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“ | The flat of the champion's foot connects- rending the doors from walls and floor, revealing bedrock-solid quartz molded in the image of glass... And seven human guard-dogs, chosen to challenge the invader's most prized skills... The taunt brings no reply... a silent tension waiting for the first attack. |
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Summary
Val Armorr, the Karate Kid, is a superhero active in the 30th/31st century, was a primary member of the Legion of Super-Heroes. Named after his mother Valentina, who died shortly after his birth, Val was the only son of Kirau Nezumi, a Japanese super-villain also known as the Black Dragon. Sensei Toshiaki, a japanese super-hero equally proficient in martial arts, eventually managed to defeat and kill the Black Dragon, only later noticing his son and swearing to raise him as his own.
Val Armorr was taught martial arts since a very young age, and quickly became the master of not just all earth-borne martial arts, but all known alien ones too, with a special proficiency and talent for karate, which he upgraded into a new form known simply as "Super Karate". Despite having no other powers than his supreme skill, Val moved to Metropolis to join the Legion of Super-Heroes and successfully did so, serving in their ranks against many great threats, eventually falling in love with fellow Legionnaire Princess Projectra, taking her hand and becoming her consort in the kingdom of Orlando, which he helped her administer after the death of her father.
Powers and Stats
Tier: At least 8-C, possibly higher, 7-B with shockwaves
Name: Val Armorr of Earth, "Karate Kid"
Origin: DC Comics
Gender: Male
Age: Initially late teens, later young adult
Classification: 30th Century Human, Member of the Legion of Super-Heroes
Powers and Abilities:
Superhuman Physical Characteristics, Genius Combat Intelligence, Martial Arts (Karate Kid is a master martial artist who has learned every single combat art, Earth-borne or alien, known to the 30th century), Weapon Mastery (Karate Kid's knowledge of all martial arts extends to armed ones, as he holds mastery over every single close combat weapon[1]), Marksmanship (Has pulled off feats such as accurately throws a poorly balanced ornamental shield like a throwing star with enough precision to cut a rope while crying uncontrollably due to tear gas,[2] splitting a rock with such precision that both halves were sent flying into two different enemies' faces[3] and punching a column so that a section of it flew against a stronger foe, knocking him out[4]), Acrobatics (Acrobatically ascended through an elevator shaft full of deadly lasers.[5] Halted a fall from a building by twisting himself back towards the wall and sticking to it with his toes alone.[5] Descended from a tall building by leaping off and bouncing off a cloth roof.[6] Used a futuristic car's antenna as a springboard to leap on top of an enemy airship.[7] Attempted a complex move for the first time under normal gravity, and pulled it off without an itch[8]), Attack Reflection (Can turn his opponents' strength against them, overpowering people far stronger than him by throwing them off-balance[9]), Pressure Points and Durability Negation (Karate Kid's Super-Karate relies on striking the weak point of objects.[10] Can K.O. beings[11] or disable vehicles by hitting them with a well-placed Super-Karate chop.[12] The destruction caused by Karate Kid's Super-Karate is fully reliant on precision, as even a small distraction can completely nullify its effects.[13] Should be knowledgeable in nerve pinch[14] techniques[15] like his teammates are, as he is the one to train them), Stealth Mastery (Highly proficient[16] in the ninja arts of stealth[17]), Vibration Manipulation (With a precise strike, caused a shockwave that overpowered another strong enough to obliterate Manhattan Island.[6] Can cause an entire street to shake with enough strength to cause others to fall over by stomping down on the ground[7]), Accelerated Development (Learns fighting styles incredibly quickly[1]), Preparation (Trains for any specific situation such as fighting foes in heavy armor[1]), Damage Reduction (Can roll with the punches of much stronger foes, greatly lessening the damage taken[18][9]), Status Effect Inducement (Knocked out a supervillain just by spinning her rapidly[4]), Instinctive Reaction (After being greatly bruised, Karate Kid's body still avoids a lethal attack on pure instinct.[4] Gauges the precise way to perform an attack through instinct[6]), Afterimage Creation (Can move fast enough to leave afterimages[19]), Supernatural Willpower (Has managed to endure and power through pain that would kill normal men on various occasions. Broke free of mind control exercised over him through sheer mental control[20]), minor Surface Scaling (Stuck to a wall with his toes alone[5]), Berserk Mode and Rage Power (When exposed to pain even he can't handle, Armorr enters a berserk state in which his strength increases even further.[21] He still seems to employ martial arts in this state[15]), Paralysis Inducement (Karate Kid and Robin paralyzed a diamond foe with a joint pressure point attack[22]), Statistics Amplification (Can break through restraints that would otherwise hold him still with Thanarian Muscle Flexing[23]), Information Analysis (Can spot weak points of enemies,[24] objects[10] or even energy constructs such as forcefields.[20] Can instinctually pick out dangerous individuals[25]), Resistance to Pain Manipulation (Does not feel pain due to his martial arts conditioning, and due to this didn't even notice a potentially deadly wounds for several hours[26]), Mind Manipulation (Broke free of mind control exercised over him through sheer mental control[20]), Radiation Manipulation (Survived a small nuclear[27] explosion[17]), Sleep Manipulation (Was still awake and talking after being injected with enough aesthetics to affect even Wonder Woman[28]), Disease Manipulation (30th Century human beings have an evolved genetic structure compared to modern day ones[29] which means only incredibly strong illnesses can affect them[30])
Flight and Gravity Manipulation (All members of the Legion are equipped with flight rings[31] which allow the user to fly by emitting a gravity negation field around them,[32] and are well-trained in their use,[33] with Karate Kid having even adapted moves specifically to use with it.[34] Has utilized extremely fast spaceships[4]), Power Nullification (Has utilized handcuffs that would cancel one's powers when worn.[35] The Legion's Flight Rings prevented Green Lantern from analyzing an illusion[36]), Summoning and Sleep Manipulation (Members of the Legion of Super-Heroes can summon Legion satellites that contain medicines to put injured people in suspended animation coma[35]), Intangibility (Has driven a spaceship capable of phasing[4]), Empowerment (A Flight Ring's power is dependent on the user's willpower[37]), Telepathy (Legionnaires wear telepathic ear plugs to communicate in outer space[38]), Automatic Translation (Telepathic ear plugs can translate other languages[39]), Forcefield Creation (Legion Flight-Rings are capable of projecting self-repairing forcefields[40]), Self-Sustenance (Type 1) and Resistance to Radiation Manipulation (Has utilized space gear.[41] Can also breathe through inhospitable atmospheres with oxygen pills[35]), Resistance to Electricity Manipulation (Val's suit is heavily insulated against electricity[42])
Attack Potency: At least Building level, possibly higher (Karate Kid has proven his superiority in comparison to Batman while amnesiac, confused and having just woken up from a coma,[28][43][44] and is known to be the ultimate martial artist by a society well-aware of fighters such as Cassandra Cain or Lady Shiva having existed. More than comparable to his durability, as he has been capable of preventing an impact that would have killed him by shattering the wall he was headed against with his bare hands[45]) can ignore durability to a great extent with martial arts (Karate Kid's Super-Karate is fully reliant on precision and allows him to ignore the durability of foes far superior to him by striking weak spots.[13] Sliced off the arm of a monster who could harm Supergirl.[46] By striking their weak point, destroyed gigantic energy chains that were going to crush an entire planet[47]), City level with shockwaves (Caused a shockwave powerful enough to overpower another that would have destroyed Manhattan, and destroyed a tall building with the remaining energy. Caused an entire street to shake with enough strength to cause others to fall over by stomping down on the ground[7])
Speed: At least Massively Hypersonic+, possibly far higher combat speed (Ducked under a lightning bolt after it struck a metal rod he was holding, and can fight foes comparable to him in reactions. Surprised Superboy with his speed,[9] though he was holding back, and has kept up[45] with him[48] and foes on the level of Supergirl[46] or the Flash on other occasions,[18] though this may be due to their tendencies to hold back. Can move fast enough to leave afterimages.[19] Leaped over a bullet[8]), Transonic flight speed with Flight Ring (With a Flight Ring, can reach any place in 30th Century Metropolis in less than one minute), Massively FTL+ flight speed with spaceships (Can cross enormous distances in seconds with Legion spaceships[4])
