Part 1
Intro
Calculations turn feats from different types of media (manga, anime, video games, etc.) into measurable, real-world values. They allow various movements, impacts, explosions, and environmental changes to be expressed using physics and clear numbers, which makes it possible to determine a character’s speed, strength, durability, and even the actual yield of certain abilities.
In versus debating, this creates a fair baseline for comparison. Visuals alone can be misleading, as while something can look fast or strong because of art style or animation choices, those impressions aren’t always going to be reliable. Calculations remove that uncertainty by focusing on measurable elements like distance, mass, time, and energy, giving every series a neutral standard.
For a calculation to be reliable, it should be easy to follow along. All steps involved for a calculation, including measurements, formulas, values, references, and scans should be easy to follow so anyone can repeat the process and reach the same result. This keeps things accurate, reduces disagreements, and strengthens the credibility of the result.
Several types of calculations are used in versus analysis, each serving a different purpose:
Core Requirements for Valid Calculations
Valid calculations must rely on real-world physics, solid evidence, clear reasoning, and as few assumptions as possible. Every step needs to make sense, be easy to follow, and match what the scene actually shows. This section explains the basic rules that every calculation should follow to stay accurate and consistent.
Using Real-World Physics
Calculations must follow real physics, using formulas that fit the scene. Fictional physics should only be used when clearly explained in the story. All units and conversions must stay correct and consistent.
Proper Evidence Collection
A calculation is only reliable if the evidence is clear. Provide scans or timestamps that show the full feat, use multiple angles when needed, and make sure the scene is consistent. Always cite the exact chapter, episode, or page.
Citing Reliable References
Some calculations need outside information such as density, temperature, speed, or material strength. These values must come from reliable scientific sources like physics textbooks, NASA data, engineering charts, or academic references. Avoid fan-made wikis or unsourced numbers unless they clearly cite real science. Place citations beside the part of the calculation where the value is used.
Avoiding Unsupported Assumptions
No part of a calculation should rely on invented numbers. Distances, timeframes, and object sizes must come from the scene itself or from well-established standard values. Never guess how long something took or how big something is. Any assumption must be conservative, clearly explained, and based on real-world behavior or consistent visuals.
Burden of Proof
The calculator must support every step with evidence or logic. If a feat is unclear or missing important details, it should be low-ended or thrown out. Unsupported claims or “just trust me” reasoning are never acceptable.
When Statements Override Feats
Exact numbers or clear descriptions provided by the story take priority over visual interpretation. Narration boxes, databooks, and consistent character statements are valid sources, but they cannot override visuals that contradict them, and exaggerated statements should not be taken literally.
Assumptions: Allowed vs. Not Allowed
Some assumptions are okay, but only in very specific situations.
Allowed (with clear justification):
Interpretating a Feat
Correctly understanding what a feat is actually showing is one of the most important (and most commonly misunderstood) parts of any calculation. Fiction often uses dramatic visuals, stylized effects, or artistic exaggeration that aren’t meant to reflect real physics, so it’s important to distinguish what is literal from what is not. This section explains how to tell which parts of a scene can be measured and which parts should be ignored.
Literal vs Non-Literal Visuals
Not everything shown in fiction represents a real, physical event. Many series exaggerate impacts, scale, speed, or destruction for drama. When analyzing a feat, only measure elements that the story intends to be real within its world.
Usually literal:
Recognizing Artistic Exaggeration
Anime, cartoons, comics, and games often use effects that look impressive but aren’t meant to be taken literally. These include huge smoke clouds, oversized shockwaves, stretched motion streaks, and impacts that visually overwhelm the environment.
To avoid using exaggerated elements:
Animation, Camera, and Perspective Issues
Camera angles and animation choices can distort size, distance, and speed. Extreme close-ups, diagonal shots, fisheye effects, or poorly drawn backgrounds often make objects appear larger or smaller than they really are.
Common issues include:
When a Feat Is Too Vague to Calculate
A feat becomes unusable when it lacks the key information needed for measurement. If the scene does not show enough detail, any calculation becomes guesswork.
A feat cannot be calculated if it lacks:
Scenes That Are Too Stylized to Measure
Some scenes are so heavily stylized that nothing in them can be tied to real physics. These are especially common in high-action animation or abstract comic art.
Here are some exmples of visuals that cannot be calculated:
When in Doubt
When interpretation becomes unclear:
Standard Values
Standard values are established, real-world numbers that can be used when a scene does not give exact measurements. They exist to keep calculations consistent, prevent guessing, and make sure assumptions match the physical conditions shown. A standard value should only be used when the scene clearly resembles real-world behavior and nothing contradicts it.
