Double vs. Makima (Skullgirls vs Chainsaw Man) - Debate Blog #1
Makima, leader of Japan's Public Safety Division 4's Devil Hunters and the Control Devil.
Double, the mysterious nun of New Meridian and the monstrous servant of the Trinity.
Manipulation. The act of controlling someone or something to your own advantage, often unfairly or dishonestly. It's a dishonorable tactic that brings untold amounts of pain and trauma upon those who are caught in the lies and deception. However, for these two monstrous manipulators, that's naught but collateral damage in pursuance of their ultimate goals and machinations. Double, Skullgirls' shapeshifting Keeper of the Skull Heart against Makima, Chainsaw Man's Leader of Public Safety Extermination Special Division 4. Whose will shall reign supreme? Today, we look at their weapons, armor, and skills to find out who'll come out on top in a DEATH BATTLE!
BEFORE WE BEGIN
For Double, I will use Skullgirls: 2nd Encore, the mobile game, the webcomic, and any supporting media and statements that coincide neatly with the game's lore. For Makima, the manga and the anime adaptations (as well as the movie) will be used.
I will primarily be referencing these to make my life easier:
Skullgirls and Skullgirls Mobile wikis (as well as Skullgirls moveset on Mizuumi wiki)
Gojo vs. Makima 2022 blog and Gojo vs. Makima 2023 blog by the G1 Team
VS Battle Wiki for abilities and calcs.
Also, spoilers for both Skullgirls and Chainsaw Man.
"There will be Toil and Trouble when Double's in a DEATH BATTLE!"
"I'll gladly accept your tithe...in blood. "
BACKGROUND
Name: Unknown
Has been called Sister Agatha Gloomfoil, Queen Lamia, Shapeshifter
Height: Varies
Weight: Varies
Occupation: Nun, Keeper of the Skull Heart
Knows what you look like
Likes: Nothing
Dislikes: Nothing
In the world of Skullgirls, there exists an ancient demonic artifact known as the Skull Heart. Created by the Trinity, it is said that if a woman (trans women too!) were to make a wish on it, this wish would be twisted if the woman is not pure of heart (it tends to find loopholes around wishes with good intent from pure hearts, like c'mon man that's not even fair), turning their wish destructive and turning the woman into a Skullgirl, a mindless entity that serves the Trinity's world-ending schemes (it is unclear as to why they want to this, though). One might question the Heart's motives and not even think twice about making a wish on such a cursed artifact, and the Trinity must have figured as much because they sent something else with it. A shapeshifting monster made of pure flesh and evil intent, Double.
Not much is known about Double's history, but what we do know is that her purpose is to spread the Skull Heart and cause world destruction. To do this, she created Trinitism, a religion that worships the Trinity and their ideals. She spearheads the Church of the Trinity to make it easier for people who don't know any better to seek aid in this Church, only to become the next victim of the Skull Heart. It's unclear just how long Double has been doing this, but because the Church of the Trinity is found everywhere in the Canopy Kingdom, safe to say she's been at it for a long while.
While her targets can be anyone, it's easier to manipulate those who are desperate for their wish to be granted to trick into being the Skullgirl. To quote the webcomic, she's turned a mother hoping to protect her daughter, a matriarch desperately longing for her family to return to her, and a queen yearning for peace (realistically there should be more as the Skull Heart's lifespan is about 7 years, and Annie's mother became the Skullgirl long before Selene did, but I guess the others are irrelevant to the cast members, for now) into Skullgirls. What was common about these events is that Double was usually the one who gave the Skull Heart to these women in desperate situations, often pulling the strings of those situations herself.
After Queen Nancy's terror as the Skullgirl, it longed for a new host. Fortunately for it, an orphaned girl decided to seek shelter in one of the broken churches, hoping to escape the horrors of war. There, Double would finally find her next host, Marie Korbel. While hesitant at first, her wish to rid of the Medici eventually led her to accept the Skull Heart and become the Skullgirl. One problem though, Marie's willpower was so strong that the Skull Heart could not immediately control her, meaning that Marie still had her consciousness and her personality, only with the powers of the Skullgirl. This was bad news for Double, as the Skullgirl would not follow the will of the Trinity. But because 7 years to Double is but a blink of an eye, it wouldn't be long until she ensures that the Trinity's will be done.
SKILL & EXPERIENCE
Double's no slouch in combat. While she usually holds back from using her full power, at her best (when she's following the command of the Trinity), she's taken down Parasoul - current princess of the Canopy Kingdom and leader of the military unit Black Egrets, Valentine - a cunning ninja/nurse (as well as her whole squad), Peacock and Painwheel, two girls genetically and technologically fitted to combat the Skullgirl, and pretty much everyone else in this image (all who are pretty decent fighters to their credit). She's even taken down the Skullgirl herself! And while Marie isn't a decorated combatant, that's still an impressive feat considering the power she commands. While this doesn't make her a master at martial arts by any regard, the fact that she can replicate the moves of other fighters and use them with ease means that she does have an understanding of combat.
She also confides with Aeon and Venus, who usually tell her the next steps in their ultimate plan. While they don't usually help her in combat, it's still something worth to mention (especially when canonically, Aeon and Venus control her movement).
Double’s biggest strength in this department is her ability to manipulate. Her best feat of this is creating the Church of the Trinity, or the entire religion of Trinitism. Yes, she kickstarted an entire religion so it'd be easier to turn women into Skullgirls (and to generally boost belief in the Trinity and the Skull Heart). This works out still, somehow, as while the people know of and are afraid of the Skullgirl, they still pray to the Trinity. She also ended a decades-long mutual good will between the Contiello family and Medici mafia. She's also tricked four people into being the Skullgirl (realistically there should be more, but hey four's a lot).
ARSENAL
The Skull Heart
The Skull Heart is a sentient and ancient aritfact created by the Trinity. Its purpose is to create a Skullgirl every seven years. They usually corrupt a woman's wish, twisting them to become something destructive, although the severity of it depends on how pure the intentions of the wish and the person wishing. Double is the one tasked of giving a woman a Skull Heart, so if there is no Skullgirl, she should realistically have this artifact. I've been saying "woman" instead of "girl" as the Skull Heart cares not for the age of the woman making the wish. What if a baby made a wish on the Skull Heart...?
ABILITIES
Double's Physiology
It's a bit unclear as to what Double's physiology actually is, but what we do know is that she is a creature of just pure flesh and malice and she can use that to her advantage in a fight. She can:
- Transform into other Skullgirl fighters and even into inanimate objects (though this is likely just her hardening some of her flesh to be as hard/sharp as some objects). She can effortlessly copy majority of the entire cast's moveset because she can emulate anything by sight. She has trouble replicating more supernatural abilities, like Krieg's napalm tears.
- Her shapeshifting also extends to being able to change her looks, voice and demeanor on a whim.
- She doesn't need sustenance and she has essentially lived for (maybe) thousands of years (should be as old or older than Eliza).
- She can regenerate from most forms of physical damage with little issue.
- Her otherworldly physiology allows her to communicate with Aeon and Venus, who see the entire Skullgirls multiverse as fictional media.
Double's moveset:
This is a list of Double's moveset. What they do in the game isn't as important, but the descriptions for what they do in a more nuanced look (for competitive), see here.
Standing Jab: Double transforms into Filia and does a standard jab that can be chained twice. Can be chained twice.
- Crouching Jab: Double transforms into Filia and does a quick jab while crouching that can chain twice. Can be chained twice.
Clawpy Cat: Double turns into Ms. Fortune and does Claws for Alarm.Strong PieDouble turns into Peacock and attacks with Pie Splat.
Elbow Emulator: Double transforms into Cerebella and uses a weaker Enforcer Elbow.
- Cheap Haircut:Double transforms into Filia and performs Buzz Cut.
Fugazi Knuckle: Double transforms into Cerebella and attacks with a slightly weaker Titan Knuckle.
- Double Drawn Weave: Double turns into Filia and attacks with a slightly stronger Queue Sting.
Violet Tantrum: Double takes the form of Painwheel and attacks with a slightly stronger Violet Grudge.
- Substitute Short:Double transforms into Valentine and performs Shin Splint.
Stamp: Double transforms into Painwheel and attacks with Pierce.
- Spiral Fraud: Double transforms into Parasoul and attacks with Spiral Flare. Unlike the original, this attack hits straightforward instead of being backward.
Too Forward: Double turns into Parasoul and performs the first half of the move with the first part of Queen's Gambit. If chained twice, it will turn into Filia and perform Leg Warmer. Can be chained twice.
- Cliché: Double turns into Parasoul and attacks with Beauty.
Pateller Repeat: Double transforms into Valentine and attacks with Pateller Reflex. Hits twice.
- Impawster: Double transforms into Ms. Fortune and attacks with Limber Up. This is Double's only Launcher attack.
Sweeping Generalization: Double turns into Valentine and performs Kiri Barai.