Lifting Strength: At least Class M (While getting his willpower and strength drained, tore open a machine restraining him. While in a berserk state, tore apart metal restraints.[21] Bent a fiberglass staff and snapped chains restraining him.[27] Leaped tens of meters into the air while carrying Projectra.[49] Destroyed a foe's forcefield with a bear hug[5]), higher with Thanarian Muscle Flexing,[23] can restrain foes far stronger than him through certain holds
Striking Strength: At least Building level, possibly higher
Durability: At least Building level, possibly higher (Survived an explosion that blasted through a thick wall.[7] Survived a small nuclear[27] explosion[17]), Solar System level with forcefields (The Legion Flight-Ring's forcefields are strong enough to block attacks from Superman and other Justice League members[40])
Stamina: Superhuman. Does not normally feel pain from wounds due to his martial arts conditioning.[26] Endured one hour of the pain plague, a sickness that caused pain so intense that even its earlier stages would drive anyone insane and eventually kill them.[50] Can banish away pain through mental control.[5] Seconds from dying of asphyxiation and deprived of his strength, Karate Kid managed to pull off one last blow through sheer will.[41] Broke free of mind control exercised over him through sheer mental control.[20] Endured the pain of cellular disruption.[20] All Legionnaires are trained in holding their breath for long amounts of time.[10] While getting his willpower and strength drained, tore open a machine restraining him, which had also knocked out the rest of the Legion, despite him having been exposed to it for longer.[51] Was still awake and talking after being injected with enough aesthetics to affect even Wonder Woman.[28] After being greatly bruised, Karate Kid's body still avoided a lethal attack on pure instinct.[4] When exposed to pain even he can't handle, Armorr enters a berserk state in which his strength increases even further.[21]
Range: Standard Melee Range, Extended Melee Range with sash or weaponry, at least Tens of Meters by throwing objects, Tens of Kilometers with shockwaves.
Standard Equipment: Legion outfit, built of polymicronic fibers,[52] which make it heavily insulated against electricity[42] and coupled with a weighted sash that can be utilized to disarm foes.[17] A LOSH communication device,[7] Flight-Ring,[31] telepathic ear plugs.[38]
- Optional Equipment: Space gear and parachutes,[41] a great variety[1] of weaponry,[4] anti-tron cuffs,[35] oxygen pills,[35] spaceship[4]
At least Gifted. Val Armorr is a very clever individual who often acts as the Legion's mission command[33] and leader.[53] His intelligence manifests in many other fields other than his excellence in martial arts, as he is proficient in miscellaneous fine arts[54] such as painting, flower-arrangement or mural carving.[55] Figured out how to pilot an alien spaceship before it could crash.[31] Has showcased[41] a high degree[5] of clever,[15] "on-the-moment"[8] strategic thinking,[56] often keeping up with foes far stronger than him[45] by constantly outwitting and outmaneuvering them, and thanks to his amazing self-control attained from martial arts practice, Karate Kid effectively never panics, not even briefly,[6] and this cold, rational nature allows him to defeat equally skilled foes.[57] Trains the rest of the Legion in hand to hand combat.[20]
Extraordinary Genius. Karate Kid's martial arts prowess is unparalleled through history, having mastered not just all fighting styles of Earth's history, but all known alien ones too. His "Super-Karate" is considered an actual superpower by the 30th century's governments despite effectively being just a highly advanced martial art,[13] and so is his ability to find weak spots,[40] which has allowed him to pull off ludicrous feats such as causing a shockwave powerful enough to overpower another that would have destroyed Manhattan Island or destroying gigantic energy chains that were going to crush an entire planet.[47]
Standard Tactics: While he is willing to put it aside in moments of extreme need, Val Armorr has a no-kill rule, and will as such pull his punches when needed, though he greatly enjoys combat, far more than the average superhero. Not above fighting dirty if necessary.[8]
Weaknesses: Often portrayed as quite hot-headed and full of himself.[58] The power behind Super-Karate is fully reliant on precision,[13] and even a small mistake can completely nullify its effects. Does not feel pain due to his martial arts conditioning, and due to this didn't even notice a potentially deadly laser blade wound for several hours, though he seems capable of registering more common injuries and this has not been an issue for him in all but one issue.[26]
Feats: Particularly notable feats are at the top of their list.
(Most feats in this category are performed through "Super-Karate", Karate Kid's primary fighting style, an incredibly powerful version of karate that Armorr is the only living individual to know, having inherited it from his master.[25] Reliant on striking weak spots for its most impressive feats, these feats highlight Karate Kid's skill, not his physical strength)
- The destruction caused by Karate Kid's Super-Karate is fully reliant on precision, as even a small mistake can completely nullify its effects.[13]
- By striking their weak point, destroys chains that were going to crush an entire planet.[47]
- Slices off the arm of a monster who could harm Supergirl.[46]
- Has been able to find weak points in virtually every single material he's tried.[10]
- Destroys gates built out of a super-tough metal,[16] with 30th century armors being far more durable than the 21st's.[32]
- Can chop through the armor of 30th Century tanks.[16][7]
- Spots the weak point of a diamond cage and uses it to shatter the entire thing.[41]
- Can cut through very durable alien tendrils with his bare hands.[42]
- Split a hollow monument precisely down the middle.[59]
- Completely obliterates robots.[60]
- Kicks a large hole through a wall.[5]
- Kicks through the pressure-resistant glass of a building at the bottom of a deep river.[15]
- Finds a weak spot in a forcefield, though he doesn't get the time to strike it.[20]
- While crying uncontrollably due to tear gas, accurately throws a poorly balanced ornamental shield like a throwing star with enough precision to cut a rope.[2]
- In the heat of the moment, splits a rock with such precision that both halves are sent flying into two different enemies' faces.[3]
- Crafts a dagger out of stone with his bare hands.[37]
- Carves a mural, seemingly with his bare fingers.[55]
- Cuts down multiple trees with a single chop.[11]
- Can throw simultaneous kicks and punches with no loss of precision.[54]
- Punches a column so that a section of it flies against a stronger foe, knocking him out.[4]
- Climbs a wall by punching and kicking footholds into it.[61]
- Val is a master of all forms of combat in the galaxy,[7] including even the most mundane such as brawling[13] as well as armed martial arts, having trained in the usage of every single close combat weapon.[1]
- Very capable of using weapons in combat, but typically chooses not to as they are only a sideline to his super-karate, and the Legion of Super-Heroes forbids weapon usage.[1]
- Learns fighting styles incredibly quickly, and trains for any specific combat situation, such as fighting foes in heavy armor.[1]
- Has adapted certain moves to use them in conjunction with his Flight Ring.[34]
- As he has studied martial arts of various worlds and cultures, Karate Kid's techniques are just as effective against inhuman foes.[15]
- While confused and amnesiac, recognizes Batman's fighting style instinctually.[28]
- Still confused and amnesiac, analyzes the injuries he's inflicted on Batman thoroughly.[28]
- Helps the Legion fend off an army of aliens.[13]
- Defeats five goons surrounding him in a single motion.[11]
- Highly proficient[16] in the ninja arts of stealth.[17]
- When facing a foe unaffected by his blows due to rubber-like composition,[54] Karate Kid is able to bypass that by striking with a weapon.[62]
- After being injured, dodges an attack on pure instinct.[4]
- Fights an equally skilled, armed and armored samurai with nothing but a barbell shaft.[57]
- Analyzes a foe's skill in the span of a few seconds.[56]
- Spots a supernatural foe's weak point.[24]
- Pressure Points
- Stops a car by hitting it with a Super-Karate chop, despite seemingly not causing much damage.[12]
- Knocks out an alien mastodon with a Super-Karate chop.[11]
- Knocks out Ultra Boy with a hit to the neck.[63]
- Karate Kid and Robin paralyze a diamond foe with a joint pressure point attack.[22]
- Shockwaves
- Through sheer instinct, causes a shockwave powerful enough to negate another that would have destroyed Manhattan, and destroys a tall building with the remaining energy.[6]
- Can cause an entire street to shake with enough strength to cause others to fall over by stomping down on the ground.[7]
