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Revision as of 04:42, 15 October 2021

Sypha Belnades

Do not underestimate me! I am Sypha Belnades, a hunter of the church.
~ Sypha Belnades

Background

Sypha Belnades was

Powers and Stats

Tier: 2-C | 2-C

Name: Sypha Belnades

Origin: Castlevania

Sex: Female

Age: Around 20 years old

Classification: Witch

Attack Potency: At least Complex Universe level, likely far higher (Could directly defeat the Time Reaper by herself) | Complex Universe level (Sypha has directly killed Count Dracula; Dracula is above Galamoth, let alone the Time Reaper, who Galamoth controls. The Time Reaper was going to destroy the entire Castlevania Timeline)

Dimensionality: 3-D

Travel Speed: Superhuman (Should scale to Leon Belmont, who was able to escape Walter's Castle by running from the top floor to the entrance, before the entire structure collapsed) | At least Superhuman, likely far higher (Should be faster than before) | Superhuman

Combat Speed: FTL | FTL

Reaction Speed: FTL (Was able to outpace Nuculais, a being composed entirely of light, as well as Dracula, who generated a light beam. Scales to Leon Belmont, who outpaced Medusa, who could produce beams from her eyes on several occasions; these beams were confirmed to be comprised of light. Should scale to Soma Cruz, who could outpace Paranoia; Paranoia can generate beams of energy from its hands, confirmed to be comprised of light. Defeating Death should put him about Count Olrox as well, who could generate a beam, which was confirmed to be light-based) | FTL (Should be around as fast as before)

Lifting Strength: Unknown

Striking Strength: Complex Universal Class | Complex Universal Class

Durability: At least Complex Universe level, likely far higher (Could take hits from the Time Reaper directly) | Complex Universal level (Could take hits from Death, who should be above the Time Reaper; the Time Reaper's power was going to destroy the Castlevania Timeline)

Stamina: Superhuman (Traveled the entire Transylvanian countryside, slayed dozens of monsters, and then infiltrated Dracula’s Castle and slew Dracula himself, seemingly without rest. He solved the entire Time Rift crisis and then sought out the Devil Forgemasters, all seemingly without rest as well)

Range: Extended Melee Range, Tens of Meters with throwing daggers and axes

Powers and Abilities:

Superhuman Physical Characteristics, Weapon Mastery (Was trained all his life, and is now skilled in using whips, axes, and knives), Genius Intelligence, Empowerment (Rinaldo Gandolfi confirms that someone worthy causes the Vampire Killer to strengthen to the point that Medusa thought it had reached its complete form), Extrasensory Perception (All Belmont’s can sense the Vampire Killer’s reaction to vampires), Non-Physical Interaction (Trevor and his party can harm Death Fire), Immortality (Type 6; Trevor was dealt a fatal wound to the heart by Isaac, but recovered), Immortality Negation (Type 7; Trevor can kill the undead), Curse Manipulation (Trevor could break Dracula’s curse on Grant Danasty), Fire Manipulation (Trevor could engulf himself in flames), Light Manipulation & Aura (Trevor enshrouded himself in an aura of light), Holy Manipulation (Could summon holy powers with Grand Cross), Limited Resistance to Petrification (Trevor and his party can break out of Medusa’s petrification after a few seconds, which was shown to be permanent), Resistance to Empathic Manipulation (Dracula’s curse shrouded people with misery and torment and filled them with bloodlust, and yet Trevor remained unchanged)
Soul Manipulation & Adaptation (The Whip of Alchemy absorbed Sara Trantoul's vampiric soul, and used her soul to develop the ability to harm vampires), Reactive Evolution (As Dracula grows stronger with each resurrection, the Vampire Killer will adapt and grow stronger to slay him. It can adapt itself to make people unfit to wield it before it recognizes them as its rightful owner), Life Manipulation (If it is wielded by someone it does not consider a rightful owner, it will take life from them), Conceptual Manipulation (The Vampire Killer whip can destroy anything related to the vampires, including concepts such as the night, and death), Memory Manipulation (The whip can summon memories of its past wielders to fight for it), Personal Domain (The Vampire Killer contains a realm within it, in which it houses memories of its previous wielders), Extrasensory Perception (Due to containing Sara's soul, the whip can sense the presence of anything related to the vampires), Fire Manipulation (The whip's Item Crash engulfs it in flames. It can shoot projectile fireballs), Power Nullification (Sealing the Vampire Killer within Dracula's Castle caused for Dracula's spirit and magic powers to weaken tremendously), Regeneration Negation (Low-High; The Vampire Killer can kill Dracula, who is capable of fully regenerating from just blood. Mid-Godly; Can also kill the Dracula Wraith, who came back after his soul is obliterated), Immortality Negation (Types 3 and 7; Whip of Alchemy can destroy the undead)
Blessed (The Cross, Crucifix, and Holy Water were blessed by the church), Fire Manipulation (The Flame Whip wields the power of fire), Air Manipulation (The Wind Whip wields the power of air), Ice Manipulation (The Ice Whip wields the power of ice), Electricity Manipulation (The Thunder Whip wields the power of electricity), Darkness Manipulation (The Abyss Whip wields the power of darkness), Holy Manipulation (The Holy Whip wields the power of holy light), Time Manipulation (The Stopwatch can briefly stop time)

