Jason Frudnick

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|-|Jason (Zero)=
|-|Jason (Zero 2)=
|-|Jason (Zero 3)=
|-|SOPHIA III=
|-|SOPHIA ZERO=
|-|G-SOPHIA=
|-|G-SOPHIA SV=
|-|SOPHIA-J1=
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==Summary==
Jason Frudnick was the main protagonist of the classic Nintendo Entertainment System game Blaster Master. He is the the playable character in almost every game in both the original series and the Zero series.
This profile covers the Blaster Master Zero continuity of the franchise, a retelling of the original timeline, replacing the original Blaster Master on the Nintendo Entertainment System (in which he replaced Kane Gardner’s Role) with it’s Japanese counterpart on the Nintendo Famicom, “Chō Wakuseo Senki MetaFight”. The original NES Blaster Master game is completely replaced by the first installment of Blaster Master Zero- taking place several years after MetaFight.
He is a young man in his teens who is famous for being one of the few capable of piloting a Metal Attacker tank, his being SOPHIA III and its variants: SOPHIA ZERO and GAIA-SOPHIA. In the Zero games, he is a well-known scientist in the field of robotics who found a frog-like creature, which he named Fred.
Fred escapes and leads Jason on a chase to find him in the underground remains of Earth's society when it had to spend many years under the Earth's surface where he finds a tank with "SOPHIA III" written on it and hops inside its cockpit in order to find Fred.
Being an artificial lifeform born in a lab, Jason has had no sense of love or family- until he met a gynoid named “Eve Gardner”, the support droid for SOPHIA III. Together, they found Fred, the support animal and soon after stopped the invasion of Earth by the Invem Dark Star Cluster Army- aka, the Mutants from Super-dimensional Space. Their victory did not last long as a Mutant Core took over Eve and SOPHIA III, and Jason gave chase in a brand new tank named SOPHIA ZERO, sent all the way from Planet Sophia, the originator of the Metal Attacker Series.
==Powers and Stats==
Tier: At least , possibly up to , Higher with Accel Charger | At least , possibly up to , far higher with Accel Blasts
Key: Pilot Suits | Metal Attackers
Name: Jason Frudnick
Origin: Blaster Master, Blaster Master Zero
Gender: Male
Age: 15 as of Blaster Master Zero
Classification: Artificial Human, Scientist/Robotic Engineer, Pilot of SOPHIA
Powers and Abilities:
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|-|Pilot Suit=
Superhuman Physical Characteristics, Genius Intelligence, Weapon Mastery (Able to use his Blaster Rifle/G-Blaster without any training as well as his sub-weapons), Vehicular Mastery (Able to pilot all SOPHIA models without any trouble despite no prior experience before Blaster Master Zero), Energy Projection (Via many Gun Modes, mainly Wave), Danmaku (With many of his gun modes, primarily Diffusion/Wave in the first game and Splasher in the second, and then back to Diffusion in the third), Explosion Manipulation (With Grenade Bombs, Proximity Mines, and Ignition Bombs), Electricity Manipulation (With Striker, Flash Sphere, Flash Striker, EX Charge while Flash Striker is equipped, Lock-On Striker), Intangibility (Shots can pass through walls and terrain via Penetrator, Stinger, Wave, Wide Blaster, Reflex Striker, Lock-On Striker, and others, this is not Game Mechanics as these properties are pointed out by Jason's support droid Eve, who makes most of these weapons) can cause enemies to be stunned via various weapons such as Wave, Blast Counters, or weapons that are the weaknesses of enemies
Specific Abilities
|-|Metal Attackers=Superhuman Physical Characteristics, Large Size (Type 0; most Metal Attackers are massive in comparison to their pilots), Energy Projection (Fires many different types of energy projectiles), Flight (Via Hover Pack), Explosion Manipulation (Various missiles), Homing Attack (Via Homing Missiles and Hexa Missiles), Underwater Mobility, Information Analysis, and Hacking (Throughout the games can pick up readings of both organic and inorganic targets, such as Access Keys, locations of mutants, the ability to hack into other Metal Attackers, even run simulations or certain scenarios, such as blowing up Planade-G), Self-Destruction (In the bad ending of Blaster Master Zero, Eve attempts to destroy the Mutant Core by flipping the self-destruct switch in SOPHIA III), Limited Intangibility (Many subweapon attacks go through walls), possibly Healing (Uses its energy to heal Jason when he enters the vehicle. Provides life support for extended periods of time, such as with Eve)
Specific Abilities
|-|Resistances=