- Rescues Princess Projectra from a hostage situation by collapsing the ground under her with a precise shockwave.[64]
- Holds
- Lobakh-III Hold: A hold originally developed to allow normal police to restrain super-villains. Karate Kid used it to restrain Superboy himself, though it's unknown how long this would have held.[45]
- Klenarian Muscle Lock: A hold that Karate Kid used to temporarily restrain Superboy.[48]
- Restrains a superhumanly strong foe with the right hold.[50]
- Mental Conditioning/Meditation
- Does not normally feel pain due to his martial arts conditioning.[26]
- Endured one hour of the pain plague, a sickness that caused pain so intense that even its earlier stages would drive anyone insane and eventually kill them.[50]
- Can banish away pain through mental control.[5]
- Breaks free of mind control exercised over him through sheer mental control.[20]
- After being greatly bruised, Karate Kid's body still avoids a lethal attack on pure instinct.[4]
- Thanks to his amazing self-control attained from martial arts practice, Karate Kid effectively never panics, not even briefly,[6] and this cold, rational nature allows him to defeat equally skilled foes.[57]
- Can instinctually pick out dangerous individuals.[25]
- Other
- Knocks out a supervillain just by spinning her rapidly.[4]
- Judan Uke Block: A conventional Karate block. With it, Val blocks an armed attack with his bare hands seemingly without receiving any harm, then rapidly disarms the foe.[6]
- Arm-Rifle of Falkone IV: A technique that allows Val to launch rocks as if he were a gun shooting projectiles.[45]
- Parikan Twirl: Karate Kid sends a held foe whirling on their feet, using them as a projectile to bowl over other foes.[65]
- Thanarian Muscle Flexing:[23] A technique that allows Armorr to break out of restraints. He boasted it could even shatter a metallic cage.[65]
- Is accepted as a main member of the Legion of Superheroes despite having no powers, after managing to keep up with Superboy for a while in a spar by knocking him away with his blows or using his own strength against him with Judo, despite being completely unable to hurt him.[9]
- Restrains Superboy after a long and fairly serious fight,[45] though he lands the final move with the advantage of surprise, and then temporarily holds his own against an earlier formation of the Legion of Super Heroes, knocking out Colossal Boy and Chameleon Boy in the process.[65]
- Restrains a mind-controlled (though admittedly distracted) Superboy after a quick fight.[48]
- Fights an enemy with the same powers as The Flash nearly evenly.[18]
- Defeats some of the universe's deadliest outlaws, the Fatal Five, who often prove to be a match for the entire Legion, all on his own, on what even he thought to be a suicide mission.[4]
- Despite being developed through mere training, Karate Kid's martial arts are so powerful, they are considered a superpower in and of themselves by the government of the 30th Century.[13]
- Karate Kid's ability to find weak spots is considered a power of its own too.[40]
- Is listed as a Class-15 fighter in comparison to Batman's Class-12, and overwhelms him while amnesiac, confused and having just woken up from a coma, though Black Lightning interrups the fight by knocking him out. Even Batman himself would later admit Karate Kid outfought him.[28][43][44]
- Fends off a group of martial artists who he estimated to all be capable of beating a battalion alone.[66]
- Defeats Robin with ease.[22]
- Trains the rest of the Legion in hand to hand combat,[20] with them being so skilled to temporarily keep up with Daxamites, aliens as strong as Kryptonians, through sheer prowess.[67]
- Reacts to a surprise attack from Batman instantly.[17]
- Became the youngest samurai in history.[68]
- While in a berserk state, tears apart metal restraints.[21]
- Bends a fiberglass staff and snaps chains.[27]
- While getting his willpower and strength drained, tears open a machine restraining him.[51]
- Leaps tens of meters into the air while carrying Projectra.[49]
- Destroys a foe's forcefield with a bear hug.[5]
- Halts a long fall by grabbing a small spaceship spoiler.[11]
- Can flip large apes over himself with one hand.[31]
- Throws a man several meters away with enough strength to knock out another.