- Bogus Buzzard: Double turns into Peacock and attacks with Buzzin Buzzard.
Godhand: Double takes the form of a huge, demonic hand with a mouth, grabs the opponent with the "tongue" (which consists of hands), and crushes the opponent before spitting them out. (In air)
Kitten Blender: At first, Double transforms into Ms. Fortune and performs Cat Ceiling, but then turns into Painwheel and attacks with an aerial Buer Reaper.
- Luger Replica: Double transforms into Parasoul and shoots a bullet from her Luger pistol. Trajectory of projectile varies with the punch button used.
Hornet Bomber: Double transforms into Cerebella and throws itself at the opponent backside first with Vice Versa in front of it. Distance and trajectory varies with kick button used.
- Flesh Step: Double steps forward, moving through opponents when close.(In air)
Item Crash: Double transforms into different objects and falls, intending to damage the opponent on the way down. Attack properties and transformation vary with the kick button used.
- Cilia Slide: Double turns into Filia and performs a slide that knocks opponents to the other side.
Bandwagon Rushdown (Lv. 1): Double transforms into Peacock and jumps into a portal. Moments later, a cartoony-looking car packed with Peacock and her minions drives across the screen, delivering multiple hits to the opponent.
- Beast of Gehenna (Lv. 1): Double places a puddle on the ground which transforms into a monster's head and will devour the opponent if they get close enough to it. If she takes damage, gets thrown or places another puddle will make it disappear unless it has already begun the attack.
Catellite Lives (Lv. 2): Double transforms into a headless Ms. Fortune and summons a group of creatures that resemble Ms. Fortune's head. The heads attack the opponent (attacks vary with attack button used), and Double is free to move and perform its regular moves after summoning them.
Nightmare Legion (Lv. 3): Double relentlessly knocks its opponent around the battlefield with a series of powerful blows, each delivered in a different form. The characters and objects she transforms into during this Blockbuster, listed in order, are:Tommy Ten-Tons, Filia, Parasoul, Painwheel, Cerebella, Umbrella, Peacock, Ms. Fortune, Andy Anvil, Valentine, a spring, Black Dahlia, Squigly, and Mrs. Victoria.(Air)
- Megalith Array (Lv. 5): Double transforms into a massive Easter Island moai and bombards its opponent with all manner of projectiles, including energy rings and bombs. Each attack button fires a different projectile.
Skullgirls: Mobile
Due to Skullgirls' infinite converging timelines, this means that all Skullgirls story modes, all Skulligirls Mobile variants, the webcomic, and all the matches ever recorded are canon. For this reason, I will be compositing Double to give her the abilities found in this game.
Modifiers are effects that can be inflicted on both the player and the opponents. These effects can be positive or negative, so they are categorized as BUFFS and DEBUFFS respectively. MODIFIERS can be inflicted by Signature Abilities, Special Moves, Blockbusters, Fight Modifiers, and Marquee Abilities.
BUFFS:
ARMOR
Reduces damage taken by 20%.
Removes ARMOR BREAK upon activation.
AUTO BLOCK
10% chance to automatically BLOCK the next HIT.
Removes GUARD BREAK upon activation.
BARRIER
Absorbs damage equal to 10% of max HEALTH.
Blocks ALL damage (bleed, health removal, physical hits, throws, et cetera).
BLESSING
When taking lethal damage, REVIVE with 10% HEALTH per STACK.
DEADEYE
Attacks ignore the opponent’s DEFENSE.
Attacks will not trigger the effects of AUTO-BLOCK, UNFLINCHING, EVASION, or THORNS.
ENRAGE
Increases damage by 20%.
Removes CRIPPLE upon activation.
EVASION
Prevents damage and hit reactions from the next hit.
FINAL STAND
Prevents HEALTH from dropping below 1HP.
Blocks death effect from DOOM.
HASTE
Increases meter gain rate by 100%.
Removes SLOW upon activation.
HEAVY REGEN
Heals 2% of max HEALTH per second.
Removes BLEED and HEAVY BLEED upon activation.
IMMUNITY
Prevents new DEBUFFS from being applied.
INVINCIBLE
Prevents damage taken from hits.
Blocks damage from BLEED and reflect damage, as well.
MIASMA
Drains 1% HEALTH from nearby opponents, while healing 1% HEALTH per second.
Drains 1% BLOCKBUSTER METER from nearby opponents every second, while granting 1% BLOCKBUSTER METER per second.
PRECISION
Guarantees the next HIT is CRITICAL.
PRECISION HITS will not trigger enemy SIGNATURE ABILITIES.
REGEN
Heals 1% of max HEALTH per second.
Removes BLEED and HEAVY BLEED upon activation.
THORNS
Reflect 20% of the attacker's physical damage when HIT, per STACK.
UNFLINCHING
Prevents Fighter from experiencing hit reactions.
Has no effect on airborne Fighters and against BLOCKBUSTER HITS.
DEBUFFS:
ARMOR BREAK
Increases damage taken by 20%.
Removes ARMOR upon activation.
BLEED
Drains 1% max HEALTH per second.
Removes REGEN and HEAVY REGEN upon activation.
Can stack up to 5 times.
CRIPPLE
Reduces damage inflicted by 20%.
Removes ENRAGE upon activation.
CURSE
Prevents new BUFFS from being applied.
DEATH MARK
Increases damage taken from CRITICAL HITS by 50%.
Increases damage taken while blocking by 50%.
DISABLE BLOCKBUSTERS
Prevents BLOCKBUSTER usage.
DISABLE SPECIALS
Prevents SPECIAL MOVE usage.
DISABLE TAG INS
Prevents TAG IN usage.
DOOM
Causes an instant death upon expiration.
Bypasses INVINCIBILITY.
FATIGUE
SPECIAL MOVE and TAG IN cooldowns recharge at half speed.
When FATIGUE expires, it has a 50% chance to apply STUN for 2 seconds on the afflicted fighter.
GUARD BREAK
10% chance while BLOCKING for the block to fail.
Removes AUTO BLOCK upon activation.
Can stack up to 5 times.
HEAL BLOCK
Prevents healing from all sources.
HEAVY BLEED
Drains 2% max HEALTH per second.
Removes REGEN and HEAVY REGEN upon activation.
HEX
Disables the use of Signature Abilities.
Marquee Abilities are unaffected.
IMMOBILIZE
DASHING is disabled.
INVERSE POLARITY
Reverses all effects of healing.
POWER SURGE
On Blockbuster activation, take damage equal to 5% of max HEALTH.
Can stack up to 5 times.
QUIETUS
RESISTANCE is ignored.
The effects of FINAL STAND and BLESSING will be bypassed.
SLIME
Suffer damage equal to 2% MAX HEALTH each time a BUFF is gained.
Can stack up to 5 times.
SLOW
Decreases meter gain rate by 50%.
Removes HASTE upon activation.
Can stack up to 5 times.
STUN
Prevents all actions until effect expires.
WITHER
Removes 5% BLOCKBUSTER METER every second.
Can stack up to 5 times.
Catalysts are collectibles you can use to customize the modifiers on your Rift Battle defense nodes. Catalysts are not consumable, and can be reused in different configurations. With Catalysts, you decide the best way to add a twist on your defense to keep things challenging for your opponent. There are Element Specific, Character Specific, and Unspecific catalysts.
- CORROSIVE ELEMENT: Opponents lose 1.5/4% HEALTH per second while at ELEMENTAL ADVANTAGE or DISADVANTAGE against Double.
Water:
FROST ARMOR [Water Element Defenders]: 10% chance when HIT to gain ARMOR for 2/12 seconds. When HIT while benefiting from ARMOR, reflect 15% of the incoming damage.
HIGH WATERS [Water Element Defenders]: 10% chance when HIT to gain ARMOR and MIASMA for 10/30 seconds if you have a fully charged BLOCKBUSTER.
Air:
OVERLOAD [Air Element Defenders]: Gain 1/6% BLOCKBUSTER METER per second if the opponent has a fully charged BLOCKBUSTER. Also gain a 25% chance to inflict a 5 second STUN.
INTO THIN AIR [Air Element Defenders]: Every 35/15 seconds, all DEBUFFS are removed and all opponent BLOCKBUSTERS are reset.
Fire:
RISING TEMPERATURES [Fire Element Defenders]: Gain a 10/30 second ENRAGE every 5 seconds. DASH ATTACKS and BLOCKBUSTERS are UNBLOCKABLE while benefiting from at least 2 stacks of ENRAGE.
FIRE STARTER [Fire Element Defenders]: Gain ENRAGE for 10 seconds and 1 stack of PRECISION every 5/15 seconds. While benefiting from PRECISION, inflict GUARD BREAK on HIT (includes blocked hits).
Light:
LAST WORDS [Light Element Defenders]: Once per match, gain a 100% chance when suffering a HIT that would be fatal to gain FINAL STAND for 5/15 seconds.