Resistance to Ice Manipulation/Heat Manipulation (Was able to stand in the arena Ancient Freeze was in while it was freezing it and not feel any of cold thanks to his suit, surviving Area 6 and 7 at all, the latter being at the core of the planet), Limited Gravity, Extreme Cold and Cosmic Radiation (Able to stay out on Planet Flosante, which had its atmosphere destroyed for extended periods, and its minerals exerting an anti-gravitational force to lift large chunks of the planet into the air. Metal Attackers were initially launched into space in search of pilots across the universe, and pilots are able to stand on atmosphereless planetoids or asteroids that orbit star-lit planets like Montoj without suffering any downsides from being exposed to space radiation), Limited Poison Manipulation (takes normal damage from Serani-Torami's toxic thorns and the hazards of Area 2 without any sign of poison after-effects afterwards), Disease Manipulation, Acid Manipulation and Corrosion (Crabullus utilizes corrosive acid attacks and flooded an entire city of it, however, Jason only takes regular damage from it. The environment of Planet Stranga is poisonous to mutants, acting as a kind of parasite that causes strange mutations; however it is implied that Jason may suffer a similar fate without his G-Suit), Limited Light Manipulation (remains unaffected by his own Flash Bombs), Limited Plasma Manipulation (Takes many blasts from enemies utilizing such as normal damage), Can endure the pressures in Area 8, located at the inner core of Earth for extended periods of time. Possibly resists the effects of Reversed Energy Vectors, partially reversed time, and other reversed effects from Super-Dimensional Space, better with Accel Charger. Very Limited Petrification (Was turned to stone, yet manages to still be alive)
GAIA SOPHIA has higher Resistances in general, in addition to Black Hole Creation (Was sucked up in a massive black hole and was completely fine afterwards in Area Omega)
|-|Other=
Portal Creation (Fred, SOPHIA's frog shaped support droid, can create wormholes to return the MA Pilot, Jason, to G-SOPHIA, as well as create portals to wherever places are related to SOPHIA III's location, such as Area 9, the Alternate Dimension where Invem SOPHIA was), Full Healing, Pseudo-Time Slow, and Forcefield Creation (via Eve in Zero 2 and 3, utilizing her powers as the superdimensional lifeform, “Invem Queen” and as a Mutant Corrupted Lifeform.)
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Attack Potency: At least Small Star level (While massively weaker than Skeleton Boss in Blaster Master Zero, fights the Mutant Lord, who is supposedly the strongest mutant in the game's setting. In Blaster Master Zero 3, fights Metal Cerbeboss and Bloodstained Planade-G on his lonesome, the latter being stronger than the original Planade-G), possibly Universe level (Can theoretically defeat Drolrevo Mastro and INVEM SOPHIA, foes meant to be defeated in a Metal Attacker, fought various Boss Mutants, which were fought using G-SOPHIA SV during those same fights), Higher with Accel Charger | At least Small Star level (Metal Attackers, even the weakest of them are depicted to be far more powerful than their pilots, sometimes able to one-shot them with certain attacks. SOPHIA III is able to fight Skeleton Boss, who is the size of the inner core, other Metal Attackers frequently fight mutants that are able to destroy planets. SOPHIA III was stated to be able to destroy the Earth by its own purpose built support droid.), possibly up to Universe level (Defeated Drolrevo Mastro, who has the accumulated energy of all Mutants, including Planade G, which had enough energy to collapse the universe. Mutants are cosmic parasites that take natural resources, and with time can consume entire stars, giving their energy to Drolrevo. According to Jason, they have seen many sectors throughout the universe be affected by the Mutants in this way), far higher with Accel Blasts (All Accel Blasts have shown to one-shot Skeleton Boss and its variants throughout the games.), Metal Attackers after SOPHIA III are stronger (SOPHIA ZERO can destroy Skeleton Boss in three hits as opposed to III’s thirty, and it’s Acceleration Blast is stronger than III’s by twenty times in gameplay. G-SOPHIA’s G-Crusher Shot was salvaged from SOPHIA ZERO’s remains, and SOPHIA-J1 is likely the most powerful Metal Attacker in the series reboot as of now)
Speed: Massively FTL+ (Outran NORA-XX Invem SOPHIA. Able to keep track of and combat GARUDA with G-SOPHIA which moves much faster than light, the Multidimensional Overlord who no longer existed physically and Drolrevo Mastro in Area Ω), far higher with Spin Dashes and Blast Counters (Blast Counters themselves are ludicrously faster than Jason's normal speed, to the point where enemies have no hope of dodging these attacks; this is in addition to increasing Jason’s own speed by the same staggering amount to dodge attacks, especially when Spin Dashing, its speed being akin to a “teleport”) | Massively FTL+ (G-SOPHIA can keep up with GARUDA, and the original Metal Attacker, which SOPHIA III was based off of, can keep up with the even faster RISING GARUDA. GARUDA was able to go from Area G, the area right next to Planet Sophia, across the universe multiple times, arrive on planet Earth, and then come back to Planet Sophia within an extremely short timeframe.)