- Can easily knock out foes without using his martial arts.[13]
- Sends a flying car shooting forward with a kick.[3]
- Survives an explosion that blasted through a thick wall.[7]
- Survives a small nuclear[27] explosion.[17]
- Withstands large metal plates smashing into him, though this knocks him out.[11]
- Smashes his hand against a hard surface at full strength and only bruises himself.[13]
- The Legion Flight Ring's forcefields are strong enough to block attacks from Superman.[40]
- Ducked under a lightning bolt after it struck a metal rod he was holding.[40]
- Surprises Superboy, though he was holding back.[9]
- Dodges an electric beam.[31]
- Can move fast enough to leave afterimages.[19]
- Leaps over a bullet.[8]
- With a Flight Ring, can reach any place in 30th Century Metropolis in less than one minute.[7]
- Can cross enormous distances in seconds with Legion spaceships[4]
- Acrobatically ascends through an elevator shaft full of deadly lasers.[5]
- Halts a fall from a building by twisting himself back towards the wall and sticking to it with his toes alone.[5]
- Descends from a tall building by leaping off and bouncing off a cloth roof.[6]
- Uses a car's antenna as a springboard to leap on top of an enemy airship.[7]
- Attempts a complex move for the first time under normal gravity, and pulls it off without an itch.[8]
- Performs a front-flip into a flying kick.[60]
- Can perform acrobatic combat in the air with the help of a Flight Ring.[69]
- Shatters a foe's legs with a double handstand kick.[70]
- Leaps a long distance, accurately landing from a flying airship to another.[31]
- Seconds from dying of asphyxiation and deprived of his strength, Karate Kid manages to pull off one last blow through sheer will.[41]
- Endured one hour of the pain plague, a sickness that caused pain so intense that even its earlier stages would drive anyone insane and eventually kill them.[50]
- Withstood a blow meant to knock him out by the powerful Ultra Boy.[35]
- After being greatly bruised, Karate Kid's body still avoids a lethal attack on pure instinct.[4]
- Does not feel pain due to his martial arts conditioning, and due to this didn't even notice a potentially deadly wounds for several hours.[26]
- Can banish away pain through mental control.[5]
- When exposed to pain even he can't handle, Armorr enters a berserk state in which his strength increases even further.[21]
- Breaks free of mind control exercised over him through sheer mental control.[20]
- Endures the pain of cellular disruption.[20]
- While getting his willpower and strength drained, tears open a machine restraining him.[51]
- After a brutal, lethal beatdown from Nemesis Kid, Val used his last strength to destroy a large machine to save the planet of Orando, giving his life in the process.[71]
- Is still awake and talking after being injected with enough aesthetics to affect even Wonder Woman.[28]
- All Legionnaires are trained in holding their breath.[10]
- Only briefly knocked down by a stun ray, and is ultimately none the worse for wear.[11]
- Barely flinches from a blow to the back of the head.[21]