LIGHT WEIGHT [Light Element Defenders]: Begin the match with 10/30 seconds of UNFLINCHING and IMMUNITY.
Dark:
SHOT IN THE DARK [Dark Element Defenders]: 100% chance when BLOCKING a HIT to DRAIN 5/15% BLOCKBUSTER METER.
DARKNUT [Dark Element Defenders]: Begin the match with 5 stacks of ARMOR. Each stack is removed when HIT with a COMBO COUNT at any multiple of 10. Gain a 10% chance to inflict BLEED for 5/15 seconds when HIT while benefiting from ARMOR.
UNSPECIFIC CATALYSTS:
| Name | Effect (Standard Gold) | Effect (Character Specific Gold) |
| ARMOR RATING | 15% chance when HIT to avoid all damage and gain ARMOR for 5/15 seconds if the opponent has over 7 COMBO HITS. | 20% chance when HIT to avoid all damage and gain ARMOR for 5/15 seconds if the opponent has over 7 COMBO HITS. |
| AUTOIMMUNE | While suffering from at least 2 DEBUFF(S), 100% chance when suffering another DEBUFF to remove all DEBUFFS and gain IMMUNITY for 1/6 seconds. | While suffering from at least 1 DEBUFF(S), 100% chance when suffering a DEBUFF to remove all DEBUFFS and gain IMMUNITY for 1/6 seconds. |
| BLEEDING GUILTY | 50% chance when inflicting BLEED to increase its duration by 5 seconds. While the opponent is suffering from BLEED, deal damage equal to 1/6% of their MAX HEALTH every 3 seconds. | 100% chance when inflicting BLEED to increase its duration by 5 seconds. While the opponent is suffering from BLEED, deal damage equal to 1/6% of their MAX HEALTH every 3 seconds. |
| BLOCKBUSTED | 15% chance when HIT to DISABLE opponent BLOCKBUSTERS for 5/15 seconds if the opponent has a fully charged BLOCKBUSTER. | 25% chance when HIT to DISABLE opponent BLOCKBUSTERS for 5/15 seconds if the opponent has a fully charged BLOCKBUSTER. |
| CRIPPLE DECKER | Inflict CRIPPLE for 5/15 seconds and FATIGUE for 18/8 seconds when an opponent attack inflicts at least 10% HEALTH. | Inflict CRIPPLE for 5/15 seconds and FATIGUE for 18/8 seconds when an opponent attack inflicts at least 8% HEALTH. |
| CURSE OF KNOWLEDGE | 50% chance to inflict CURSE for 5/15 seconds when gaining a BUFF. | 100% chance to inflict CURSE for 5/15 seconds when gaining a BUFF. |
| DOOMSDAY DEVICE | 50% chance to inflict a 30/10 second DOOM when falling below 50% HEALTH. DOOM is removed when the opponent is DEFEATED or TAGS OUT. | 100% chance to inflict a 30/10 second DOOM when falling below 50% HEALTH. DOOM is removed when the opponent is DEFEATED or TAGS OUT. |
| FINAL FIGHT | 50% chance when the opponent uses a BLOCKBUSTER to gain FINAL STAND for 5/15 seconds. | 100% chance when the opponent uses a BLOCKBUSTER to gain FINAL STAND for 5/15 seconds. |
| HEXY TIME | Every 20 seconds, opponents suffer HEX for 3/13 seconds. | Every 15 seconds, opponents suffer HEX for 3/13 seconds. |
| INVINCIBLE ARMADA | 50% chance when a teammate is defeated to gain INVINCIBLE for 5/15 seconds. | 100% chance when a teammate is defeated to gain INVINCIBLE for 5/15 seconds. |
| MARKED FOR DELETION | Opponents suffer DEATH MARK for 5/15 seconds when falling below 50% HEALTH. | 10% chance on HIT to instantly defeat opponents if they are suffering from DEATH MARK (includes blocked hits). Opponents suffer DEATH MARK for 5/15 seconds when falling below 75% HEALTH. |
| NO HIGH HEALS | The opponent suffers HEAL BLOCK for 5 seconds every 12/7 seconds while above 45% HEALTH. | The opponent suffers HEAL BLOCK for 5 seconds every 12/7 seconds while above 25% HEALTH. |
| POST HASTE | 25% chance when HIT with a BLOCKBUSTER to gain HASTE for 10 seconds. When gaining HASTE, also gain 30/50% BLOCKBUSTER METER. | 50% chance when HIT with a BLOCKBUSTER to gain HASTE for 10 seconds. When gaining HASTE, also gain 30/50% BLOCKBUSTER METER. |
| PRIMAL RAGE | Gain ENRAGE for 15 seconds and 5/15% BLOCKBUSTER METER for every 10 COMBO HITS suffered. | Gain ENRAGE for 15 seconds and 5/15% BLOCKBUSTER METER for every 5 COMBO HITS suffered. |
| RECORD BREAKER | Each HIT has a 25% chance to inflict ARMOR BREAK and GUARD BREAK for 5/15 seconds. Landing a CRITICAL HIT will convert ARMOR BREAK to a permanent ARMOR BREAK. | Each HIT has a 50% chance to inflict ARMOR BREAK and GUARD BREAK for 5/15 seconds. Landing a CRITICAL HIT will convert ARMOR BREAK to a permanent ARMOR BREAK. |
| REGENERATION X | 50% chance when gaining REGEN to increase its duration by 2/12 seconds and immediately recover 15% HEALTH. | 100% chance when gaining REGEN to increase its duration by 2/12 seconds and immediately recover 15% HEALTH. |
| SPECIAL EXCEPTION | 50% chance when using a SPECIAL MOVE to DISABLE opponent SPECIAL MOVES for 15 seconds. | 100% chance when using a SPECIAL MOVE to DISABLE opponent SPECIAL MOVES for 15 seconds. |
| STUN GRENADE | Projectiles inflict 200% BONUS DAMAGE when BLOCKED and have a 25% chance on HIT to STUN the opponent for 1/6 second(s). | Projectiles inflict 200% BONUS DAMAGE when BLOCKED and have a 50% chance on HIT to STUN the opponent for 1/6 second(s). |
| SUPER SLO-MO | Opponents suffer SLOW for 5/15 seconds after every 5 seconds not using a BLOCKBUSTER. | Opponents suffer SLOW for 5/15 seconds after every 3 seconds not using a BLOCKBUSTER. |
| TAG N' GAG | 50% chance when TAGGING OUT to inflict DISABLE TAG INS and IMMOBILIZE for 5/15 seconds. | 100% chance when TAGGING OUT to inflict DISABLE TAG INS and IMMOBILIZE for 5/15 seconds. |
| THE ANGRY FLINCH | While below 50% HEALTH, 100% chance when KNOCKED DOWN to gain UNFLINCHING for 5/15 seconds and 2 stack(s) of BARRIER. | While below 65% HEALTH, 100% chance when KNOCKED DOWN to gain UNFLINCHING for 5/15 seconds and 2 stack(s) of BARRIER. |
| TO BE PRECISE | Gain 3 stack(s) of PRECISION every 15/5 seconds. | Gain 5 stack(s) of PRECISION every 15/5 seconds. |
| WITHER FORECAST | Every 10 seconds, opponents suffer WITHER for 5/15 seconds. WITHER is removed if the opponent uses a BLOCKBUSTER. | Every 7 seconds, opponents suffer WITHER for 5/15 seconds. WITHER is removed if the opponent uses a BLOCKBUSTER. |
In the mobile game, you can play "Parallel Realms", a game mode where players traverse through multiple routes to defeat fearsome Bosses in order to gain massive rewards. As you win Fights, you will collect powerful Artifacts. These will give huge bonuses to your Fighters while they traverse the Realm. By the end of your attempt, you may have amassed some truly unstoppable Artifact combinations!