Normal Human Statistics
Normal human values are used when the character is an ordinary human with no special abilities. These numbers work as safe defaults when a scene lacks specific measurements.
Common human standards include:
Cloud Height
Cloud height is used for feats involving realistic cloud layers.
Atmospheric Density
Air density affects feats involving shockwaves, explosions, air displacement, or drag. Here are some useful values:
Speed of Sound
The speed of sound changes with temperature. Use the standard value unless the scene shows obvious temperature differences. Here are some typical values provided:
Gravity and Planetary Constants
Use Earth-like values only when the setting behaves like Earth in terms of physics, terrain, and character interaction with gravity. The standard Earth values are:
Temperature Baselines
Temperature standards are used for thermal feats, including melting, heating, vaporizing, or otherwise altering the state of materials. Here are some common temperature references:
When Standard Values May Be Used
Standard values are only acceptable under conditions where they genuinely reflect the physical reality shown in the scene. They may be used when:
When Standard Values Should Not Be Used
Standard values should be avoided entirely if the story or scene contradicts them, or if the assumption would introduce uncertainty or exaggeration. Do not use standard values in the following situations:
Calculation Standards
Calculation standards exist to make sure every feat is handled in a clear, consistent way. A calculation should never rely on guesswork, artistic exaggeration, or incorrect physics. This section explains how to recognize valid feats, how to avoid unreliable ones, and when a result should be accepted, questioned, or rejected.
Consistency With Real-World Physics
All calculations must use real-world physics unless the story clearly defines its own rules. The formulas chosen must fit what is happening in the scene. Use kinetic energy for impacts, potential energy for falls, projectile motion for arcs, and thermal formulas for melting or heating. Make sure units are consistent and the math follows proper dimensional analysis. Using the wrong formula or mixing incompatible units makes the calculation invalid.
Avoiding Outliers
Outliers are feats that are far beyond what a character or verse normally shows. They often come from animation shortcuts, dramatic exaggeration, or one-time moments that were never meant to reflect normal ability.
A feat is likely an outlier if it:
Identifying Contradicted or Unusable Feats
Some feats should be thrown out entirely because they conflict with later canon or are too unclear to measure. Thus, a feat should be rejected if:
Verse Consistency and Scaling
Feats must make sense within the story’s internal logic. A feat that fits into the established power levels, character comparisons, and narrative context is much more reliable than a feat that stands alone or contradicts everything else.
When scaling characters, try to:
When a Calculation Becomes Too Speculative
A feat becomes speculative when essential details cannot be confirmed. If distance, time, size, or environment cannot be verified, the calculation ends up being guesswork. Thus, a calculation becomes too speculative if:
Multi-Stage Feats and Separating Components
Many feats include several actions happening one after another. For example, a character might run, jump, punch something, and then cause an explosion. Treating the entire sequence as one event can create unrealistic results. To handle multi-stage feats correctly:
Calculation Process (Step-By-Step)
A calculation needs a clear and organized method to stay accurate. A consistent process helps prevent mistakes, keeps the reasoning easy to follow, and ensures that anyone can repeat the steps and get the same result. This section explains the full workflow for handling a feat from start to finish.
Purpose of a Clear Method
A structured method ensures that:
Start by choosing a feat that:
2: Gathering Evidence
Gather all visual references that show the feat:
3: Measuring Distances
Distance is usually measured through:
4: Determining The Timeframe
Time is typically measured by:
5: Choose the Right Formulas
Use formulas that match what is happening in the scene. Common examples include:
6: Plug In Values
Insert the measured values into the formulas:
7: Showing All The Steps For The Calculation
A valid calculation must be transparent. Include:
8: Presenting the Final Result
Finish your calculation with a clear, readable answer:
Timeframes
Timeframes determine how long an action lasts. Even small differences in time can change the resulting value for Speed or Attack Power, so the timeframe used in a calculation must always come from real evidence. Any time value that cannot be confirmed is not valid. This section explains how to measure time correctly and how to avoid common problems.
Frame Counting (Animation, CGI, and Games)
Frame counting is the most reliable way to measure time in animated or digital media. It involves:
Real-Time vs Slowed or Sped-Up Footage
Some scenes show slow motion or fast-forwarding for dramatic effect. These effects must not be treated as real in-universe time unless the story specifically states that time itself is being manipulated. Guidelines are listed below:
Assumed timeframes are only allowed in very specific situations where real-world timing is already known and widely understood. They should never be used freely. Assumed timeframes are allowed when:
Unsupported or Arbitrary Timeframes
Time values that are guessed or invented cannot be used. These include:
Correctly Interpreting Fast Scenes
Fast scenes can be misleading. Visual tricks do not equal real speed.