Lifting Strength: At least Above Average Human (Able to lift heavy machinery, was able to survive the pressures of Earth’s inner core without a problem, which has pressures of about 3.6 million atmospheres) | Much higher (with mere traction, can lift at least four or five skyscraper sized hydraulic presses)
Striking Strength: At least Small Star level, possibly Universe level. Higher with Accel Charger. Small Star level, possibly Universe level with Metal Attackers
Durability: At least Small Star level (Took hits from the Skeleton Boss, who was the size of Earth's core, and would become the size of Earth if allowed to continue eating the planet and fight Bloodstained Planade-G), possibly Universe level (Was able to be hit by the Multidimensional Overlord and INVEM SOPHIA multiple times and not die from it) | At least Small Star level, possibly Universe level (INVEM SOPHIA takes nearly zero damage from Jason's own attacks, can also take hits from Drolrevo Mastro and Planade-G), higher with newer Metal Attackers, which are superior to the previous ones
Stamina: Superhuman (Able to fight constantly without tiring out, can withstand pressures of the inner core of Earth for extended periods of time while doing so unaffected. His entire journey in Blaster Master Zero takes place underground below any of the deepest oceans, and said journey must have taken at least multiple days. Blaster Master Zero 3 has Jason and G-SOPHIA SV fight through the most powerful Boss Mutants constantly without any maintenance, traveling throughout the planet Sophia as well as other planets.)
Range: Tens of Meters with different weapons and sub-weapons, higher with power-ups, at least Hundreds of Meters with SOPHIA III, SOPHIA ZERO, and Gaia SOPHIA. Thousands of Kilometers to Planetary with the Final Accel Blast. Planetary and Interdimensional via Wormholes (can travel to Super-Dimensional Space and back, and from Earth to the Moon simutanously)
Standard Equipment: Blaster Rifle/G-Blaster Rifle, Pilot/G-Suit, his sub-weapons, modules for his suit, Blast Counter system (Zero 2 and 3, in the form of capes), SOPHIA III, SOPHIA ZERO, GAIA SOPHIA/G-SOPHIA SV, SOPHIA-J1. Fred in Blaster Master Zero 2 and 3.)