| NAME | EFFECT |
| IRON CURTAIN | Your Fighters gain +15% DEFENSE and +15% RESISTANCE (cannot exceed 50% |
| PRIORITY CONTRACT | Your Fighters gain 15% BLOCKBUSTER METER when an opponent is defeated during the first 60 seconds of the match |
| SLIVER OF FLAME | [Fire Element Fighters] Deal 10% BONUS DAMAGE |
| SLIVER OF SKY | [Air Element Fighters] Deal 10% BONUS DAMAGE |
| SLIVER OF FROST | [Water Element Fighters] Deal 10% BONUS DAMAGE |
| SLIVER OF RADIANCE | [Light Element Fighters] Deal 10% BONUS DAMAGE |
| SLIVER OF SHADOW | [Dark Element Fighters] Deal 10% BONUS DAMAGE |
| SOUP DUMPLINGS | Your Fighters gain REGEN for 10 seconds the first time they TAG IN during a match |
| SUPPRESSIVE SHOTS | Your Fighters' PROJECTILE attacks have a 25% chance on HIT to inflict IMMOBILIZE for 10 seconds |
| TIME BALM | Your Fighters gain HASTE for 10 seconds when suffering from a DEBUFF. When this HASTE expires, remove all DEBUFFS |
| ACE OF SPADES | Your Fighters gain +15% ACCURACY (cannot exceed 50% |
| APPLE JUICE | 50% chance for your Fighters to gain MIASMA for 10 seconds when using a BLOCKBUSTER |
| DAGONIAN FEAST | Your Fighters recover 15% HEALTH at the start of each match |
| EXPLOSIVE TIPS | Your Fighters' PROJECTILE attacks deal 15% BONUS DAMAGE and have a 15% chance to inflict HEAVY BLEED for 10 seconds |
| FRAGMENT OF FLAME | [Fire Element Fighters] Deal 15% BONUS DAMAGE |
| FRAGMENT OF SKY | [Air Element Fighters] Deal 15% BONUS DAMAGE |
| FRAGMENT OF FROST | [Water Element Fighters] Deal 15% BONUS DAMAGE |
| FRAGMENT OF RADIANCE | [Light Element Fighters] Deal 15% BONUS DAMAGE |
| FRAGMENT OF SHADOW | [Dark Element Fighters] Deal 15% BONUS DAMAGE |
| HIT LIST | Your opponents start the match with permanent DEATH MARK |
| JACK OF CLUBS | Your Fighters gain +10% ATTACK |
| JELLYFISH LANTERN | Your Fighters start the match with IMMUNITY for 20 seconds. IMMUNITY is removed when suffering a HIT |
| KING OF DIAMONDS | Your Fighters gain +30% DEFENSE |
| KNUCKLEDUSTERS | Your Fighters' CLOSE-RANGE attacks deal 15% BONUS DAMAGE and have a 15% chance to inflict ARMOR BREAK for 10 seconds |
| QUEEN OF HEARTS | Your Fighters gain +20% MAX HEALTH |
| SUPERCHARGER | Your Fighters' BEAM and ENERGY attacks deal 25% BONUS DAMAGE and have a 25% chance to inflict INVERSE POLARITY for 10 seconds |
| ABLATIVE ARMOR | Cannot suffer more than 10% of your MAX HEALTH from a single HIT |
| CRYSTAL OF FLAME | [Fire Element Fighters] Deal 20% BONUS DAMAGE |
| CRYSTAL OF SKY | [Air Element Fighters] Deal 20% BONUS DAMAGE |
| CRYSTAL OF FROST | [Water Element Fighters] Deal 20% BONUS DAMAGE |
| CRYSTAL OF RADIANCE | [Light Element Fighters] Deal 20% BONUS DAMAGE |
| CRYSTAL OF SHADOW | [Dark Element Fighters] Deal 20% BONUS DAMAGE |
| DARK GRIMOIRE | Your Dark Fighters inflict SLIME when using a BLOCKBUSTER or SPECIAL MOVE. When reaching 5 stacks of SLIME, opponents suffer HEX for 10 seconds |
| FISHBONE CLEAVER | For the first 30 seconds of the match, 10% of all damage inflicted by your Fighters is regained as HEALTH |
| FLASHBANGS | The first Fighter on the opponent team takes damage equal to 10% of their current HEALTH and suffers STUN for 2 seconds at the start of each match |
| FOG MACHINE | Your Air Fighters gain a stack of EVASION and inflict FATIGUE for 10 seconds every 15 seconds |
| GEHENNA'S OBLIVION | Your Fighters' BLOCKBUSTER HITS instantly defeat opponents with less than 15% of their MAX HEALTH |
| HOT ROD | Your Fire Fighters have a 15% chance on HIT to inflict WITHER for 10 seconds. When reaching 5 stacks of WITHER, opponents suffer 2 stacks of GUARD BREAK for 20 seconds |
| ICE 'EM | Your Water Fighters have a 15% chance on HIT to inflict SLOW for 10 seconds. When reaching 5 stacks of SLOW, opponents suffer STUN for 5 seconds |
| IMMORTALITY OF LAMIA | Once per match, the first Fighter on your team to suffer a HIT that would be fatal recovers 25% HEALTH and gains FINAL STAND for 10 seconds |
| PARASITIC IMPLANTS | Your Fighters gain +20% DEFENSE, +20% MAX HEALTH and +20% ATTACK but lose 1% HEALTH every second |
| PRESCIENCE OF AEON | The first Fighter on your team gains 2 stacks of EVASION at the start of each match. Your Fighters gain 5% BLOCKBUSTER METER every 3 seconds while benefitting from EVASION |
| STAGE OF SPOTLIGHT | When TAGGING IN, your Light Fighters DISABLE the opponent's BLOCKBUSTERS or SPECIAL MOVES for 10 seconds |
| YEARNING OF VENUS | When defeating an opponent with a BLOCKBUSTER or SPECIAL MOVE, recover 25% HEALTH and gain ENRAGE for 20 seconds |
Additionally, you may also gain Healing Nodes where Ileum will recover some of your Fighters’ missing HP, or possibly even revive a fallen Fighter!
Prize Fights are a series of rotating events where you fight against defense teams designated by other players. Each offense/defense victory earns you points and various rewards are rewarded for reaching milestones and for overall rankings after the event.
CHARACTER SPECIFIC PRIZE FIGHT:
- Second to Nun
Silver Modifier: EVIL PRESENCE Inflicted with a random DEBUFF on TAG IN and MATCH START.
Gold Modifier: FINAL CURSE When defeated, inflict the opponent with 3 DEBUFFS (excluding STUN) for 10 seconds.
Diamond Modifier: TWO EVILS Every 3 seconds, suffer GUARD BREAK while at an ELEMENTAL ADVANTAGE or WITHER while at an ELEMENTAL DISADVANTAGE.
ELEMENTAL PRIZE FIGHT:
| Name | Element | Modifier |
| High Tide | Water | PERMAFROST [Water Element Fighters]: Gain 1 stack of ARMOR every 2 seconds, but each HIT suffered will remove a stack. When benefitting from ARMOR, hits DISABLE opponent SPECIAL MOVES and BLOCKBUSTERS for 5 seconds. |
| Ring of Fire | Fire | FLASH POINT [Fire Element Fighters]: Gain permanent ENRAGE for every 15% HEALTH lost. 50% chance to inflict STUN for 4 seconds when landing a HIT that deals at least 10% damage. |
| Eye of the Storm | Air | GONE WITH THE WIND [Air Element Fighters]: Regain 25% HEALTH when TAGGING OUT. Whenever the opponent uses a BLOCKBUSTER, all their SPECIAL MOVES will be reset and their BLOCKBUSTERS will have their meter reduced by 100%. |
| A Shining Example | Light | EMISSION SPECTRUM [Light Element Fighters]: Gain a BUFF every 10 seconds and at the start of the match. The BUFF gained lasts for 10 seconds and cycles between IMMUNITY, FINAL STAND, UNFLINCHING, and INVINCIBILITY. 25% chance on HIT to TRANSFER 1 DEBUFF from yourself to the opponent. |
| A Shot in the Dark | Dark | NYCTOPHOBIA [Dark Element Fighters]: Gain HASTE for 5 seconds when HIT. When HASTE expires, inflict a 5 second DOOM. If the opponent lands a HIT, DOOM will be removed. |
Special Prize Fights:
| Name(s) | Effect(s) |
| SILVER BULLET | Standard attacks deal 50% less damage! |
| BUTTON SMASHING | SPECIAL MOVE and BLOCKBUSTER ATTACKS deal 100% damage. |
| PARTY STARTER | Equal chance on TAG IN to suffer IMMUNITY or CURSE. |
| THE FINAL COUNTDOWN | HITS inflict 1000% bonus damage during the last 10 seconds of every minute. |
| SHE LOVES ME | When at an ELEMENTAL ADVANTAGE, 50% of damage inflicted is regained as HEALTH. |
| SHE LOVES ME NOT | When at an ELEMENTAL DISADVANTAGE, 50% of damage inflicted is reflected back. |
| LUCK OF THE IRISH (PLAYER) | [Air Element Fighters]: Gain 1 stack of PRECISION every 3 seconds. CRITICAL HITS have a 20% chance to grant REGEN for 10 seconds. |
| SAINTS AND SCHOLARS (ENEMY) | Gain a BUFF every 10 seconds and at the start of the match. The BUFF gained lasts for 10 seconds and cycles between FINAL STAND and IMMUNITY. |
| APRIL SHOWERS | Every 5 seconds, both Fighters gain 1 random BUFF or DEBUFF for 20 seconds. |