Standard Equipment:

Whips

  • Vampire Killer: The complete form of the Whip of Alchemy, infused with the soul of Sara Trantoul. It can slay anything related to the vampires. This whip would be passed down to the rest of the Belmont Clan, and used to slay Dracula countless times.
  • Flame Whip: Through use of a magical stone, the Vampire Killer is given the elemental attribute of fire.
  • Wind Whip: Through use of a magical stone, the Vampire Killer is given the elemental attribute of air.
  • Circle Tip: This whip attaches an iron ball to the tip, increasing the damage that it deals.
  • Ice Whip: Through use of a magical stone, the Vampire Killer is given the elemental attribute of ice.
  • Thunder Whip: Through use of a magical stone, the Vampire Killer is given the elemental attribute of electricity.
  • Abyss Whip: Through use of a magical stone, the Vampire Killer is given the elemental attribute of darkness.
  • Holy Whip: Through use of a magical stone, the Vampire Killer is given the elemental attribute of holy light.
  • Square Tip: This whip attaches a platinum cube to the tip, greatly increasing the damage that it deals.

Sub-Weapons

  • Dagger: A collection of throwing daggers in Trevor’s possession, which can be thrown at enemies at high speeds.
  • Axe: An axe made with silver, which Trevor uses to throw at his enemies.
  • Holy Water: A jar of holy water that erupts into flames once it is released out of its container.
  • Cross: This is a boomerang, which is shaped like a holy cross. It returns to Trevor after being thrown.
  • Stopwatch: A watch that allows Trevor to stop time for a brief moment, although it is costly in hearts for him to use.
  • Crucifix: This cross not only works as a boomerang in the same fashion as the Cross, but can also unleash Trevor’s ultimate holy attack; Grand Cross.

Clothing

  • Armor: A plate of armor that allowed for Trevor to withstand more damage than his allies, Sypha and Grant.
  • Eye Patch: A small patch Trevor wears over his left eye for a short amount of time, in order to guard the eye wound he was given from Dracula.
  • Cape: A large cape Trevor briefly wore in order to conceal his identity, during the time when the Belmont Clan was feared among humans.
  • Intelligence: Genius in combat (Trevor is viewed as a legendary warrior, even to someone like Simon Belmont. Even though he had assistance, he was able to slay several monsters, including Count Dracula, on his first real encounter with dark creatures)

    Weaknesses: None notable.

    Key: Judgement | Castlevania III

    Note: Unlike most characters pulled into the Time Rift of Castlevania Judgement, Sypha was actually pulled into it before the events of her first adventure. As such, her Judgement key is placed before her key for Castlevania III.

    Battle Records

    Notable Victories:

    Notable Losses:

    Inconclusive Matches: