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MGRP - Ripple 1
Can throw shuriken that always hit their target.
~ Ripple's magic description

Summary

Kano Sazanami is a high school student who has become very aggressive towards others due to her family situation. She is prone to getting into fights and prefers to be alone, making others believe of her as a delinquent. While fighting, she is very reckless, charging in headfirst without any form of plan. Despite showing little to no care, she actually does care for others and wants to protect her city. She considers Top Speed her only friend, but is too proud to admit it. When she becomes a real magical girl by playing Magical Girl Raising Project as Ripple, she is mentored by and partnered with Top Speed, and later with Snow White.

After the events following her "entry exam", she regularly hangs out with Snow White, emotionally supporting each other. She's later convinced after much trouble by Snow White's new mentor, Pythie Frederica, to train her in combat, martial arts, and in developing and using her magic more effectively. Upon discovering Frederica's affiliation with Cranberry, she and Snow White arrest her. Months later, she decides to join the Magical Kingdom, in order to see Snow White again and attempt to help combat the corruption running rampant. She was supposed to be interviewed by 7753, but was instead pulled in as reinforcements in B-City to back up Mana, Hana Gekokujou, 7753, and Archfiend Pam with the mission to apprehend a serious criminal.

Powers and Stats

Tier: 8-A | 7-C. 7-C with magical grenades

Key: Unmarked | Post-Unmarked

Name: Kano Sazanami, Ripple

Origin: Magical Girl Raising Project

Gender: Female

Age: 17

Classification: Human, Magical Girl, High School student, «Child of Cranberry», Part of the B-City Investigation Team

Powers and Abilities: Magical Girl Physiology, Proficient in CQC and Martial Arts, Weapon Summoning (magic shuriken and kunai), Kunai, Shuriken and Shortsword Mastery, Perfect Accuracy, Homing Attack, Acrobatics | Same, plus Instinctive Reaction (She reacted to Pythie Frederica's magic, despite it coming from a blind spot and out of nowhere[1]), far better Senses and Acrobatics, Platform Creation (She can use her thrown shuriken/kunai as platforms to jump on, to reach higher places), Explosion Manipulation with magical grenades

Attack Potency: Multi-City Block level (Fought and killed an Energy Pills-boosted Swim Swim who survived an attack from a casual Cranberry[2]) | Town level (Stronger than Rain Pow and stomps Pythie Frederica, but noticeably weaker than Archfiend Pam). Town level+ with magical grenades (She instantly defeated several high-ranked Spade Shufflins, who scale to Marika Fukuroi, who herself scales to Cranberry)

Speed: At least Supersonic movement speed with (Scales to Weiss Winterprison who ran beyond the horizon in a couple seconds[3]), with likely Hypersonic+ combat/reaction speed (Strong magical girls can act 1000 times faster than humans)[4]. She can react to stat-amped gunfire from blind spots[2]) | At least Supersonic+ movement speed (Scales to Marika Fukuroi who crossed 200 meters in half a blink[5]), with at least Hypersonic+ combat/reaction speed (Faster than before. She reacted to Pythie Frederica's magic, despite it coming from a blind spot and out of nowhere[1]. Shouldn't be much slower than Archfiend Pam)

Lifting Strength: Likely Class 25 (Should scale to Captain Grace who can lift her pirate ship), possibly Class 50 (Should scale to La Pucelle)

Striking Strength: At least Multi-City Block level | Town level

Durability: At least Multi-City Block level (On par with Energy Pills-boosted Swim Swim) | Town level (Took continuous hits from Rain Pow[1]. Overcame Kuru-Kuru Hime's ribbons with relative ease[4])

Stamina: Superhuman. As a magical girl, she has hugely improved stamina and resistance to fatigue (moreover, she doesn't need to eat or to sleep). Fighting against other magical girls for a while, running kilometers and rescuing people for several hours doesn’t affect her at all. Magical Girls can stay active for multiple days without rest, resist freezing cold and scorching heat.

Range: Extended Melee Range with sword, at least Tens of Meters with thrown weapons

Standard Equipment: Unlimited ammo of Shuriken and Kunai, Shortsword (all magical) | Same, plus magical grenades

Intelligence:

  • Unmarked: Above Average. Ripple is a naturally wary of others and decent at judging them. She's very adaptable in a fight, able to face off against Calamity Mary and Rionetta.
  • Post-Unmarked: Gifted. Following her months-long training with Snow White, her instincts got far sharper, and her experience increased, to the point of fighting on equal terms with opponents similar to Cranberry. She's cautious of her surroundings at all times, even when resting, and can intercept nearly any attack (including the unpredictable nature of Pythie Frederica's magic), and adapt much faster to evolving situations. She's gotten calmer and wiser, and contributed extensively during the B-City investigation in Limited. She captured Kuru-Kuru Hime with no effort, and had Rain Pow on the defensive during their entire fight.

Feats:

  • She fought Swim Swim twice and survived both times. She also beat and killed her the second time. During the 2nd fight, she had a missing & bleeding arm, a gouged eye, and was fighting at night with barely any lights on against an intangible enemy, and she still won.
  • Her instincts allowed her to counter the unpredictable nature of Pythie Frederica's magic
  • She single-handedly eliminated tens of Shufflins
  • She defeated Micchan the Dictionary, a very powerful bounty hunter hand-picked by Pfle

Weaknesses: None of the regular human weaknesses. If she becomes unconscious, she turns back into a human and loses all the magical girl advantages.

  • Unmarked: Hot-headed and tends to be easily taunted
  • Post-Unmarked: Has a missing arm and eye, though they don't affect her skill and performance

Notable Attacks/Techniques:

Perfect Accuracy: Ripple’s magic is to always hit a target with any item she throws and manipulate its trajectory. Her magic can be applied to anything thrown, not just her weapons, including rocks, shards of glass, doors or any object, and the object will automatically be strengthened to her tier. When a target has been selected, the item she throws will immediately home in on the target, keeping its kinetic energy constant, moving at a speed that even magical girls find difficult to intercept and is strong enough to deal fatal damage to a magical girl. Once the item is thrown, the target can't be changed. For a target to be chosen, it has to be within Ripple's field of vision and she has to directly know where she is throwing/aiming, meaning her magic won’t work if the target is obscured enough that she cannot make out what it is. Ripple can target a specific or vague part of the target as she wishes, but she cannot estimate a target.

Weapon Summoning: The number of shuriken and kunai that she has is unlimited; there is no running out of ammo, and these items can be used by others. The weapons are all magical.

Gallery

Others

Notable Victories:

Notable Losses:

Inconclusive Matches:

References

  1. 1.0 1.1 1.2 Light Novel, Volume 6
  2. 2.0 2.1 Light Novel, Volume 1
  3. Magical Girl Raising Project in Dreamland
  4. 4.0 4.1 Light Novel, Volume 5
  5. Light Novel, Volume 7

Discussions

Discussion threads involving Ripple
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