Intelligence: Genius 
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|-|General=Is a genius in the field of robotics, constantly being referred to as “boy-genius” back on Earth, and has won multiple awards in his field. Despite this being technically “artificial” genius Is able to quickly learn how to pilot and operate SOPHIA III and its relative SOPHIA ZERO. Is able to build GAIA-SOPHIA from parts of SOPHIA III and SOPHIA ZERO as well as Earth technology. Able to create a rocket system without professional-grade technology or equipment and make it more compact than modern rockets and able to travel indefinitely. Created the GAIA-System (although it's basis was an accident) with the help of Eve, who is knowledgeable about the technology used in Metal Attackers
|-|Combat=capable of creating strategies with Eve on the fly or even comes to good conclusions on how he approaches a fight on his own right away, almost immediately after one look as seen in Blaster Master Zero 3. Very experienced in dealing with many types of mutants, from those that fire storms of projectiles to those as odd as being entire rooms or planets, and thus, is very adaptable to his situation. Defeated Albino Digrawler who creates networks of dimensional distortions that one-shot G-SOPHIA SV without its Dimensional Barrier. Can defeat multiple Boss Mutants at one time. Can fight and defeat other Metal Attackers, such as NORA MA-07 GARUDA, which is far faster than G-SOPHIA, as well as fighting its pilot on foot, who can call upon GARUDA for assistance and still come out on top. Defeated NORA MA-03 ATOM, which boasts far greater fight power than G-SOPHIA. Defeated NORA MA-06 EIR in an enclosed space, which specializes in high-speed close range combat, it's pilot skilled enough to be able to defeat GARUDA, which is a natural counter for EIR, being a long-ranged high speed flying specialist. Defeated Gonbei, who utilizes guerilla tactics in a homefield advantage, as well as various distractions such as flashbang grenades combined with surprise attacks from hiding. Demonstrates observation skills, such as noticing correlations with specific patterns and the color changes of Multidimensional Overlord, though sometimes he does this along with Eve
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Standard Tactics: 
*On foot, generally stays at a range to take advantage of his various gun modes, mainly starting with his most powerful (Wave or Wide Buster), but will get in close when he needs to and is capable of close-range combat with some gun modes. He switches Gun Modes often according to what is most effective, which is very enemy dependent or simply to try out the effectiveness of each like he did against the Multidimensional Overlord. In otherwords, he's very adaptable to his situation and his enemies powers/tactics. He will take every chance to Blast Counter, which is whenever the opponent is about to attack.
*Typically prefers being in one of his Metal Attackers for combat, where he prefers long range combat coupled with the tank's many maneuver options such as flight. Very cautious and tries his many different options of switching weapons mid battle to find effective results quickly.
*He often utilizes the most effective weapon on a foe right away- instantly identifying what is needed and switches to it immediately to destroy a foe quickly, as demonstrated with his many communications with or without Eve against boss fights, as well as immediately switching to the Anti-SF Ammunition against Kane in his boss fight to defeat his Metal Attacker (high probability of him doing so)
Weaknesses: Unable to use his sub-weapons without ammo for them. Needs to do a Blast Counter to recharge some modes of the G-Blaster. The more damage he takes, the less Gun modes he has access to (losing them from strongest to weakest order), this is slightly counteracted by Energy Guard and eliminated in Zero 3, though the Gun Modes will get weaker instead. | Unable to use subweapons without weapon energy. SOPHIA ZERO has energy efficiency problems despite its power, and broke down after excessive use that pushed its limits in between Blaster Master Zero 1 and 2; this is likely not combat applicable as it was done over a significant amount of time. Should Gaia SOPHIA (specifically), run out of Energy, it will enter a "system shutdown" state that slowly recharges weapon energy.
===Notable Attacks and Techniques===
====Pilot Suit====
When the situation calls for Jason to continue forward on foot, he leaps out of whichever SOPHIA model Metal Attacker he is piloting to fight on foot. While his attack power is outright pathetic compared to his Metal Attacker, he is more than capable of holding his own against the mutants of a smaller caliber. He is equipped with various weaponry depending on the game, ranging from explosives to turrets, but his main stay is the key shaped Blaster that comes with the Metal Attacker itself, acting as a, well... key to access the tanks he has acquired. 
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|-|Blaster Rifle=
|-|Subweapons & Others=
*Energy Guard: A passive power up for Jason. It puts a "guard" on his Gun Level. When he takes a hit, his gun level normally goes down by one level, but with Energy Guard, it doesn't unless Jason is hit consecutively. In Zero 3, it is a disposable power-up called Energy Guard α, and Jason can hold up to as many as his own life, effectively doubling his health.
