Below is a list of methods to calculate strength, speed, destructive capacity, etc, they are pretty straight forward but are a bit confusing if you don't know what you're doing.

"Scaling" is a technique used to measure the size of something. It basically means taking real life objects or people in a scan, measuring them using either a physical or pixel ruler (pixel is preferred since it gives more consistent measurements) and then comparing them to the size of another object or distance. Doing so will give you a size for said object/distance.

Perspective plays an important role in scaling, scaling off a panel with a weird perspective will usually result in either extremely inflated numbers that make no sense, or really low balled numbers.

Scaling is a broad term however, and is more often than not the basis for most calculations, but its purest form, scaling objects to other objects, will mainly be used in destructive capacity calculations.

(Examples of correct scaling: Killer Bee's V1 Punch KN6's Bijuu Bomb Enel's Raigou)

And then there's your incorrect scaling attempts like this: Zebra's Voice Missile that give overblown numbers because of funky perspective.

Of course scaling can be used for speed or strength as well (note: these kinds of calculations need a solid time frame and density/weight per cubic meter of the object lifted, respectively, to accurately calculate)

Degree Scaling is another method of scaling done by taking the degrees of an object, and calculating their angular size in relation to the background. Normally this would be very complicated, but through the use of the online angular size calculator , all you need to do is plug in a distance and a degree value, and it will spit out a size.

These types of calculations are mainly used to find destructive capacity, although when combined with projectile motion calculations, they can be used to find punching/kicking speed too.

Examples of correct Degree Scaling to find destructive capacity: Makai Mountain Size Piccolo's Hellzone Grenade)

Examples of correct Degree Scaling to find combat speed: Chu Punching Speed

And then of course there's your terrible fuck ups : 22nd Budokai Goku Combat Speed

Examples: 1 2 3

This method of calculation is still in its infancy (For examples like 2 and 3).

Currently, the method is sketchy at best, it assumes for punching calcs that only the first attack contributes to the total distance, and that none of the follow up attacks contribute to it at all.

The method is still fine if you want to calculate actual projectiles.

Example Tao pillar feat

http://www.narutoforums.com/showthread.php?t=729047&highlight= (note: other members did this calc and got it correct to a good degree of accuracy but this was the first time it was done using joules.)

Goku leaping into the atmosphere feat from DB.

http://www.narutoforums.com/showthread.php?t=742565&highlight=

## 1: Scaling

"Scaling" is a technique used to measure the size of something. It basically means taking real life objects or people in a scan, measuring them using either a physical or pixel ruler (pixel is preferred since it gives more consistent measurements) and then comparing them to the size of another object or distance. Doing so will give you a size for said object/distance.

Perspective plays an important role in scaling, scaling off a panel with a weird perspective will usually result in either extremely inflated numbers that make no sense, or really low balled numbers.

Scaling is a broad term however, and is more often than not the basis for most calculations, but its purest form, scaling objects to other objects, will mainly be used in destructive capacity calculations.

(Examples of correct scaling: Killer Bee's V1 Punch KN6's Bijuu Bomb Enel's Raigou)

And then there's your incorrect scaling attempts like this: Zebra's Voice Missile that give overblown numbers because of funky perspective.

Of course scaling can be used for speed or strength as well (note: these kinds of calculations need a solid time frame and density/weight per cubic meter of the object lifted, respectively, to accurately calculate)

## 2: Degree Scaling

Degree Scaling is another method of scaling done by taking the degrees of an object, and calculating their angular size in relation to the background. Normally this would be very complicated, but through the use of the online angular size calculator , all you need to do is plug in a distance and a degree value, and it will spit out a size.

These types of calculations are mainly used to find destructive capacity, although when combined with projectile motion calculations, they can be used to find punching/kicking speed too.

Examples of correct Degree Scaling to find destructive capacity: Makai Mountain Size Piccolo's Hellzone Grenade)

Examples of correct Degree Scaling to find combat speed: Chu Punching Speed

And then of course there's your terrible fuck ups : 22nd Budokai Goku Combat Speed

## 3: Calculating speed using projectile motion

Examples: 1 2 3

This method of calculation is still in its infancy (For examples like 2 and 3).

Currently, the method is sketchy at best, it assumes for punching calcs that only the first attack contributes to the total distance, and that none of the follow up attacks contribute to it at all.

The method is still fine if you want to calculate actual projectiles.

**4: Calculating using work energy theorem and dp/dt or conservation of momentum.**

Example Tao pillar feat

http://www.narutoforums.com/showthread.php?t=729047&highlight= (note: other members did this calc and got it correct to a good degree of accuracy but this was the first time it was done using joules.)

Goku leaping into the atmosphere feat from DB.

http://www.narutoforums.com/showthread.php?t=742565&highlight=