Speed Tiering

==Introduction==
Speed is a fundamental measure in physics that describes the change in an object’s position over time. It is used to describe the movement of an object in space and is expressed in units of distance per time, such as meters per second (m/s) or kilometers per hour (km/h).
In fictional contexts, speed is crucial in determining a character’s quickness, both in reaction time and movement. Often, it becomes a more decisive factor than sheer power in influencing the outcome of a battle.
To properly analyze speed, it is essential to break it down into different categories.
==Types of Speed ==
===Attack Speed===
As the name suggests, this refers to the speed at which a character executes an attack, whether using their body (punches, kicks, headbutts, throws, etc.), weapons (swords, guns, rifles, etc.), or special techniques. It is important to note that this speed doesn’t necessarily correspond to the character’s reaction or combat speed. For instance, a human can fire a bullet at supersonic speeds with a rifle, but that doesn’t mean they can move at the same speed.
===Reaction / Reflex Speed ===
This refers to how quickly a character can react to attacks or stimuli, perceiving events and responding accordingly. Dodging a laser with light-like properties, for example, would be at least a relativistic-level reaction feat. However, it’s crucial to clarify that having a high reaction speed doesn’t mean the character can speed-blitz another, as this would require superior attack or movement speed. Context is key: dodging an unexpected attack holds more weight than anticipating one in advance.
===Travel Speed===
This is the speed at which a character or object moves, as long as it doesn’t involve teleportation. For example, a character’s ability to move quickly between two points, such as from one planet to another. High travel speed during flight generally requires equally quick reflexes to navigate around obstacles, demanding careful analysis. It’s important to note that teleportation is not considered a form of speed.
==Finite Speed Values ==
Below is a table outlining the values and categories of finite speeds used on this wiki. To make quick and efficient conversions between different speed units, feel free to use this converter.
 	m/s 	Mach 	SoL 	km/h 	MPH
Immobile 	0 	0 	0% 	0 	0
Below Average Human	0-5 	0 - 0.0145773	0% - 1.6678e-6% 	0-18 	0 - 11.1847
Average Human 	5-7.7 	0.0145773 - 
0.022449	1.6678e-6% - 
2.5684e-6%	18 - 27.72 	11.1847 - 
17.2244
Athletic Human 	7.7 - 10.03 	0.022449 - 
0.029241983	2.5684e-6% - 
3.34565e-6%	27.72 - 37.08 	17.2244 - 
22.436471
Peak Human 	10.03 - 12.43	0.029241983 - 
0.036239067	3.34565e-6% - 
4.1462e-6%	37.08 - 44.748 	22.436471 - 
27.805118
Superhuman 	12.43 - 34.3 	0.036239067 - 
0.1	4.1462e-6% - 
1.14412e-5%	44.748 - 123.48	27.805118 - 76.7269
Subsonic 	34.3 - 171.5 	0.1-0.5 	1.14412e-5% - 
5.720624e-5%	123.48 - 617.4 	76.7269 - 383.635
Subsonic+ 	171.5 - 308.7	0.5-0.9 	5.720624e-5% - 
0.00010297124%	617.4 - 1110.6 	383.635 - 690.542
Transonic 	308.7 - 377.3	0.9-1.1 	0.00010297124% - 
0.000125854%	1110.6 - 
1358.28	690.542 - 
843.996
Supersonic 	377.3 - 857.5	1.1-2.5 	0.000125854% - 
0.000286031%	1358.28 - 3087 	843.996 - 
1918.17
Supersonic+ 	857.5 - 1715 	2.5-5 	0.000286031% - 
0.000572062%	3087 - 6174 	1918.17 - 
3836.35
Hypersonic 	1715 - 3430 	5-10 	0.000572062% - 
0.00114412%	6174 - 12348 	3836.35 - 
7672.69
Hypersonic+ 	3430 - 8575 	10-25 	0.00114412% - 
0.002860312%	12348 - 30870 	7672.69 - 
19181.7
High Hypersonic 	8575 - 17150 	25-50 	0.002860312% - 
0.005720624%	30870 - 61740 	19181.7 - 
38363.5
High Hypersonic+ 	17150 - 34300	25-50 	0.002860312% - 
0.005720624%	30870 - 61740 	19181.7 - 
38363.5
Massively 
Hypersonic	34300 - 
343000	100-1000 	0.01144125% - 
0.11441248%	123480 - 
1.235e+6	76726.9 - 
767269
Massively 
Hypersonic+	343000 - 
2997925	1000-8810.2 	0.11441248% - 1%	1.235e+6 - 
1.0793e+7	767269 - 
6706166
Sub Relativistic 	2997925 - 
14989621.4	8810.2 - 
43701.52	1%-5% 	1.0793e+7 - 
5.3963e+7	6706166 - 
3.3531e+7
Sub Relativistic+ 	14989621.4 - 
2.998e+7	43701.52 -
87403	5%-10% 	5.3963e+7 - 
1.079e+8	3.3531e+7 - 