| CLEAN SWEEP | All BUFFs and DEBUFFs are removed each time a BLOCKBUSTER is used. |
| PIÑATA MEXICANA | [Air, Light and Fire Element Fighters] Gain 3 stacks of a BUFF every 10 seconds and at the start of the match. The BUFF gained lasts for 10 seconds and cycles between REGEN, BLESSING, and ENRAGE. |
| SPF 20 | On MATCH START and TAG IN, gain 2 stacks of BARRIER for 20 seconds. |
| YOU MIGHT GET BURNED | If not benefitting from BARRIER, suffer BLEED every 10 seconds for 20 seconds. |
| STARS AND STRIPS | Convert 1 opponent BUFF into a 5 second STUN when dealing at least 10% of the opponent's MAX HEALTH from a single HIT. |
| BURSTING IN AIR | Deal 100% bonus damage to airborne opponents who have a fully charged BLOCKBUSTER. |
| MINUTEMEN (PLAYER) | Every 60 seconds, gain 5 stacks of PRECISION and 5 stacks of EVASION. |
| REDCOATS (ENEMY) | Gain ENRAGE and BARRIER every 5 seconds. |
| TAKE A SPIN | Every 10 seconds, gain 1 new, random BUFF for 20 seconds. |
| DOUBLE TAKE | While benefiting from exactly 2 stacks of any BUFF, also gain PERMANENT IMMUNITY. |
| TRIFECTA | While benefiting from exactly 3 stacks of any BUFF, also gain PERMANENT HASTE. |
| JACKPOT | While benefiting from exactly 5 stacks of any BUFF, also gain PERMANENT PRECISION |
| TEAM SPIRIT | While facing an opponent of the same character type, gain 2 random BUFFS for 10 seconds every 10 seconds. |
| MID-TERMS | Once per match, the second-to-last surviving teammate TAGS IN with 5 stacks of ENRAGE and ARMOR. Each stack is removed after every 3rd COMBO HIT suffered. While benefiting from either buff, gain 5% BLOCKBUSTER METER per second. |
| FINAL EXAM | Once per match, the last surviving teammate TAGS IN with INVINCIBLE for 20 seconds. INVINCIBLE is removed if HIT while attacking. While benefiting from INVINCIBLE, DRAIN 2% of an opponent's HEALTH per second. |
| TRICK OR TREAT! | At the start of the match, gain 1 random permanent BUFF or DEBUFF, excluding DISABLE BLOCKBUSTERS. When a BLOCKBUSTER is used, the effect will be replaced with another permanent effect. |
| FALL SHORT | Suffer a stack of SLOW for 10 seconds when reaching 2 COMBO HITS. |
| AMPLE-TUDE | Gain HASTE for 20 seconds when either Fighter reaches 8 COMBO HITS. |
| FAMILY FEAST | Gain 2 random BUFFS for 20 seconds when either Fighter reaches 20 COMBO HITS. |
| SLAY BELLS | [Fire Element Fighters] Gain ENRAGE for 5 seconds every 3 seconds not suffering a hit (includes blocked hits). ENRAGE is removed when HIT. |
| SILENT NIGHT | [Dark Element Fighters] When suffering a CRITICAL HIT, DISABLE the opponent's BLOCKBUSTERS for 10 seconds. |
| MR. GRINCH | [Air Element Fighters] Using a BLOCKBUSTER will convert up to 2 opponent BUFFS into random DEBUFFS. |
| O HOLY NIGHT | [Light Element Fighters] RESURRECT with 25% HEALTH and FINAL STAND for 15 seconds after being dead for 60 seconds. |
| LET IT SNOW | [Water Element Fighters] Gain ARMOR for 3 seconds when suffering a HIT that deals less than 1% MAX HEALTH. |
Double Variants: In the mobile game, Double has multiple variants of varying rarities as well as varying skin choices. These variants have their own unique abilities that Double should have access to due to her shapeshifting abilities.
- Nunsense - an Air element, Bronze level variant. Signature Ability 1: When at an ELEMENTAL ADVANTAGE, gain 1/2/3 random BUFFS for 10 seconds any time the opponent gains a BUFF. Signature Ability 2: When at an ELEMENTAL ADVANTAGE, inflict 1/2/3 random DEBUFFS for 10 seconds after suffering any DEBUFF.
Sundae School - a Water element, Bronze level variant. Signature Ability 1: When any teammate inflicts a DEBUFF (excluding STUN), increase its duration by 1/2/3 second(s). Signature Ability 2: When any teammate suffers a DEBUFF (excluding STUN), reduce its duration by 1/2/3 second(s).
Temple Tyrant - a Water element, Silver level variant. Signature Ability 1: When TRANSMUTING to an ELEMENTAL ADVANTAGE, heal for 15/20/25% HEALTH. Signature Ability 2: Gain a 25/35/50% chance to convert any DEBUFF into ARMOR and REGEN for 10 seconds when at an ELEMENTAL ADVANTAGE.
Doublicious - a Light element, Silver level variant. Signature Ability 1: 10/15/25% chance on HIT to TRANSFER 1 BUFF from the opponent to yourself. Signature Ability 2: 10/15/25% chance when HIT to TRANSFER 1 DEBUFF from yourself to the opponent.
Myst-Match: a Water element, Silver level variant.Signature Ability 1: While sharing the opponent's same element, gain a 50/75/100% chance to MIRROR all of an opponent's BUFFS any time the opponent gains a BUFF. Signature Ability 2: Gain 1/2/3 stack(s) of PRECISION when a BUFF expires.
Serpent Sin - an Air element, Silver level variant. Signature Ability 1: SPECIAL MOVE HITS heal for 5/7/10% of Double’s MAX HEALTH. Signature Ability 2: Gain MIASMA for 3/4/5 seconds when the opponent gains a BUFF or suffers a DEBUFF while Double’s HEALTH is higher than the opponent’s.
Immoral Fiber - a Fire element, Gold level variant. Signature Ability 1: When defeated, deal damage equivalent to 25/35/50% of your MAX HEALTH. Signature Ability 2: When defeated, heal all teammates by 25/35/50% of your MAX HEALTH.
Xenomorph - a Dark element, Gold level variant. Signature Ability 1: 50/75/100% chance when TRANSMUTING to the DARK element to inflict a permanent DOOM effect, killing the enemy after 30 seconds. DOOM will be removed if Double is defeated. Signature Ability 2: When defeated, inflict 1/2/3 stack(s) of permanent BLEED.
Rainbow Blight - a Neutral element, Gold level variant. Signature Ability 1: When TRANSMUTING, gain BUFFS based on the resulting ELEMENT for 7/8/10 seconds. Signature Ability 2: When TRANSMUTING, inflict DEBUFFS based on the resulting ELEMENT for 7/8/10 seconds.
Evergreen Evil - an Air element, Gold level variant. Signature Ability 1: 5/7/10% chance when HIT while not at an ELEMENTAL DISADVANTAGE to gain REGEN and THORNS for 5 seconds, and to remove all DEBUFFS. Signature Ability 2: When Double or any teammate gains a BUFF, its duration is increased by 3/4/5 seconds and Double gains 5% BLOCKBUSTER METER.
Chaos Theory - a Dark element, Gold level variant. Signature Ability 1: When TRANSMUTING, inflict BLEED on yourself and gain ENRAGE for 6/8/10 seconds each. Also when TRANSMUTING to the LIGHT element, gain BLESSING. Signature Ability 2: DASH ATTACKS remove all BLEEDS. DRAIN 3/4/5% HEALTH per BLEED removed.
Sea Witch - a Water element, Gold level variant. Signature Ability 1: Using a BLOCKBUSTER inflicts CURSE and GUARD BREAK for 6/8/10 seconds each. Signature Ability 2: Using a SPECIAL MOVE grants HASTE and DEADEYE for 6/8/10 seconds each.
Jawbreaker - a Light element, Diamond level variant. Signature Ability 1: When TRANSMUTING, gain a random BUFF for 5/6/7 seconds. Signature Ability 2: Deal 10/15/20% bonus damage for each BUFF applied to Double.
Heart of Darkness - a Dark element, Diamond level variant. Signature Ability 1: Once per match when TRANSMUTING to the opponent's element, permanently copy their Signature Ability, remove all their BUFFS and inflict HEX for 20/25/30 seconds. Signature Ability 2: When defeating an opponent suffering from a DEBUFF, gain 3 stacks of MIASMA and inflict 3 random DEBUFFS on the next opponent for 10/15/20 seconds each.
Creature of Habit - an Air element, Diamond level variant. Signature Ability 1: If none of Double's BLOCKBUSTERS are fully CHARGED, gain 1 stack of MIASMA for 10 seconds every 7/6/5 seconds while not BLOCKING. Signature Ability 2: Gain 1 stack of ENRAGE every 4/3/2 seconds while a BLOCKBUSTER is fully charged. ENRAGE is removed when using a BLOCKBUSTER.