**Take this with a grain of salt, as one hit lowering Gun Levels could possibly count as Game Mechanics.
|-|Blast Counters=
Usable in Blaster Master Zero 2 and onwards, Jason’s cape is with weaved with mutant cells to detect attacks from enemy mutants and counter with a powered-up attack, no matter their speed. When a foe is about to attack (the queue for this can be extremely subtle, such as a GX680 mutant blinking its eye before it attacks, or sometimes, no queue at all whatsoever) or is defenseless, Jason renders himself "invulnerable" by various methods (such as speeding up or reflecting attacks) and strikes back in unique ways. Jason can chain multiple Blast Counters in a row depending on the situation, such as a continuous omnidirectional danmaku or multiple foes attacking. While this is meant for mutant-kind only, Jason can even detect attacks from other species, such as MA Pilots.
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====Metal Attackers====
Jason's preferred method of travel and combat comes in the form of tanks created from Planet Sophia's moon "Nora" with the purpose of defending the universe from the Invem Dark Star Cluster invasion, the mutants. Each comes with a Pilot, Support Droid, and Support Animal of varying species. The Metal Attackers are incredibly powerful compared to their pilots, capable of taking on large scale threats that would threaten or destroy entire planets. Jason's original Metal Attacker is known as SOPHIA III, the Metal Attacker most iconic in the original franchise, but ever since, he has acquired more, even more powerful Metal Attackers on his quest.
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|-|SOPHIA III and SOPHIA ZERO=
Main Cannon
*Crusher Shots: Standard shots that can destroy all kinds of blockades.
*Laser Shot: Can charge up to fire a piercing shot that goes through terrain and any amount of enemies in its wake. SOPHIA ZERO does not need to charge this weapon.
*Maximum Shot: Unleashes a wide beam of energy to hit multiple enemies at once, costing SP. SOPHIA ZERO does not need to charge this weapon.
*Cannon Shot: Fires a shell of high explosive energy strong enough to damage the tank itself if detonated too close to one self. It's extremely powerful, but costs SP. SOPHIA ZERO does not need to charge this weapon.
*Acceleration Blast: SOPHIA's strongest weapon, after a significant amount of charging time. Requires all of the vehicle's SP. SOPHIA ZERO takes much less time to charge. When used by ANDREA, it was able to destroy the Mutant Cocoon effortlessly to reveal Drovolo Mastero.
Subweapons
*Warhead Missiles: Fires three way missiles forwards. Pierces terrain.
*Thunder Breaker: Discharges a stream of electricity below, pairing well with its jumping capabilities.
*Homing Missiles: Launches missiles with uncanny tracking ability, attacking the nearest target persistently, making any amount of tight turns needed to do so. Pierces terrain.
*Spark Tackle: Envelopes itself in electricity and rockets forward in a super fast dash. SOPHIA is typically invulnerable like this, and as shown in the INVEM SOPHIA boss fight, it can change its direction mid-flight
*Shield Mine: Deploys a mine, which forms an energy wall to keeps out projectiles and enemies, including attacks from another Metal Attacker such as SOPHIA ZERO.
Maneuver Chips
*Hover Pack: G-SOPHIA's main method of maneuvering. It allows for gradual flight, and easier maneuverability around terrain. It's commonly used to gain an air advantage, evade attacks, and jump over many obstacles. Consistent flight
*Jump Booster: Instead of a consistent flight, the Jump Booster acts as continuous "air jumps".
*Dive Gear: Enables SOPHIA to swim throughout all aquatic terrain with ease, when before, G-SOPHIA had atrocious aquatic maneuverability.
*Wall Climb: The wheels of SOPHIA stick onto walls to allow for travel along any solid surface, such as ceilings.
|-|G-SOPHIA=
Upon discovering Eve's Mutant Corruption, Jason and her developed a new Metal Attacker using parts of SOPHIA III and SOPHIA ZERO, along with a system based on an accident to create the first Earth-made Metal Attacker, EARTH MA-001: GAIA SOPHIA. 
GAIA-System: G-SOPHIA's namesake fitting for a jumping tank. It utilizes the impact of falling from a height higher than G-SOPHIA's normal jumping height to absorb the energy of the planet it lands on to restore SP. Even taking damage can produce this effect via the kinetic impact. This was used to diffuse the universe destroying energy of Planade-G gradually.