- After withstanding a large explosion gets up right afterwards despite being quite hurt.[7]
- Barely affected by a stunner shield.[72]
- Figured out how to pilot an alien spaceship before it could crash.[31]
- Proficient in miscellaneous fine arts such as painting, flower-arrangement[54] or mural carving.[55]
- As he's being kidnapped by a giant hawk, distracts it by waving his headband in front of its eyes before striking.[41]
- Spots the weak point of a diamond cage and uses it to shatter the entire thing.[41]
- Often acts as the Legion's mission command[33] and leader.[53]
- Rapidly figures out how to destroy a foe's forcefield.[5]
- Thanks to his amazing self-control attained from martial arts practice, Karate Kid effectively never panics, not even briefly,[6] and this cold, rational nature allows him to defeat equally skilled foes.[57]
- Kicked through the glass of a building at the bottom of a deep river so that the water would sweep him forward, allowing him to catch up with a fleeing foe.[15]
- Kept up with Superboy through a long and fairly serious fight by constantly outwitting him and outmaneuvering him with his techniques.[45]
- Not above fighting dirty.[8]
- Can instinctually pick out dangerous individuals.[25]
- Trains the rest of the Legion in hand to hand combat.[20]
- Uses his sash to disarm a foe.[17]
- Pretends to leave himself open to bait Timber Wolf into attacking.[56]
Notes:
- Before making any changes to this page, please read and follow the Power-scaling Rules for Marvel and DC Comics.
- Karate Kid, like other Legion of Super-Heroes characters, was not affected by the Crisis on Infinite Earths.
- This profile covers the original version of Karate Kid, who, together with the rest of the original Legion of Super-Heroes, was replaced in 1994 by the Reboot Legion following the Zero Hour event, and returns into continuity following Infinite Crisis in 2006, prominently featuring in the Lightning Saga.
- As such, this version of Karate Kid should not be confused with the Five Years Later/Batch SW6 Karate Kid, who is a time-displaced clone of Karate Kid (and as such technically the same individual), Post-Zero Hour/Reboot Legion Karate Kid, or Prime Legion Karate Kid. He should also not be confused with the Post-Rebirth version of the character or Karate Kid II (Real name Myg), Pre-Zero Hour Karate Kid's successor.
Notable Matchups
Victories:
Losses:
Inconclusive:
Cassandra Cain (DC Comics) Cassandra Cain’s Profile (Post-Resurrection Cassandra Cain was used, speed was equalized, and both had access to all of their optional equipment)
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Adventure Comics Vol 1 368
- ↑ 2.0 2.1 Karate Kid Vol 1 7
- ↑ 3.0 3.1 3.2 Adventure Comics Vol 1 361
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 Adventure Comics Vol 1 378
- ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 Karate Kid Vol 1 1
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 Karate Kid Vol 1 2
- ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 Adventure Comics Vol 1 367
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 Karate Kid Vol 1 15
- ↑ 9.0 9.1 9.2 9.3 9.4 Adventure Comics Vol 1 346