6.706e+7
Relativistic 	2.998e+7 - 
1.499e+8	87403 - 
437015	10%-50% 	1.079e+8 - 
5.396e+8	6.706e+7 - 
3.353e+8
Relativistic+ 	1.499e+8 - 
299792458	437015 - 
874030	50%-100% 	5.396e+8 - 
1.079e+9	3.353e+8 - 
6.706e+8
Speed of Light 	299792458 	874030 	100% 	1.079e+9 	6.706e+8
FTL 	299792458 - 
2.998e+9	874030 - 
8.74e+6	1x - 10x 	1.079e+9 - 
1.079e+10	6.706e+8 - 
6.706e+9
FTL+ 	2.998e+9 - 
2.998e+10	8.74e+6 - 
8.74e+7	10x - 100x 	1.079e+10 - 
1.079e+11	6.706e+9 - 
6.706e+10
Massively FTL 	2.998e+10 -
2.998e+11	8.74e+7 - 
8.74e+8	100x - 1000x 	1.079e+11 - 
1.079e+12	6.706e+10 - 
6.706e+11
Massively FTL+ 	2.998e+11+ 	8.74e+8+ 	1000x+ 	1.079e+12+ 	6.706e+11+
==Higher Speeds==
The following speed tiers cannot be measured with a finite value, unlike the previously mentioned speed table, and therefore must be placed in a separate category with their respective explanations.
===Infinite Speed ===
Characters or objects capable of moving at such a high speed that they can traverse infinite distances within any finite amount of time. 
A ‘+’ is added when a character is able to move in realms where time equals zero, meaning this is achieved when characters traverse realms where time doesn’t flow. It’s crucial to ensure this is not mistaken for resistance to time manipulation, so such feats need to be carefully analyzed on a case-by-case basis.
Additionally, it’s important that speed feats of this level are consistent, because a single standalone feat of this kind could be considered an outlier if the narrative contradicts it multiple times.
===Immeasurable Speed===
Characters or objects capable of moving at such extreme speeds that they transcend linear time through sheer velocity, making measurement by the standard velocity formula impossible due to the absence of one of its variables.
A ‘+’ is added when a character completely transcends the concepts of space and time, existing beyond all parameters or variables of the speed formula, and reaching a level fundamentally superior to anything conventional immeasurable speed could achieve. In short, the ‘+’ is reserved only for characters that physically scale to 1-A or higher, although a character that doesn’t physically scale that high may attain it with sufficient context.
== Further Explanations==
===The Exact Border Between Tiers===
The speed tiers used have overlapping limits, which can be confusing to some members. These divisions are based on Exclusive Form grouping, where the true lower limit is inclusive, but the upper limit is just below the next tier.
For example: Mach 10 is classified as Hypersonic+, not Hypersonic and Mach 100 falls under Massively Hypersonic, not High Hypersonic+.
===Regarding Massively FTL+ Speed ===
Please note that Massively FTL+ is a very broad category, starting at 1000 times the speed of light and extending to any higher finite velocity. As a result, characters within this category can vary significantly in speed and may not be anywhere near the same level. In fact, the difference between two Massively FTL+ characters could be as vast as the difference between a Massively FTL character and an average human. Therefore, one Massively FTL+ character can easily speed-blitz another, and assuming they are equally fast without logical justification is fallacious.
=== About Time Manipulation and Speed===
Time Stop does not grant a user infinite speed, nor does slowing down time increase a character’s speed rating. These abilities slow down others while keeping the user’s speed unchanged, and should therefore be listed in the 'Abilities and Resistances' section, not in the Speed section. If possible, the degree to which time is slowed should be specified.
Abilities that accelerate a user’s time to enhance their speed can be listed as a rating in the Speed section, as they increase the user’s speed relative to others. However, this should be noted separately from their base, non-amplified speed. For example: Normal Human, FTL via time acceleration. It is also important to consider that a user might not always have time fully accelerated when comparing them to other characters.
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