Main Cannon
*G-Crusher: Salvaged off of SOPHIA ZERO's remains, the Gaia Crusher remains completely identical to ZERO's version of the blast
*Auto Cluster: Fires a stream of projectiles while releasing bombs behind the vehicle.
*Revol-Buster: Launches high velocity missiles dealing large amounts of damage. They have a fast fire rate, but G-SOPHIA cannot fire more than six shots at a time before needing to wait shortly for the weapon to recharge. Of course, it doesn't need to fire all of the ammunition before needing to reload.
Subweapons
*Warhead Missiles: Fires three way missiles forward in a spiraling wave pattern, it's used often to break through guards of especially powerful defenses. Pierces terrain.
*Hexa Missiles: Fires six rapid fire missiles, all with extremely high homing capabilities, turning 360 degrees on a dime to relentlessly pursue auto-locked on targets. Pierces terrain.
*Impact Wave: Releases a wall of ultrasonic waves to deal damage and defend attacks from all angles.
*Burn Spark: Similar to the Spark Tackle, except the vehicle dashes with flame. Its energy is significant enough to power up G-SOPHIA's energy production even further than usual. It's might is capable of destroying barriers not even the Warhead Missiles could.
*Drill Smasher: Creates a drill made of energy to smash into the ground from the air at high velocity. Quite powerful, even more so than the Burn Spark to smash through the toughest of crystals.
*Repulsion Upper: Releases a mine that can make enemies that step on it get launched into the sky. G-SOPHIA can also use this to make high jumps.
*Full Accel Burst: G-SOPHIA's strongest weapon, charges up a massive ball of energy to launch at enemies. Similar to the Acceleration Blast. It's capable of breaking through tears in spacetime. 
Maneuver Chips
*Hover Pack: G-SOPHIA's main method of maneuvering. Put simply, it allows for interplanetary flight, and easier maneuverability around terrain. It's commonly used to gain an air advantage, evade attacks, and jump over many obstacles.
*Dive Module: Enables G-SOPHIA to swim throughout all aquatic terrain with ease, when before, G-SOPHIA had atrocious aquatic maneuverability. It can also achieve spaceflight with this.
*Recoil Jump: Allows G-SOPHIA to stick to walls and jump from them.
|-|G-SOPHIA SV=
After G-SOPHIA was damaged, it was completely overhauled after being repaired with Metal Attacker ANDREIA's parts; From then on, it is called EARTH MA-001 SV: G-SOPHIA SV. The SV stands for "Supreme Vehicle".
GAIA-System: G-SOPHIA SV's retains the Gaia System with a new style. It is functionally the same, however, it now affects two different weapon energy capacities.
*Twin SP System: G-SOPHIA SV's risks of a System Shutdown are effectively halved. Now it feeds off of two different SP: Main Weapon SP and Sub-Weapon SP. Main cannon shots feed off this bar, and when SP is drained to zero, the main cannon becomes a weak peashooter- though Jason can still fire Sub-Weapons and use maneuvers. Upon Sub-System Shutdown, G-SOPHIA's defense drops and can no longer use Sub-weapons, but can still use its Main Weapons. However, if both go down into a state known as "Full Shutdown", G-SOPHIA SV suffers both consequences in addition to an even bigger defense drop.
Energy Guard β: A disposable power up. G-SOPHIA SV can hold up to as much as it’s health. All damage taken to G-SOPHIA SV will deal damage to the Energy Guard first, before attacking G-SOPHIA itself.
Main Cannon
*G-Crusher: Effectively the same as G-SOPHIA's, costing zero SP.
*G-Crusher+: Fires an orange, more powerful version of the G-Crusher shot. This however, takes up a small amount of Main Cannon Weapon Energy.
*Anti-SF Ammunition: Fires extraordinarily fast penetrating shots of high power in exchange for a lower firing rate, they nigh-instantly cross the screen with incredible speed. It is extremely effective against all types of machines.
*Rain Cluster: Fires gravity based bombs that ignite when colliding with terrain, leaving behind a trail of fire. The firing rate is quite high.
Subweapons
*Warhead Missiles: Fires three way missiles forward in a spiraling wave pattern, it's used often to break through guards of especially powerful defenses. Pierces terrain.