- ↑ 10.0 10.1 10.2 10.3 10.4 Legion of Super-Heroes Vol 2 277
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 Adventure Comics Vol 1 358
- ↑ 12.0 12.1 Adventure Comics Vol 1 351
- ↑ 13.00 13.01 13.02 13.03 13.04 13.05 13.06 13.07 13.08 13.09 Adventure Comics Vol 1 359
- ↑ Superboy Vol 1 200
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 Karate Kid Vol 1 6
- ↑ 16.0 16.1 16.2 16.3 Adventure Comics Vol 1 360
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 The Brave and the Bold Vol 1 198
- ↑ 18.0 18.1 18.2 Adventure Comics Vol 1 373
- ↑ 19.0 19.1 19.2 Superboy Vol 1 201
- ↑ 20.00 20.01 20.02 20.03 20.04 20.05 20.06 20.07 20.08 20.09 20.10 20.11 Legion of Super-Heroes Vol 2 268
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 Karate Kid Vol 1 5
- ↑ 22.0 22.1 22.2 Karate Kid Vol 1 14
- ↑ 23.0 23.1 23.2 Superboy and the Legion of Super-Heroes Vol 1 231
- ↑ 24.0 24.1 Superboy and the Legion of Super-Heroes Vol 1 251
- ↑ 25.0 25.1 25.2 25.3 All-New Collectors' Edition Vol 1 C-55
- ↑ 26.0 26.1 26.2 26.3 26.4 Superboy and the Legion of Super-Heroes Vol 1 201
- ↑ 27.0 27.1 27.2 27.3 27.4 Karate Kid Vol 1 9
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 28.6 Justice League of America Vol 2 8
- ↑ Countdown Vol 1 30
- ↑ Countdown Vol 1 6
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 31.6 Adventure Comics Vol 1 347
- ↑ 32.0 32.1 Countdown Vol 1 20
- ↑ 33.0 33.1 33.2 Action Comics Vol 1 385
- ↑ 34.0 34.1 Who's Who in the Legion of Super-Heroes Vol 1 3
- ↑ 35.0 35.1 35.2 35.3 35.4 35.5 Adventure Comics Vol 1 375
- ↑ Justice Society of America Vol 3 6
- ↑ 37.0 37.1 Legion of Super-Heroes Vol 2 288
- ↑ 38.0 38.1 DC Special Series Vol 1 21
- ↑ Legion of Super-Heroes Vol 2 Annual 2
- ↑ 40.0 40.1 40.2 40.3 40.4 40.5 Justice League of America Vol 2 10
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 41.6 41.7 Adventure Comics Vol 1 365
- ↑ 42.0 42.1 42.2 Superboy Vol 1 183
- ↑ 43.0 43.1 Countdown Vol 1 50
- ↑ 44.0 44.1 Countdown Vol 1 42
- ↑ 45.0 45.1 45.2 45.3 45.4 45.5 45.6 Karate Kid Vol 1 12
- ↑ 46.0 46.1 46.2 Supergirl Vol 5 22
- ↑ 47.0 47.1 47.2 Legion of Super-Heroes Vol 2 279
- ↑ 48.0 48.1 48.2 Superboy and the Legion of Super-Heroes Vol 1 245
- ↑ 49.0 49.1 Superboy Vol 1 206
- ↑ 50.0 50.1 50.2 50.3 Superboy Vol 1 209
- ↑ 51.0 51.1 51.2 Legion of Super-Heroes Vol 3 3
- ↑ Legion of Super-Heroes Vol 2 281
- ↑ 53.0 53.1 Action Comics Vol 1 387
- ↑ 54.0 54.1 54.2 54.3 Adventure Comics Vol 1 362
- ↑ 55.0 55.1 55.2 Legion of Super-Heroes Vol 2 296
- ↑ 56.0 56.1 56.2 Legion of Super-Heroes Vol 4 52
- ↑ 57.0 57.1 57.2 57.3 Karate Kid Vol 1 4
- ↑ Superboy and the Legion of Super-Heroes Vol 1 223
- ↑ Superboy Vol 1 198
- ↑ 60.0 60.1 Superboy Vol 1 214
- ↑ Karate Kid Vol 1 11
- ↑ Adventure Comics Vol 1 363
- ↑ Superboy Vol 1 205
- ↑ Legion of Super-Heroes Vol 3 31
- ↑ 65.0 65.1 65.2 Karate Kid Vol 1 13
- ↑ Superboy Vol 1 210
- ↑ Legion of Super-Heroes Vol 2 294
- ↑ Secret Origins Vol 2 47
- ↑ Superboy Vol 1 216
- ↑ Countdown Vol 1 35
- ↑ Legion of Super-Heroes Vol 3 4
- ↑ Adventure Comics Vol 1 364
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Discussion threads involving Karate Kid (Pre-Zero Hour) |