3 Non-Standard Breathing should be for their optional equipment. This also applies to Pre-Death Chara as they have Type 1 SS for the same reason.
Sans: A clarification of his intangible attacks - By restricting damage from his bone attacks, he can make them tangible and able to push away Frisk (though it isn't an efficient way of fighting as said by Sans himself, given that's just forcing Frisk to use the Run Away mechanic)
- Also add him using a bulldozer from the 10th anniversary stuff to his Vehicular Mastery lol
Asriel Dreemurr: Space-Time Manipulation - The Hyper Goner can destroy the timeline, something that's already noted in our Universe page. Him, Peak DT Frisk and Absolute Chara should also have Resistance to it, as Frisk can still survive it in case they're hit from the attack.
The Player: More evidence for Body Puppetry and removal of Possession - Basically, the Player is stated to be directly connected with Frisk's body through their controller, which is textbook Body Puppetry. Plus, possession for Kris doesn't make sense as they're fully aware of what we do, as shown by them refusing to drop Lancer or forcefully taking out the SOUL when they were about to read the pass code and throw it in another room. Meaning that Possession should be changed to Body Puppetry as well.
Undyne: Type 2 Non-Standard Breathing - She used to live underwater before moving to live in the air.
Removal of 7-C for Frisk
Right now we have this on their profile:My issue is that after further researching, we just don't give ratings based on hypotetical events, but only use what's canonically showcased. We have removed the Hyper Form from Modern Sonic for this reason despite it not being impossible for said incarnation, and given that Frisk has no real evidence of ever using the 7-C extend of their SOUL even once, it should be axed.potentially Town level with Regular Determination (Although it's not directly showcased, it's possible that Frisk can reach the full power of a Human SOUL, which is around the same of the entirety of the Underground)
Player keys
Profile's this, and... yeah I don't think they're always Low 1-C with Immeasurable speed, chat.
Because of this, I think that making 3 keys for the Player is pretty much mandatory, those being:
- Real Self: At least Low 1-C (same reason as it currently is)
- Within Undertale: Varies with Determination from High 8-C to at least Low 1-C (As they control Frisk, who can reach these levels)
- Within Deltarune: 10-C as the SOUL, 9-B while controlling Kris in the Light World; 8-A, up to at least 7-B, possibly 4-A or far higher in the Dark World
- 10-C comes from the fact that the SOUL is generally easily overpowered by Kris, is unable to break through fences, gets easily pushed away from an air current in the vents, or also struggles to move while inside a common Christmas decoration, though it can also push empty boxes or turn off a house's main breaker. Durability is however 9-B given it can survive direct attacks from Kris, including the 9-B bottle throw.
- 8-A and 7-B/4-A instead come from the fact that the SOUL, other than generally taking attacks from enemies through all the game, always empowers the Fun Gang, as shown by it strengthening Susie's Rude Buster against King and Queen, including the fight against the Titan where it made her attack as strong as Gerson's.
And also huh... add Teleportation through the Dialogue Box (something that adds to Deltarune's own metafictional nature, by the way), ig?
Something about our skill!
Speaking about skill here is pretty weird considering that Undertale doesn't have a real canon, given that the order in which we take the routes isn't canon or reinforced by anything, and you also never get to really have a set number for canonical deaths in the game, as you get special dialogues for dying to Asgore up to 10 times, but also clearing a route without using any SAVE (as shown here, here and here), though I suppose that should be added to Frisk's intelligence given that it's still something they can do in-game, especially given how you can canonically fight Sans again even after killing him more than twice in the same route.However, for Deltarune, we have something different for the Fun Gang, which is already accepted in their intelligence sections, but will try to give a different rewording.
For Susie and Ralsei I'd add also the fact that they can climb walls on her own with no damage faster than Kris without Player input, with Susie also being even able to help Kris as well.Can clear the entire game through all the Chapters without getting any of the achievements as even acknowledged from the game, something that has been described by Toby Fox as a "hard-core challenge" and that requires to fulfill all the following requirements: not use any weapon, armor or consumable item, not get the Game Over screen from dying even once, not get damage from enemies and/or hazards more than 3, 7, 13 and 21 times in Chapters 1, 2, 3 and 4 respectively (although due to forced damage in scripted cutscenes, the actual hit limit in Chapter 3 and 4 is of 10 and 7 respectively instead) and climb over walls (including ones with obstacles, complicated patterns and hazards) in less than 90 seconds, with all of this being done in an account that didn't play Deltarune prior.
Edit: I have forgot to add that despite Seam saying that despite defeating prior Jevil and Spamton NEO, it's impossible to defeat the Knight without the Shadow Mantle (an item that reduced the damage from its attacks significantly), with even the game saying you cannot win without the item. And yet the Fun Gang can canonically no-hit the Roaring Knight as noted by Kris coughing if they do unlike normal cases, and we can tell to Seam if if we defeat it without the Mantle anyways.
The Player's intelligence in itself should instead be something like this:
And that's it ig? @Qurbonboev said he'll make a post about Undertale's Tier 8 stats but that's his CRT.Intelligence: Unknown (Varies from player to player, though in-canon they successfully have managed to help Frisk and later Kris at beating their respective games, including defeating the various bosses, solving the puzzles and other challenges)
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