*Homing Laser: After MA-07 GARUDA crash landed and was swarmed by the SOPHIA Force, its pilot Leibniz tried to hijack G-SOPHIA SV, installing GARUDA’s sub weapon onto it. Homing Laser first unleashes a screen wide pulse- tagging up to six targets before releasing a barrage of thin lasers that relentlessly chase their assigned targets, following them in tight circles if they have too.
*Ignition Spark: Launches a plug downward that deploys an electromagnetic shield that blocks enemy shots. This shield gets bigger when combined with the Gaia System. When this plug touches the ground it sends sparks of ball lightning along the ground like terrain crawlers. Should these sparks come into contact with the plug, they release a large blast of electricity.
*Aqua Shift: Transforms the MA into a quasi-fluid (half-solid, half-liquid), before changing the gravity vector on the MA- rushing forwards. G-SOPHIA SV is effectively intangible, phasing straight through all types of attacks and fences. Electric moves do nothing but give G-SOPHIA an attacking function, dealing plenty of damage.
*Phantom Solid: Creates blocks that only the MA can interact with. Can utilize as extra platforms to wall jump, climb, and drive on.
*Final Accel Blast: The greatest mutant blasting weapon in history. Charges up with energy, which can be assisted with the GAIA System- before erupting with an blast that can be seen form space in the form of a massive beam that spans what seems to be countries in diameter, the beam extending far far into space. Uses up nearly all of SP to utilize.
Maneuver Chips
*Hover Pack: G-SOPHIA SV's main method of maneuvering. Put simply, it allows for interplanetary flight, and easier maneuverability around terrain. It's commonly used to gain an air advantage, evade attacks, and jump over many obstacles.
*Dive Module: Enables G-SOPHIA SV to swim throughout all aquatic terrain with ease, when before, G-SOPHIA had atrocious aquatic maneuverability. It can also achieve spaceflight with this.
*Recoil Jump: Allows G-SOPHIA SV to stick to walls and jump from them.
*Multi Leg: Creates spider-legs on the bottom of G-SOPHIA SV for more traction, and to avoid dangerous hazards below it like small spikes and polluted water.
*Wall Drive: Allows G-SOPHIA SV to utterly drive up walls at the cost of SP.
*Counter Barrier: Nullifies the effects of dimensional distortions, giant tears in space and time that destroy all who touch it.
|-|SOPHIA-J1=
In G-SOPHIA SV's stead, a rushed prototype was created to replace it, SOPHIA-J1, the predecessor to their children's eventual Metal Attacker, SOPHIA-J7. 
GAIA-System: SOPHIA-J1's retains the Gaia System with a new style. It is functionally the same, however, it now affects two different weapon energy capacities.
*Twin SP System: SOPHIA-J1's risks of a System Shutdown are effectively halved. Now it feeds off of two different SP: Main Weapon SP and Sub-Weapon SP. Main cannon shots feed off this bar, and when SP is drained to zero, the main cannon becomes a weak peashooter- though Jason can still fire Sub-Weapons and use maneuvers. Upon Sub-System Shutdown, G-SOPHIA's defense drops and can no longer use Sub-weapons, but can still use its Main Weapons. However, if both go down into a state known as "Full Shutdown", G-SOPHIA SV suffers both consequences in addition to an even bigger defense drop.
Energy Guard β: A disposable power up. SOPHIA-J1 can hold up to as much as it’s health. All damage taken to G-SOPHIA SV will deal damage to the Energy Guard first, before attacking SOPHIA-J1 itself.
Main Cannon
*G-Crusher: Effectively the same as SOPHIA-J1's, costing zero SP.
*G-Crusher+: Fires an orange, more powerful version of the G-Crusher shot. This however, takes up a small amount of Main Cannon Weapon Energy.
*Anti-SF Ammunition: Fires extraordinarily fast penetrating shots of high power in exchange for a lower firing rate, they nigh-instantly cross the screen with incredible speed. It is extremely effective against all types of machines.
*Rain Cluster: Fires gravity based bombs that ignite when colliding with terrain, leaving behind a trail of fire. The firing rate is quite high.
Subweapons
*Warhead Missiles: Fires three way missiles forward in a spiraling wave pattern, it's used often to break through guards of especially powerful defenses. Pierces terrain.
*Homing Laser: After MA-07 GARUDA crash landed and was swarmed by the SOPHIA Force, its pilot Leibniz tried to hijack G-SOPHIA SV, installing GARUDA’s sub weapon onto it. Homing Laser first unleashes a small ranged pulse- tagging up to six targets before releasing a barrage of thin lasers that relentlessly chase their assigned targets, following them in tight circles if they have too. 
*Ignition Spark: Launches a plug downward that deploys an electromagnetic shield that blocks enemy shots. This shield gets bigger when combined with the Gaia System. When this plug touches the ground it sends sparks of ball lightning along the ground like terrain crawlers. Should these sparks come into contact with the plug, they release a large blast of electricity.
*Aqua Shift: Transforms the MA into a quasi-fluid (half-solid, half-liquid), before changing the gravity vector on the MA- rushing forwards. G-SOPHIA SV is effectively intangible, phasing straight through all types of attacks and fences. Electric moves do nothing but give G-SOPHIA an attacking function, dealing plenty of damage.
*Phantom Solid: Now can create blocks that trap other enemies enemies in a cage with J1. Can utilize as extra platforms to wall jump, climb, and drive on. However, SOPHIA-J1 can use these to trap foes in a cage of blocks that are indeed interactable.
*Final Accel Blast: The greatest mutant blasting weapon in history. Charges up with energy, which can be assisted with the GAIA System- before erupting with an blast that can be seen form space in the form of a massive beam that spans what seems to be countries in diameter, the beam extending far far into space. Uses up nearly all of SP to utilize. SOPHIA-J1 can utilize this up to 3 times before running out of SP, in exchange for making the blast only barely screenwide in gameplay.
Maneuver Chips
*Hover Pack: SOPHIA-J1's main method of maneuvering. Put simply, it allows for interplanetary flight, and easier maneuverability around terrain. It's commonly used to gain an air advantage, evade attacks, and jump over many obstacles.
*Dive Module: Enables SOPHIA-J1 to swim throughout all aquatic terrain with ease, when before, SOPHIA-J1 had atrocious aquatic maneuverability. It can also achieve spaceflight with this.
*Recoil Jump: Allows SOPHIA-J1 to stick to walls and jump from them.
*Multi Leg: Creates spider-legs on the bottom of SOPHIA-J1 for more traction, and to avoid dangerous hazards below it like small spikes and polluted water.
*Wall Drive: Allows SOPHIA-J1 to utterly drive up walls at the cost of SP.
*Counter Barrier: Nullifies the effects of dimensional distortions, giant tears in space and time that destroy all who touch it.
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Note: 
*Jason has piloted several Metal Attackers throughout the series, but only one at a time. In a Versus Battle setting, please specify exactly which Metal Attacker Jason is to pilot: SOPHIA III (Majority of Zero 1, most iconic from the original games), SOPHIA ZERO (Zero 1), G-SOPHIA (Zero 2), G-SOPHIA SV (most of Zero 3), or SOPHIA-J1 (Zero 3, current, and likely best MA). 
*The same can be said for his Pilot Suit, which has different functionalities based on the iteration. (Zero 1’s suit, G-Suit, and Zero 3’s suit). Each of these are different, as they either upscale or downscale from the Skeleton Boss feat. For example, Jason in Zero 3 is much more powerful than his Zero 1 self that he can now destroy foes considered used to be considered “bosses” as “normal enemies”- he even fights Boss Mutants that can keep up with G-SOPHIA SV. The gap between Zero 1 and Zero 2, while substantial, is unknown, and they likely downscale from the Skeleton Boss feat, with Zero 1 not even dealing damage to Skeleton Boss, while Zero 2 can theoretically beat bosses stronger than it.
*In game, Jason dies from large heights, to the point where he takes damage from falling anything higher than his jump height. This is clearly game mechanics, as a call back to original games.
*While Jason's battle with Copen in Luminous Avenger iX 2's DLC is considered to be canon to both series, Copen is not scaled to Jason due to even Jason's lowest ends in AP and speed being trillions of times higher than anything in the Gunvolt franchise, not to mention Jason was likely not battling Copen with the intent to kill.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
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