Altar Ego - a Fire element, Diamond level variant. Signature Ability 1: While near an opponent and not BLOCKING, inflict a random DEBUFF for 5/7/10 seconds every 2 seconds. Signature Ability 2: When using a TAUNT, remove all opponent DEBUFFS. For each DEBUFF removed, deal damage equal to 15/20/25% of Double's ATTACK to the opponent. Opponents defeated while TAUNTING cannot be revived.
Gehenna
Gehenna is said to be her domain. This domain is filled with organic materials such as eyes, teeth, blood, and a whole bunch of fleshy tendrils, all of which Double can control with ease, essentially making Gehenna an extension of Double. It's said that Gehenna stretches into other countries, potentially even the whole world (at minimum, it should span a distance comparable to the distance between Europe, the Middle East, and Africa). This fleshy domain explains why in a lot of Double's attacks, she can summon multiple objects made of her flesh that are completely separate from her body, seemingly with little issue. She can bring other people into this domain with relative ease, even when they're fully conscious. Inside her domain, she can appear in multiple places at once (more so she can create multiple versions of her nun form around Gehenna) and can even collapse it as a last ditch effort!
Resistances
Resistant to most types of physical damage.
Thanks to her physiology, she is immune to the passage of time.
As long as Gehenna stands, she is essentially immortal.
SUPPORT
Valentine and Marie Korbel
Usually the final trio you face in Story Mode (for most characters, anyway). These three have an interesting relationship, to say the least. Obviously, Double serves the Skullgirl. But since Marie's been resisting the control of the Skull Heart, she isn't fully following the Trinity's commands, which displeases Double. In her story mode, she even seeks out the rest of the Skullgirls cast as a replacement for Marie. Even with these differences though, they have worked together on occasion. The same goes for Valentine. While she only really worked with them because they spared her life, and she works with other people (like Brain Drain), she does still work with them (probably because she'd get killed if she didn't) and to an extent, she does care about Marie. While they don't always meet eye-to-eye, they do have synergy with each other.
Valentine can do some crazy stuff like teleport, temporarily stop time, lock opponents in place, electrocute you, and many more things you'd expect a character based on a ninja and a nurse can do.
Being the Skullgirl herself, Marie has some really bonkers abilities. She can fly, bring the dead back to life and make them do as she pleases, talk to souls, pilot this giant golem (probably using the souls to complete the body because of the blue color), create a whole stage, use various types of skeletal creatures as attacks or as giant constructs, manipulate dust to create sentient Dust Bunnies, create rings of fire, shoot lasers, create a giant spirit bomb of pure blue fire, and even lift a giant chunk of a Tower and throw it!
FEATS
Overall
Confirmed to have created four Skullgirls.
Restrained and killed most of the Skullgirls roster.
Created a whole religion.
Got Squigly's whole family killed.
Runs a Sunday School. Get out of there NOW —
Attack Potency/Strength
Can grab and throw around the Skullgirls fighters, including Big Band, who weighs 5000 lbs (2267.2 kg), as well as being able to easily lift and restrain multiple members of the Skullgirls cast (1184 lbs or 537.05 kg)
Easily restrains Beowulf, who can suplex Grendel's arm empowered by Marie
While inside Gehenna, Double shook and collapsed the entirety of Gehenna (and survived) (575.13 teratons to 33.7 petatons of TNT).
Speed
Can teleport around the arena in one of her Blockbusters.
Can react to and block laser attacks from characters like Peacock and Robo-Fortune.
Can react to and block gunfire from Parasoul.
Can react to and block Sagan's cosmic beam attacks, which are made up of cosmic rays (around 2.5x FTL).
Durability
Survived the shaking and collapsing of Gehenna.
Technically survived getting incinerated by Leviathan.
Technically survived getting bisected.
SCALING
Other Skullgirls Fighters
In the hierarchy of the Skullgirls-verse, Double is claimed to be only second to Aeon and Venus, the literal goddesses of time and space, respectively. This, along with Double's ability to emulate abilities at a glance means that she should scale to the other characters' feats.
- Cerebella can reflect projectiles as gems.
- Vice Versa can instantly turn a large boulder into a diamond.
- Black Dahlia survives Brain Drain's self-detonation at point blank.
- Peacock has the ability to manipulate space-time, and is smart enough to calculate how to in a short amount of time.
- Annie can attack at escape-velocity speeds.
One of Annie's super-moves causes gravitational collapse.
- Should be a match for Hungern, who has the ability to eat all of New Meridian. Admittedly, that one is ambiguous, but Double scales higher to this anyway, so it doesn't really matter.
The Skullgirls/Skull Heart
While Double can't exactly replicate the powers of the Skullgirl/Skull Heart, she can negate the powers of a Skullgirl (to an extent) as well as possessing equal power to the Skull Heart. This means that she should easily scale to them.
- Queen Nancy could have destroyed three nations in one go.
A Skull Heart powered Robo-Fortune was able to destroy the world, given enough time.
- Marie destroyed the Grand Cathedral and created the Final Atrium.
- The Skull Heart reshaped the entire world to fit Black Dahlia's wish (at the very least 183.24-646.57 Petatons of TNT).
WEAKNESSES
Double may seem like an unstoppable monster (and in most cases, she kinda is), but she is not without her faults. For one, Double's shapeshifting is not 100% perfect (perhaps due to lack of personality). Those with a keen sense can usually pick out Double's disguises, like Christmas. Additionally, she has trouble playing multiple roles at once. Double's stamina is also not infinite, and while it will take a lot to get her to be tired, she eventually will tire out. Also, manipulation and control of Gehenna's blood are the only ways we've seen so far that permanently take out Double (special thanks to Eliza for doing so).
"Makima will have Control of this DEATH BATTLE!"
BACKGROUND
Name: Makima, Last Name:
Age: Unknown
Height: 173 cm | 5′8″
The Control Devil
Leader of The Public Safety Extermination Special Division 4
Likes: Chainsaw Man, dogs, cinema
Dislikes: disobedience, bad movies,
buffets
In the world of Chainsaw Man, fear manifests Devils. No literally, Devils gain form and power from the collective fears of humanity. Fears that are shared by humanity usually tend to be stronger than the rest, and few are as strong as the fear of the oppressor. This fear manifested as the Control Devil. In Hell, the Control Devil witnessed the Chainsaw Devil erase concepts out of existence. She wanted this Devil under her control, but it disappeared. Eventually, it assumed the identity of a human, Makima.
She was discovered by the Japanese government and made the leader of the 4th Division of the Public Safety Devil Hunters organization. Though seemingly cold and uncaring, things would change when she met Denji, the Chainsaw Man. Turns out, the Chainsaw Devil (Pochita), had fled to Earth, turned into a dog, and is now acting as the kid's heart. She adopted Denji as her "pet", giving him the life he never had. This was all a front though, as her main goal was to use the Chainsaw Devil's ability to erase concepts to create her own idealized world. But as she didn't see the Chainsaw Devil as beneath her, as well as Denji and Pochita already making a contract preventing its use, she needed to destroy Denji by building him up, only to crumble the foundation down.
She did just that. She gave Denji a new life, one where he has a job, friends, and family... And she took it all away, absolutely destroying him mentally. She also weakened the Chainsaw Devil by making the public see him as a hero, losing the power a Devil gets from fear. Victory was in her grasp, but in the end, Denji was able to beat her by cutting her up and eating her as an act of love (somehow).
Turns out, love was Makima's biggest undoing. There's the Denji thing, but beneath Makima's goal of reshaping the world, she secretly wanted to figure out how to love and make connections with other people. Unfortunately for her, she never got to figure out the answer to that as once the Control Devil manifested on Earth once more, it was no longer Makima.
SKILL & EXPERIENCE
As part of Public Safety, Makima's experienced in combat. She's shown to be adept in hand-to-hand combat, like when she took on a weakened Pochita in a brawl with just her bare hands. She should also be superior to Quanxi (described as the best hand-to-hand combatant in the verse), as she chose to surrender rather than fight Makima. Makima also knows how to use the environment to her advantage, such as using the Zombie Devil to counter Power's internal blood manipulation. She also has knowledge of swordplay, as when she decapitated Quanxi so cleanly that she was still able to talk for a moment before her head fell off.
Makima's biggest strength is her control and manipulation. She uses her contracts with other Devils to essentially do most of the dirty work for her. Some notable examples are when Katana Man effortlessly defeated Aki in one strike, and Reze (the Bomb Devil), being an enhanced supersoldier, could fight Denji one-on-one. There are so many more Devils under her control that she should be equal or superior too in terms of combat.
Due to her being the Control Devil, she is very manipulative and cunning. She's very well-versed in planning events ahead of time. All of what Denji went through in Part 1? Yeah, she though that through. Crazy.
ARSENAL
Sword
Makima has used a sword on some occasions. She’s pretty good at using it.