Examples of things that cannot be used:
Summary of Timeframe Requirements
Ideally, figuring out a valid timeframe for a feat should:
Calculations turn feats from different types of media (manga, anime, video games, etc.) into measurable, real-world values. They allow various movements, impacts, explosions, and environmental changes to be expressed using physics and clear numbers, which makes it possible to determine a character’s speed, strength, durability, and even the actual yield of certain abilities.
In versus debating, this creates a fair baseline for comparison. Visuals alone can be misleading, as while something can look fast or strong because of art style or animation choices, those impressions aren’t always going to be reliable. Calculations remove that uncertainty by focusing on measurable elements like distance, mass, time, and energy, giving every series a neutral standard.
For a calculation to be reliable, it should be easy to follow along. All steps involved for a calculation, including measurements, formulas, values, references, and scans should be easy to follow so anyone can repeat the process and reach the same result. This keeps things accurate, reduces disagreements, and strengthens the credibility of the result.
Several types of calculations are used in versus analysis, each serving a different purpose:
- Feat Calculations: These measure something shown directly in the source material, such as a character crossing a distance, lifting an object, creating an explosion, or surviving an impact.
- Scaling Calculations: These apply the result of a measured feat to another character when there is clear evidence they can keep up, such as matching blows, blocking attacks, or fighting on equal terms. Scaling isn’t math; it’s a logical extension of a feat when a character has shown they can match or exceed the original performer.
- Environmental Calculations: These focus on the destruction or alteration of terrain, structures, or other large-scale features in the environment.
- Statement-Based Calculations: These use numbers or claims given in the story as long as they are reliable, consistent with the narrative, and not contradicted by visuals. Examples include stated distances between places, speed, or how much something even weighs.
Core Requirements for Valid Calculations
Valid calculations must rely on real-world physics, solid evidence, clear reasoning, and as few assumptions as possible. Every step needs to make sense, be easy to follow, and match what the scene actually shows. This section explains the basic rules that every calculation should follow to stay accurate and consistent.
Using Real-World Physics
Calculations must follow real physics, using formulas that fit the scene. Fictional physics should only be used when clearly explained in the story. All units and conversions must stay correct and consistent.
Proper Evidence Collection
A calculation is only reliable if the evidence is clear. Provide scans or timestamps that show the full feat, use multiple angles when needed, and make sure the scene is consistent. Always cite the exact chapter, episode, or page.
Citing Reliable References
Some calculations need outside information such as density, temperature, speed, or material strength. These values must come from reliable scientific sources like physics textbooks, NASA data, engineering charts, or academic references. Avoid fan-made wikis or unsourced numbers unless they clearly cite real science. Place citations beside the part of the calculation where the value is used.
Avoiding Unsupported Assumptions
No part of a calculation should rely on invented numbers. Distances, timeframes, and object sizes must come from the scene itself or from well-established standard values. Never guess how long something took or how big something is. Any assumption must be conservative, clearly explained, and based on real-world behavior or consistent visuals.
Burden of Proof
The calculator must support every step with evidence or logic. If a feat is unclear or missing important details, it should be low-ended or thrown out. Unsupported claims or “just trust me” reasoning are never acceptable.
When Statements Override Feats
Exact numbers or clear descriptions provided by the story take priority over visual interpretation. Narration boxes, databooks, and consistent character statements are valid sources, but they cannot override visuals that contradict them, and exaggerated statements should not be taken literally.
Assumptions: Allowed vs. Not Allowed
Some assumptions are okay, but only in very specific situations.
Allowed (with clear justification):
- Using standard human height when the characters are normal humans
- Using standard cloud height when the clouds look realistic
- Using known frame rates for the medium (for example, anime at about 24 FPS)
- Choosing the most conservative option when multiple angles exist
- Making up distances or timeframes without evidence
- Guessing based on how “fast” or “big” something looks
- Treating stylized or dramatic effects as real physical events
- Using headcanon or interpretations not supported by the scene
Interpretating a Feat
Correctly understanding what a feat is actually showing is one of the most important (and most commonly misunderstood) parts of any calculation. Fiction often uses dramatic visuals, stylized effects, or artistic exaggeration that aren’t meant to reflect real physics, so it’s important to distinguish what is literal from what is not. This section explains how to tell which parts of a scene can be measured and which parts should be ignored.
Literal vs Non-Literal Visuals
Not everything shown in fiction represents a real, physical event. Many series exaggerate impacts, scale, speed, or destruction for drama. When analyzing a feat, only measure elements that the story intends to be real within its world.
Usually literal:
- The size and position of characters
- The environment, such as buildings or terrain, when drawn consistently
- Actual movement from point A to point B
- Direct impacts without distortion
- Decorative background effects
- Symbolic or abstract scenery
- Stylized shockwaves or dust clouds
- Bursts of light with no physical meaning
Recognizing Artistic Exaggeration
Anime, cartoons, comics, and games often use effects that look impressive but aren’t meant to be taken literally. These include huge smoke clouds, oversized shockwaves, stretched motion streaks, and impacts that visually overwhelm the environment.
To avoid using exaggerated elements:
- Focus on things that stay consistent, like character height or solid structures
- Ignore particle effects, stylized clouds, and dramatic flashes
- Compare multiple panels or frames to check whether the scale stays the same
- Use the most conservative interpretation when the scale changes
Animation, Camera, and Perspective Issues
Camera angles and animation choices can distort size, distance, and speed. Extreme close-ups, diagonal shots, fisheye effects, or poorly drawn backgrounds often make objects appear larger or smaller than they really are.
Common issues include:
- Characters appearing larger due to forced perspective
- Stretched motion-blur frames
- Confusing depth because foreground and background overlap
- Camera pans that distort scale
- Use neutral, straight-on shots when possible
- Avoid frames where the camera is too close or angled oddly
- Cross-check several frames to find consistent measurements
- Ignore frames that show obvious stretching or drawing errors
When a Feat Is Too Vague to Calculate
A feat becomes unusable when it lacks the key information needed for measurement. If the scene does not show enough detail, any calculation becomes guesswork.
A feat cannot be calculated if it lacks:
- A measurable distance
- A valid timeframe
- A reference object that stays the same size
- A scene that clearly shows where everything is
- A world that looks consistent from frame to frame
- Use a low-end interpretation only if justified, or
- Talk about what happens without trying to measure it, or
- Reject the feat entirely
Scenes That Are Too Stylized to Measure
Some scenes are so heavily stylized that nothing in them can be tied to real physics. These are especially common in high-action animation or abstract comic art.
Here are some exmples of visuals that cannot be calculated:
- Symbolic lightning or energy
- Backgrounds turning into abstract shapes
- Flashes of light purely for drama
- Oversized shockwaves or rings with no physical cause
- Speed lines that don’t match real movement
- Huge glowing auras with no physical meaning
When in Doubt
When interpretation becomes unclear:
- Choose the most conservative reading
- Compare multiple frames or panels
- Favor visual consistency over dramatic spectacle
- Reject feats that require made-up information
Standard Values
Standard values are established, real-world numbers that can be used when a scene does not give exact measurements. They exist to keep calculations consistent, prevent guessing, and make sure assumptions match the physical conditions shown. A standard value should only be used when the scene clearly resembles real-world behavior and nothing contradicts it.
Normal Human Statistics
Normal human values are used when the character is an ordinary human with no special abilities. These numbers work as safe defaults when a scene lacks specific measurements.
Common human standards include:
- Adult height: about 1.7 meters
- Running speed: about 5 to 6 m/s
- Sprinting speed (trained athlete): about 10 m/s
- Visual reaction time: about 0.2 seconds
- Small jump or drop height: about 0.5 to 1 meter
- Arm reach: about 40 to 45 percent of total height
Cloud Height
Cloud height is used for feats involving realistic cloud layers.
- Standard cumulus cloud height: about 2,000 meters
- Typical thunderstorm cloud base (cumulonimbus): between 1,000 to 2,000 meters
Atmospheric Density
Air density affects feats involving shockwaves, explosions, air displacement, or drag. Here are some useful values:
- Sea-level density: 1.225 kg/m³
- Higher elevations: around 1.0 to 0.8 kg/m³
Speed of Sound
The speed of sound changes with temperature. Use the standard value unless the scene shows obvious temperature differences. Here are some typical values provided:
- Normal conditions (20°C): 343 m/s
- Hot environments: up to around 350 m/s
- Cold environments: as low as about 330 m/s
Gravity and Planetary Constants
Use Earth-like values only when the setting behaves like Earth in terms of physics, terrain, and character interaction with gravity. The standard Earth values are:
- Gravity: 9.81 m/s²
- Earth radius: 6,371 km
- Earth mass: 5.972 × 10²⁴ kg
- Escape velocity: 11.2 km/s
Temperature Baselines
Temperature standards are used for thermal feats, including melting, heating, vaporizing, or otherwise altering the state of materials. Here are some common temperature references:
- Room temperature: about 20°C
- Water freezes at 0°C
- Water boils at 100°C
- Steel melts at about 1370°C
- Rock melting or vaporization varies and must be sourced from proper material data
When Standard Values May Be Used
Standard values are only acceptable under conditions where they genuinely reflect the physical reality shown in the scene. They may be used when:
- The exact value is missing, and the real-world default clearly fits the scene
- The location is Earth-like
- The real-world assumption keeps calculations consistent
- The environment behaves normally
When Standard Values Should Not Be Used
Standard values should be avoided entirely if the story or scene contradicts them, or if the assumption would introduce uncertainty or exaggeration. Do not use standard values in the following situations:
- The scene contradicts them
- The setting uses unrealistic physics
- The value would significantly increase/decrease the result of the calculation without strong support
- Objects are drawn with exaggerated proportions
- The environment is stylized or not realistic
- There is uncertainty about how the world functions
Calculation Standards
Calculation standards exist to make sure every feat is handled in a clear, consistent way. A calculation should never rely on guesswork, artistic exaggeration, or incorrect physics. This section explains how to recognize valid feats, how to avoid unreliable ones, and when a result should be accepted, questioned, or rejected.
Consistency With Real-World Physics
All calculations must use real-world physics unless the story clearly defines its own rules. The formulas chosen must fit what is happening in the scene. Use kinetic energy for impacts, potential energy for falls, projectile motion for arcs, and thermal formulas for melting or heating. Make sure units are consistent and the math follows proper dimensional analysis. Using the wrong formula or mixing incompatible units makes the calculation invalid.
Avoiding Outliers
Outliers are feats that are far beyond what a character or verse normally shows. They often come from animation shortcuts, dramatic exaggeration, or one-time moments that were never meant to reflect normal ability.
A feat is likely an outlier if it:
- Greatly exceeds every other showing of the character.
- Has no story explanation such as a power-up or transformation.
- Conflicts with the general portrayal of the verse.
- Has no similar feats supporting it.
- Appears once and is never mentioned again.
Identifying Contradicted or Unusable Feats
Some feats should be thrown out entirely because they conflict with later canon or are too unclear to measure. Thus, a feat should be rejected if:
- A later scene or statement contradicts it.
- The artwork is too inconsistent to measure anything.
- Perspective issues make distance or size impossible to determine.
- Key information like time or distance is missing.
- The feat breaks the rules of the story without explanation.
Verse Consistency and Scaling
Feats must make sense within the story’s internal logic. A feat that fits into the established power levels, character comparisons, and narrative context is much more reliable than a feat that stands alone or contradicts everything else.
When scaling characters, try to:
- Show direct evidence that characters can match or block each other.
- Avoid large jumps in the hierarchy without justification.
- Keep scaling within the same narrative context or story arc.
- Avoid long speculative chains that rely on multiple assumptions.
When a Calculation Becomes Too Speculative
A feat becomes speculative when essential details cannot be confirmed. If distance, time, size, or environment cannot be verified, the calculation ends up being guesswork. Thus, a calculation becomes too speculative if:
- Important information is missing.
- The scene can be interpreted in several ways with no clear answer.
- The visuals rely heavily on stylization or symbolism.
- The calculation depends on assumptions not allowed in the guidelines.
Multi-Stage Feats and Separating Components
Many feats include several actions happening one after another. For example, a character might run, jump, punch something, and then cause an explosion. Treating the entire sequence as one event can create unrealistic results. To handle multi-stage feats correctly:
- Break the feat into smaller, separate actions.
- Calculate only the parts that can be measured.
- Do not combine unrelated actions unless the physics of the scene connect them.
- Use the value that actually reflects the destructive or kinetic part of the feat.
Calculation Process (Step-By-Step)
A calculation needs a clear and organized method to stay accurate. A consistent process helps prevent mistakes, keeps the reasoning easy to follow, and ensures that anyone can repeat the steps and get the same result. This section explains the full workflow for handling a feat from start to finish.
Purpose of a Clear Method
A structured method ensures that:
- The logic stays consistent.
- Every step can be verified.
- No hidden assumptions slip in.