ABILITIES
Devil Physiology
We’ve already mentioned that Devils gain power the more that they are feared. A Devil gains a boost in physical stats if they are feared by the masses. As the Control Devil, a Devil that is the manifestation of humanity’s fear of control, Makima has a massive boost in strength and speed. Devils also have the innate ability to heal by consuming blood. Devils can also regenerate limbs and revive by consuming blood. Makima can also take over a person’s corpse as a last resort.
Makima’s Devil Physiology also gives her enhanced senses. She can discern human and Devil just from scent, and can even track others. Her hearing is so fine-tuned that she can listen in conversations from kilometers away and even listen in on conversations while a thunderstorm is happening. Makima can view Pochita’s action while he was in space (and she was on Earth), can communicate with Devils that are in Hell, and she can even remember concepts that the Chainsaw Devil erased from existence.
Makima’s Devil Physiology also allows her to float and levitate. Yeah…
Contracts
Contracts are binding verbal agreements between Devil and human. Contracts usually cannot be broken, but on some occasions, both parties have escaped a contract with no harm done. A contract with Makima is different, however… As the Control Devil, Makima can abuse these contracts such that any contract made with her only benefits her. This means that she can utilize the power of Devils that have made contracts with other people to her pleasure. She can even summon her contractors from anywhere in the world and even control their corpses. If you’re under contract with Makima, you are essentially a pawn. No personality, no sense of self.
Control Devil’s… Control
As the Control Devil, Makima has the ability to control anyone she deems as below her, which is pretty much like 99% of everyone. This isn’t limited to humans or Devils, but she can also control animals. This is usually done with Contracts, but just like the next Control Devil, Makima can use ghostly chains to control others. Her primary method of control is through mind control. A victim of Makima’s control loses their memory of anything that happened immediately before they were put under control, and of anything they did while being controlled. She can also warp one’s personality too. Makima’s control also works on corpses, somehow.
Her control isn’t perfect, however. Angel Devil and Power have broken out of her control, but those require some context and Makima can always just put someone under contract to have full control over them.
Biological Manipulation
Makima can mess with other people’s biology, such as making someone bleed from the inside with a stare. She can also create a crown out of her own brain tissue, which also works as a portal she can summon devils or weapons from.
Animal Control
Makima can use animals such as birds and rats to act as extensions of herself. She can use them to listen in on conversations from far away and can even travel as a pack of rats.
Immortality Contract
Makima made a contract with Japan’s Prime Minister, which turns any and all attacks made on her be transferred to a random citizen of Japan in the form of an appropriate illness and accident. This means that Makima essentially has 126 million extra lives, making her damn near immortal. With this contract in place, she can heal from basically all methods of conventional damage. Bullet wounds, decapitation, impalement, you name it. She can even potentially ward off mental attacks.
Telekinesis
Makima shoots an invisible force at her target, instantly applying damage to where she points to. She’s used it to launch the Chainsaw Devil into orbit and to obliterate bodies. Aside from her Finger Gun attack, she’s legit just used actual telekinesis.
Death Ritual
Makima can perform a ritual that instantly kills its target, but it requires set-up and is not an instant thing.
Resistances
Transmutation: Devils are naturally immune to the effects of the Doll Devil dolls, which normally turn whatever they touch into dolls.
Memory Manipulation: Makima and all the four horsemen were able to still remember all of history that was erased by Pochita.
Mind Manipulation: Other Devils like the War Devil Yoru are not affected by mental attacks from the Falling Devil, whereas normal people are instantly affected. Makima might also be able to redirect mental attacks. It is also possible Makima might be able to fight off mental attacks by affecting her own brain with her biological manipulation. Denji showed this method is possible, as he scrambled his own brain with his saws to fight off Falling Devil’s mental attacks.
Zombification: Devils cannot be turned into zombies by being bitten.
SUPPORT
All the Devils, Fiends, and Hybrids that Makima has under her control is fair game, given that she can literally summon them at any time (as well as she literally has control over them so it's not like they'd be able to do anything about it...).
Devils
Mold Devil: Can affect the target’s internal organs to grow mold and make them bleed internally.
Stone Devil: Can petrify opponents.
Mantis Devil: Is strong enough to cut Power in her Devil Form.
Fox Devil: Big fox eat target.
Curse Devil: Stabs three times. Crushes and bites target after third bite.
Future Devil: Can see into the future for a few seconds.
Snake Devil: Big snake attack or eat foes. Foes can be spat out and used as more offensive options like the Ghost Devil.
Spider Devil: Can climb walls, phase through the ground, and even transport others to other Dimensions.
Angel Devil: Can siphon the life from any mortal he touches. Can turn the life he steals into various weapons. These weapons can also harm ghosts.
Punishment Devil: A large Devil that is strong enough to punish the Gun Devil into hiding.
Zombie Devil: Can create zombies. These zombies can duplicate and can even be revived. The zombies remain even if the Zombie Devil is removed entirely.
Fiends & Hybrids
Shark Fiend: Has a powerful bite force and enhanced smell. Has the ability to phase through objects.
Violence Fiend: A skilled combatant that can get violent to the point he has to be restrained via. poisonous mask. Should the mask be removed, his true power will be revealed.
Reze, The Bomb Hybrid: A super-soldier trained in the USSR. Reze in her hybrid form can cause massive explosions and even use her head like a bomb. She does not take damage from her explosions.
Katana Man: Scary hybrid with katanas on his head and arms.
Flamethrower Hybrid: Scary hybrid with flamethrowers for arms.
Crossbow Hybrid: Can shoot arrows strong enough to blow the Doll Devil into pieces. Can regenerate from a head.
Whip Hybrid: Scary hybrid with whips for arms.
Spear Hybrid: Scary hybrid with a spear.
Longsword Hybrid: Scary hybrid with longswords on his arms.
FEATS
Overall
Planned the entirety of what happened to Denji in Part 1.
Stalemated the Darkness Devil.
Took control of most of Japan's devils, fiends, & hybrids.
One of the strongest Devils in the verse.
Manipulated most of the world nations into submission.
Attack Potency/Strength
Speed
Durability
Took blows from Denji.
SCALING
The Chainsaw Man
Denji and Makima threw hands with each other on equal footing, with Makima eventually gaining the upper hand. Makima could even make Denji's Hero Mode bleed. This means that Makima should scale to Denji during this saga.
Denji can throw around cars.
Fought evenly with the Bat Devil, who could destroy a building (0.864 - 7.4 tons of TNT).
Various Devils, Fiends, and Hybrids
Makima should scale to the Devils she and Denji have interacted with and fought. Makima should also scale to the Gun Devil at 20% as she defeated the Gun Devil at this level.
The Gun Devil can cross multiple countries in a short span of time (Mach 635). His bullets can also travelseveral kilometers in a short amount of time (Mach 203.7). Can create craters (794.3 tons of TNT).
Comparable to the Typhoon Devil, who created a storm (at best, 413.6 kilotons of TNT).
Primal Devils
While the Primal Devils should scale above Makima, due to her stalemating the Darkness Devil and even wounding it, she should be comparable to a point where she doesn't get neg-diffed by any of them.
The Falling Devil reversed the gravity of the planet, killing thousands in Tokyo and causing worldwide calamity 222.8 kilotons of TNT, potentially higher).
Stalemated the Darkness Devil.
WEAKNESSES
Makima is not unstoppable. For one, while her contract does make her almost immortal, it doesn’t make her immune to damage. Sufficient damage can prolong the healing process. Her contract also can’t bring her back from complete annihilation of her body, as there still needs to be some mass of her left for her to regenerate from. Makima also tends to let herself get hit a lot, kinda like Deadpool. Additionally, Makima’s control only really works if she sees you as below her, similar to how she saw the Chainsaw Devil.
BEFORE THE VERDICT
How would this fight actually work?
For there to be an actual debate to be had, we need to set at least some ground rules on how this fight is going to play out. This is the main ruleset that I'm going for:
Double is not a Japanese citizen and thus will not count towards Makima's immortality contract backfiring on her. Not only is Double not originally from Earth (she's a creation of the Trinity, an alien similar to the Skull Heart), she also primarily resides in the Canopy Kingdom, a place based on America.
This fight will take place in Japan and Gehenna. Let's say Double goes to Japan to seek Makima because the Trinity said she was a good replacement for the Skullgirl or smth like that. Gehenna also runs around the world so it's safe to say that she can travel to Japan whenever she pleases.
Makima and her Devils, Fiends, and Hybrids vs. Double, Marie, and Valentine. To explain the Skull Heart's appearance, Marie never fights with it at its full power because she resists its control, meaning that if she goes down, then Double can offer up the Skull Heart.
VERDICT
I will try and break this fight down into certain categories, as well as list down each fighter's advantages/disadvantages in this fight. But the question stands: What categories best fit this fight? Well...
Stats
This category takes a look at the how the two compares in the Stat Trinity: Strength, Speed, and Durability. Let's start with Strength. The best feats of strength that Makima can compare to is the Typhoon Devil creating a massive storm and the Falling Devil manipulating gravity. This should put her around 222.8 - 413.6 kilotons of TNT, potentially higher. This only really applies to her "Bang" ability, as Makima has not really shown any noteworthy feats of strength without it. Still, the fact that she can just do this on a whim with her telekinesis is impressive. Unfortunately for the Control Devil, Double has her beat. Double's best feat of strength was when she shook and collapsed Gehenna, a feat worth 575.13 teratons to 33.7 petatons of TNT. This makes Double 2.5 BILLION - 81.48 BILLION times stronger. However, Double can only really do this when she is in her own domain. Would she even be able to realistically do this in a fight? Well, let's take a look at speed.
At her best, Makima can match the Gun Devil moving at Mach 635, while Double can react and block Annie's lightspeed attacks. This makes Double around 3,523 - 7,501 times faster. With such a massive difference in speed, Double could always just catch Makima off guard and send her to Gehenna! Sure, Makima can teleport, but thanks to Gehenna stretching throughout the world, she really has no place to go where Double won't eventually reach her.
As for their durability, these two are surprisingly equal thanks to letting themselves be hit with what would be considered fatal, only to come back via their regeneration. But even with this, Makima simply cannot keep up in raw stats. Point goes to Double.
Abilities
Thanks to Modifiers like Regen, Heavy Regen, and Final Stand, Double could always resist any shenanigans by the Angel or Mold Devil, at least for a time (I'm not arguing that it's a perfect counter, I'm more so saying that it buys her more time as she can hold off the effects for some time), Makima's teleportation is really rendered moot against someone who's quite literally worldwide, and Makima's biological manipulation and instant kill rituals wouldn't really be effective in this fight. However, that's not all Double can do. Enter: Marie and Valentine.
Valentine really doesn't affect much in this fight. She could probably take down most of the Fiends and Hybrids, given her superior mobility and arsenal, but she doesn't really have any way to counter the Devils. Marie, on the other hand... Marie basically makes the Zombie Devil (and any undead that Makima has under her control) completely moot. While Marie has trouble controlling zombies with sentience, that was more so Leviathan's interference with the Skullgirl's control over the undead. Thankfully for Marie, none of Makima's zombies have that kind of interference. Maybe Makima's control may pose some difficulty into turning the zombies against her, but since Marie can also manipulate and gain assistance from the souls of the deceased, I'd say she has a really good chance of gaining Makima's zombies in her favor. Plus, with her having 10 million skeletons in her command, possibly more, Marie absolutely makes up for the numbers disparity.
Initially, Makima has the advantage in terms of Abilities due to her being able to summon her Devils as soon as the fight starts, but overtime, I believe Double starts to take the advantage, and then some. Double and Marie both counter a lot of what Makima can throw as well as even take care of certain disparages like the numbers advantage. Sure, Makima has abilities that Double doesn't have an immediate answer to like telekinesis and control, I still believe that Double takes the slight edge here.
Immortality
Now, any of the talk about stats and abilities would be useless if neither could actually kill each other. But which one would be able to bypass the other's immortality? Let's see.
Makima's contract essentially allows her to regenerate from any form of damage since it just gets transferred to a poor citizen of Japan. However, there are ways to get around this contract. Firstly, any attack on her that are not perceived by the attacker as an attack can bypass this contract. Denji was able to kill Makima because his attacks technically lacked the intent to harm her (it was out of love). Secondly, and the most important factor when it comes to Makima's immortality contract, is that she needs some amount of herself to regenerate from. It's noted that total obliteration of her body is necessary if you want to bypass her contract.
How about Double? Well, that's simpler. You just have to compromise/destroy Gehenna. There's only really one time where Double has been permanently put down, and that's in Eliza's Story Mode. Eliza has the ability to empower herself and manipulate blood, whether it's hers or from other sources. Once she figured that there was blood in Gehenna, Eliza basically used all of it to beat and kill Double. She even notes that "it's time for her to join her daughters", as she was also the one who killed Aeon and Venus long ago. Yes, that means that the time Squigly incinerated Double's body as well as Annie bisecting her in two? Yeah, she didn't die from that. This is supported by the fact that Double can collapse Gehenna whenever she wants and survive, meaning that to truly kill Double, you must mess with and destroy Gehenna.
Knowing this, I can confidently say that Double can bypass Makima's immortality more times than Makima being able to bypass Double's, and here's why. Makima has shown zero ability to use blood to empower herself, similar to Power and Eliza. She can heal herself with blood, but with no way to quickly drain Gehenna of all its blood, it was only really a case of delaying the inevitable. Plus, Makima is not strong enough to destroy Gehenna. At worst, Gehenna spans more than two countries, and at best, the entire world. Makima simply does not have the power to do such a thing. Meanwhile, Double could always just consume her. Double even did so to kill Ms. Fortune, whose regeneration works pretty similar to how Makima's contract regenerates her body. Granted, this might not be a perfect way to obliterate Makima's body, as Denji eating Makima was also not a guarantee that she would permanently disappear, but if you consider the fact Double can generate planet-wide earthquakes just by shaking Gehenna, she can manipulate the flesh of Gehenna to chew hard enough to reduce Makima's body to nothing, eventually. Double has the better immortality.
Skill & Experience
I'll try and keep this category brief. Makima is more skilled as a fighter. She's superior to Quanxi, who is stated to be the best hand-to-hand combatant in the world. She could destroy the Chainsaw Man in a fistfight, and she even knows some other martial arts like swordplay. This is not to say Double doesn't know her way around a fight, she's beaten experienced fighters like Beowulf, Parasoul, and Valentine. Buuuuuuut Double herself doesn't really practice any martial arts. Skill goes to Makima.
Experience is a different story. While the Control Devil has been around for presumably thousands of years (maybe even more), Makima herself hasn't. Meanwhile, Double has always been Double for thousands of years, and has been manipulating the events of the games in the background. It's a tough call, but I believe Double is more experienced (even if not by much, if the Control Devil is as old as Double).
Skull Heart vs. Control
The Skull Heart's control on the person who makes a wish on it depends on the wish and the intentions behind that wish. It actually doesn't matter how pure the wish or its intention is, it will always turn them into a Skullgirl. However, a more pure wish means that the Skull Heart's effects will take time (like in Filia's character ending). If Makima were to make a wish on the Skull Heart, how long would it take until the Skull Heart took control of her body? Well, if she were to make a wish on it (let's say it's similar to why she wants the Chainsaw Devil), she'd most likely get converted into a Skullgirl almost immediately, as while her intentions are pure (her wanting connections and all that), her wish isn't (even if creating an idealized world may be pure, it is still based on her idealized version of a perfect world, and those kinds of things vary from person to person). This is great and all, but it's kinda unreliable considering that in order for her to actually wish on the Skull Heart, the Skullgirl must fall first.
Ultimately, their best ways of controlling the other are kinda unreliable as Makima's control is countered by Double's physical stats and the Skull Heart's control is countered by the Skullgirl still being alive. I do think Makima's control is a tad better since she has it on her at all times, so even if it's just a really small edge, Makima's control is better.
SUMMARY
Double:
+ Far faster and stronger
+ Double, Valentine and Marie counter Makima's Devils, and then some
+ Could get past Makima's immortality
+ Slightly more experienced
= Skull Heart and Control have equal potency
= Regeneration is the same, for the most part
- Skull Heart is not readily available
- No resistance to mind control
Makima:
+ Better skill in combat
+ Makima can use Control whenever she wants
= Skull Heart and Control have equal potency
= Regeneration is the same, for the most part
- Far weaker overall
- Could not destroy or mess with Gehenna, at least not in any way that matters
- Double's speed and status meant Control wasn't a surefire wincon
- Would immediately become a Skullgirl
CONCLUSION
This battle was an interesting (and confusing) one to tackle, especially when it came to how their Abilities and Control would interact. I honestly believe that if given the chance, Makima could always put Double under her control. Plus her wide array of Devils and Fiends, Double was always going to be in a tough spot. However, thanks to Double's superiority in stats, better immortality, and far better support means that unfortunately for Double, the Trinity needs to find another suitable host for the Skull Heart. Fortunately for everyone else though, Makima ultimately lost control of this fight.
The winner is the shapeshifting nun, Double.
Team Double (0.70) - 70% of Me
Team Makima (0.30) - 30% of Me
Finally... To those who are wondering why my "Before the Verdict" is so short, I really just don't get what the purpose of that segment is (I'd rather the explanations already happen in the analyses themselves or somewhere in the verdict...) and I just wanted to keep it short to explain the rule set of the match up. Also, I plan on remaking my previous two Debate Docs and uploading them here. I dunno when I'll be actually able to do that, but... Also, I honestly hope I can collab with someone else for one of these, especially for characters with more complicated scaling/research. Anyways, here are some of the ones I want to do next time.






























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