- The chosen formulas match the actual physics of the scene.
- Anyone reviewing the feat can reproduce the result.
Start by choosing a feat that:
- Is shown clearly in the source material.
- Has measurable elements such as distance, size, mass, or time.
- Is not contradicted by later scenes.
- Does not rely on stylized or exaggerated visuals.
2: Gathering Evidence
Gather all visual references that show the feat:
- Scans, screenshots, or recorded timestamps.
- Frames showing the start and end of the action.
- Multiple angles if they help confirm scale or depth.
- Chapter numbers, episode numbers, or page references.
3: Measuring Distances
Distance is usually measured through:
- Pixel scaling when a reliable reference object appears in-frame.
- Angsizing when measuring large or distant objects that lack a direct reference.
- The reference object should have a consistent size.
- Do not use objects that look exaggerated or change shape between frames.
- Make sure the camera angle or perspective is not stretching or warping the view.
- If you are unsure, use the safest and smallest reasonable measurement.
4: Determining The Timeframe
Time is typically measured by:
- Counting the frames where the object or character is actually moving.
- Dividing the frame count by the correct frames-per-second value.
- Confirming that the footage is being shown in real time.
5: Choose the Right Formulas
Use formulas that match what is happening in the scene. Common examples include:
- Speed: v = d ÷ t
- Kinetic energy: (1/2)mv²
- Potential energy: mgh
- Thermal energy: mcΔT
- Phase change energy: mLf or mLv
- Projectile motion formulas for arcs
- TNT equivalency for real explosive behavior
6: Plug In Values
Insert the measured values into the formulas:
- Keep units consistent.
- Convert values before doing the math.
- Avoid rounding until the final step.
- Show each step clearly so others can follow your work.
7: Showing All The Steps For The Calculation
A valid calculation must be transparent. Include:
- The formula used.
- The numbers you inserted.
- Each step of the math.
- Visual references for all measurements.
8: Presenting the Final Result
Finish your calculation with a clear, readable answer:
- Provide the final number with units.
- Add common conversions if helpful, such as joules to kilotons or meters per second to Mach.
- Give a short statement explaining what the result represents.
- A low-end value for the most conservative reading.
- A high-end value if justified.
- A mid-range value when that best fits the evidence.
Timeframes
Timeframes determine how long an action lasts. Even small differences in time can change the resulting value for Speed or Attack Power, so the timeframe used in a calculation must always come from real evidence. Any time value that cannot be confirmed is not valid. This section explains how to measure time correctly and how to avoid common problems.
Frame Counting (Animation, CGI, and Games)
Frame counting is the most reliable way to measure time in animated or digital media. It involves:
- Identifying the frame where the movement begins.
- Identifying the frame where the movement ends.
- Counting the number of frames between them.
- Dividing the total frames by the correct frames-per-second value.
- Most anime: about 24 FPS
- Western animation: 24 or 30 FPS
- Video games: usually 30, 60, or 120 FPS
- CGI scenes: consistent but varies by production
Real-Time vs Slowed or Sped-Up Footage
Some scenes show slow motion or fast-forwarding for dramatic effect. These effects must not be treated as real in-universe time unless the story specifically states that time itself is being manipulated. Guidelines are listed below:
- Slow motion is not real unless the story confirms it.
- Fast-forwarded footage cannot be used for calculations.
- If you are unsure whether a scene is in normal time, use the most conservative interpretation.
Assumed timeframes are only allowed in very specific situations where real-world timing is already known and widely understood. They should never be used freely. Assumed timeframes are allowed when:
- The event follows natural real-world physics (such as falling under gravity).
- A character reacts to something with a known speed (such as bullets).
- The guidelines approve a standard value, such as typical human reaction time.
- The action must logically occur within a familiar time period.
Unsupported or Arbitrary Timeframes
Time values that are guessed or invented cannot be used. These include:
- Guessing that something took a second.
- Choosing a time because the scene looks fast.
- Assuming something was instant without proof.
Correctly Interpreting Fast Scenes
Fast scenes can be misleading. Visual tricks do not equal real speed.
Examples of things that cannot be used:
- Characters disappearing between frames without visible movement.
- Rapid cuts between locations.
- Heavy motion blur or long streaks of light.
- Simplified animation shortcuts.
Summary of Timeframe Requirements
Ideally, figuring out a valid timeframe for a feat should:
- Come from actual evidence.
- Use frame counting whenever possible.
- Avoid slow motion or fast-forwarded footage.
- Never rely on guessed or unsupported values.
Last edited: