Appare-Ranman! – 13 (Fin) – Crossing the Finish in Style

It’s Final Boss time, and the battle with Gil takes on a decidedly Final Fantasy flavor, in no small part due to everyone’s outrageous costumes and the fact that Gil remains one tough customer even outnumbered nine to one. There’s a lot of bullet-dodging and slicing and Xialian and Al hitting nothing but the air around the speedy Gil, but thanks to a well-placed firecracker Gil is sufficiently softened up for a final showdown with Dylan and TJ, the latter finally revealing his steely gaze!

While the Thousand Three go at it, the others chase down the runaway train packed with explosives headed to Chicago. Al and Xialian leap aboard and take out the guards, but the train has no brakes and Al can’t break Sofia’s chain. Their only hope is for Appare’s ramshackle boat-car to take a position in front of the train and give his hybrid engine everything it’s got, slowing down and stopping the train just in time to avert disaster.

Like the anachronistic outfits and music, you just have to suspend disbelief in terms of physics. If people can dodge and slice bullets, it’s not a stretch for a car to stop a train without derailing it. Dylan and TJ end up defeating Gil but spare his life, giving him to the police like their Claudia would have wanted. Two months later the race is back in operation, and Appare & Co. narrowly beat out Xialian, Al, Dylan and TJ with a thrilling photo-finish that involves going airborne in the final corner.

With the race won, the racers go their separate ways. Kosame is all ready to return to Japan, leaving Appare and Hototo in NYC, but at the last second decides to simply send a letter instead. When Appare does the rom-com last-minute chase for his love and sees the ship has already sailed, he gives a very uncharacteristically heartwarming monologue about how building an airplane and moon rocket won’t be as much fun without Kosame…only for Kosame to sneak up behind him, having never left.

Back in Japan Kosame and Appare’s relations learn that not only are they okay, but thriving in America. All’s well that ends well, and so ends a wonderfully quirky fun adventure series that captured both the thrill of a race on a grand stage of sprawling America and the way the racers grew into a family that banded together to defeat the super-charismatic Big Bad. It truly was…[puts on anachronistic sunglasses]…a gas.

Appare-Ranman! – 12 – Showdown at Stone Hill

Holed up in a ghost town chapel, Gil once again demonstrates how ridiculously EEEEEEvil he is by forcing two of his three hostages to shoot the other if they want to go free, then shooting the “winner” in the back anyway. That leaves Sofia as his only hostage, warning her he’s the only thing standing between her and his men making sport of her. Meanwhile, the cars are all repaired thanks to a sharing of resources and skills.

The race as it was has been postponed, and the rules have changed: the ten of them vow to go into Stone Hill, rescue Sofia and take Gil out come hell or high water, which means they’re all on the same team until that’s all been done. Kosame’s wound is still tender but he decides to join the others, but it won’t be easy: Gill has one hundred men in that ghost town.

Even so, there’s never any doubt that the numbers advantage would be irrelevant, especially with two of the Thousand Three as the vanguard. For some reason Gil has his hundred men scattered randomly throughout the town, or his numbers would have worked a little better for him. Instead, the Ten Braves split up into complementary pairs and fight smaller groups of Gil’s men. Chase is the first to reach the chapel after pretending to be shot dead.

Everyone else gets their chance to shine, although it’s clear Al Lyon is the worst of the fighters in both firepower and good judgment. He allows Gil’s one woman fighter to goad him into charging her and almost gets killed. Thankfully that leads to an absolutely badass martial arts contest between Xialian and Gil’s henchwoman, a bout that’s sharp, focused, and simply fantastic fun to watch.

Appare has to use his trump card (an electrified net gun) early and Kosame’s wound reoopens, but most of the henchmen are dealt with by the time Chase sends up a flare, indicating where the others should head. But when they hear gunshots, they fear the worst as Gil learns the ransom is fake. He ordered his men to “slaughter” the racers, and the fact they didn’t obey him makes him extremely cranky. Hopefully the climactic rematch will go a little better for the good guys!

Cardcaptor Sakura – 43 – Meiling Out

While in the middle of another disastrous attempt to bake an edible cake for Syaoran (has she never heard of a timer?) Meiling gets a call from her mother: she’s to return to Hong Kong in a week. When Mizuki-sensei announces she’ll be transferring out the class is shocked, but it’s Syaoran’s tepid reaction that hurts her the most.

Say what you will about Meiling’s possessiveness and clinginess since arriving; Syaoran has almost always been a cold jerk to her, making her feel like she’s only in the way. They seem poised to part ways on not so great terms when Cardcaptor Sakura decides to try her hand at fence-mending, inviting Meiling to sleep over at her house for the first time.

After a delicious meal courtesy of Sakura’s dad, Sakura and Meiling get to have a nice chat over tea and later while curled up in their beds. Sakura tries to reassure Meiling that Syaoran does indeed care for her. During the sleepover, a Clow Card in the form of twins starts to cause mischief in town by doubling things, starting with a mailbox.

While Sakura admits it was love at first sight vis-a-vis Yukito, Meiling reveals her falling for Syaoran wasn’t immediate, due to how stoic and indifferent he acted around her while they trained together. It wasn’t until he saw her crying over losing her pet bird that he comforted her, went out in the rain, and retrieved the bird. It’s a sweet story unfortunately interrupted by Sakura sensing the TWIN card, and suiting up in a cool new battle costume as Tomoyo meets her at her house.

It’s at Syaoran’s suddenly twinned house (complete with twin Weis) that Sakura attempts to subdue and seal the twins, but when she only manages to immobilize one of the two, she’s not able to seal the card. She and Syaoran decide to try launching twin lightning attacks, but the fact they have to signal each other causes a lag that allows the card to escape.

Even though Meiling was ready to stay behind lest she “get in the way”, Sakura took her hand and had her join the party, because, as she says, there are things only Meiling can do sometimes. In this case, that’s stay in perfect rhythm with Syaoran as the two deliver a twin beatdown to the twins, restraining them long enough for Sakura to seal the card. It flies into Syaoran’s hand, but it’s just as much Meiling’s card.

With that, Syaoran and Meiling make up, and at the airport before departing, she asks him if he remembers their promise. Soon after he found her bird Meiling confesses to Syaoran, and badgers him into agreeing to make her his fiancee…until he finds someone he likes more. Whether she’s noticed Syaoran’s attitude towards Sakura softening/warming, and that’s the reason she’s not fighting her summons home, who can say. All I know is, I’ll miss the adorable, clingy, goodhearted little brat!

Cardcaptor Sakura – 20 – A New Challenger Has Appeared!

Everybody Loves Sakura, right? Why wouldn’t they? Easy: if you thought she was trying to steal your fiancee! That’s where we’re at with Syaoran’s cousin, Meiling, who transfers not just to his school, but his very class and immediately shoots daggers at Sakura at every turn. Syaoran, meanwhile, just looks exhausted and defeated.

It’s clear Sakura isn’t used to people not liking her (again, why wouldn’t they?) but let’s get real: she is a bit of a goody two-shoes, so I’ll admit to finding Meiling’s ruthless single-mindedness refreshing. It doesn’t matter whether Sakura thinks she’s in the fight of her life for Syaoran’s heart, that’s what Meiling believes, so she’s going to do everything she can to defeat her.

Sakura is just happy that the new trimester has started, her dad made her a yummy bento, and then prepares a steak feast with Yukito joining her fam. During dinner she learns more details about a serial assaulter who is targeting martial artists by challenging them to fights and then winning. My first thought is that it was Meiling taking her frustrations out on unwitting bystanders, but it’s a Clow Card.

That means Tomoyo is on the scene with a new pink battle costume for Sakura and a fully-charged camcorder. The card, Fight, is one of the cooler-looking designs, but Sakura isn’t sure what to do since she doesn’t know any martial arts. Enter Meiling in her battle costume, who decides to take Fight on all by herself. At the start of the fight, Meiling makes it look easy, and the strikes, kicks, and dodges are all beautifully animated.

Eventually, however, Fight ups her game and Meiling has to be bailed out by Syaoran, who is furious she stole the compass to locate the card and fight it by herself. You see, unlike most members of the Li clan, Meiling has no magical powers, so she can’t detect Clow Cards without help. Turns out even Syaoran isn’t a match for Fight; I was certain this was one card the Lis were going to collect running away.

What Sakura lacks in martial arts knowledge, she makes up for by releasing Power after Tomoyo suggests it. The result is that while she flails about in a far less graceful and controlled way than the Lis, it’s the punch her staff packs that matters, and it only takes one well-placed blow to the head to knock Fight out cold, netting her another useful offensive card.

Meiling is extremely frustrated to have lost this round with her new rival, but she clings to Syaoran to make clear that she won’t have green-eyed hussies stealing her fiancee. Sakura ends the episode with an exasperated HOEEE, clearly preferring if everyone simply got along, while Tomoyo notes that the relationship chart has gotten a bit more complicated.

I, for one, really like Meiling; she had a hell of an entrance and can’t wait to see more of her!

Gleipnir – 05 – Man Gotta Have a Code

The cold open establishes the hazards of the woods where the Gatherers are gathered. One of them is searching for coins when she’s surrounded by a group who claim the woods as their turf. But if there’s no risk, there’s no reward. Claire believes the right strategy is to meet the danger head-on, lest the coins all get snatched up while they’re being slow and cautious.

Her strategy is soon put to the test when they encounter a demonic-looking Gatherer with swords for arms. But despite his evil looks there’s a reasonable man inside—a college student named Tadanori Sanbe. He reveals his identity as thanks for when Claire puts her life on the line to fight him; all others have run from him, and with good reason: he’s hella strong.

Claire wonders if she erred here, but when Sanbe reveals he’s a decent guy, and Shuuichi’s gun manages to pierce one of his arms, the duo splits up, with Shuuichi as the bait giving Sanbe a bear hug while Claire holds him at bay with the gun. Sanbe, who is very samurai-like in his outlook, takes the defeat in stride, and is also bashful around a half-naked Claire.

Their friendly chat is suddenly interrupted by another Gatherer in the form of a green Titan. He’s snapped photos of everyone and declared them his new slaves, and promises he and his friends will do all kinds of awful stuff to Claire in particular. This gives Sanbe the chance to reveal another part of his code: he won’t kill needlessly, but a threat from a scumbag is met by swift, deadly force.

Claire is delighted that Sanbe is clearly on the stronger side of the scale, so it’s great that he’s now on their side: he’ll help them collect coins if he can continue testing his strength and honing custom unique martial art. He has no qualms about partnering with two worthy adversaries.

It’s clear now that at least where fights are concerned, Claire is no longer the puppet and Shuuichi the puppeter: there’s true cooperation at play…not to mention Claire remains steadfast in her commitment to die with Shuuichi. Sanbe’s an interesting Chad-like addition to their weird little party.

One Punch Man 2 – 12 (Fin) – A Blow from the Weak

Bang, and then Bomb, and then Bang and Bomb start whaling on an already diminished Garo, and Genos is reasonably confident the old dudes have this in the bag. But he underestimates Garo’s almost bottomless stores of resentment and disdain for the heroes of the world.

As a kid, he was always made out to be the monster while so-called “heroes” beat him up, just because he was weak and unpopular. The monster never got to won. This fuels a fourth or fifth wind for Garo, but the battle is interrupted when he is airlifted out by a big talking bird monster.

I have to say, I’m as pissed off as Garo, Bang, and Genos about this twist. This was supposed to be the Hero Hunter’s final battle; this episode should have brought some kind of closure to his story (and this season), even if it ended with him meeting Saitama’s fist. But that expected period became an ellipsis. Clearly OPM has other plans for our bloody-eyed friend.

As Garo exits the stage prematurely, Centichoro appears in all his very big, evil-looking CGI glory. As skilled as Bang and Bomb are, their gifts just aren’t that effective against an enemy so freakin’ huge, while Genos is similarly hamstrung by a firepower limit that can barely scratch Cent’s carapace. Even Bang and Bomb’s final one-time combo attack only works temporarily; the centipede simply shrugs it off molts.

Genos offers to stay behind, but the old-timers don’t think that’s right. Young’ins need to live on; Genos’ own scientist mentor said as much. But Genos ignores the advice of his elders, because he doesn’t think it’s right to let the old protect him while he sits back and watches.

So he blasts off and starts going at Centichoro, pushing him away from the civilian centers, blasting through one of his teeth, entering his digestive tract, and incinerating him from the inside out. As he’s spat out of the boss’s mouth, all his clothes burned off, it looks like his reckless abandon did the trick…but it just wasn’t enough.

That’s when Bang, Bomb, and Genos finally run into a little luck, as “S-Class” King starts egging on Centichoro with a megaphone, telling him he’s brought his rival, “Blast”. Of course, he’s only serving as bait for Saitama, who arrives just in time to save King from being squashed like a bug.

Saitama steps between King and Centichoro, rushing at him at full speed, and delivers his One Punch special, totally eradicating the monster, just as we all knew he would. It doesn’t matter how much other heroes struggle in vain to defeat a boss; Saitama will always make it happen.

That’s why it seems like a bit of a letdown he wasn’t able to deliver a punch to Orochi, chopping off the head of Monsters, Inc. so the body will die (or alternatively, punching all of the monsters into oblivion, Orochi included). Instead, Genos is yet again inspired by his master’s excellence, and Garo is probably off to be transformed into an actual monster. Those twelve episodes just flew by!

One Punch Man 2 – 11 – When It Rains Heroes, It Pours

Unlike the other kids (and the kid hiding in the shack), Garo didn’t really care that much about the heroes. He liked the monsters, who were perpetual underdogs and were almost always outnumbered, outmatched, or both.

Death Gatling would seem to have assembled a crack team of Garo-hunters, what with their diverse array of ranges and styles of attack, as well as the motivation to prove to the world that Class S heroes aren’t the only ones who can get the job done.

The thing is, Garo is just too strong and fast for any of their best-laid plans to matter. He isolates and throttles them one by one (often using others as shields against the marksmen), drawing from a second wind.

Even Mr. Stamina, Megane, who was encouraged to keep getting stronger by Saitama himself when all seemed lost, doesn’t last long once he’s one-on-one with even a gravely injured and poisoned Garo. Soon only Death Gatling remains, and once he fires off his special move that expends all his bullets, Garo is relatively unscathed.

Notably, he warned Gatling about the kid in the shack, but Gatling didn’t believe him, so Garo had to shield the shack. Once Gatling is taken out, the kid is so frightened of Garo he runs off screaming. Garo thinks he’s finally earned a rest and a drink of water, but he’s only completed Round One. His next challenger is the new-and-improved Genos.

The difference between Class B, A, and S is pretty clear in the sheer level of fighting Genos is able to maintain with Garo, just as the gap between Genos and Saitama is evident in the fact that dozens of blows and blasts from Genos aren’t enough to knock Garo out, but one even half-hearted punch from Saitama is more than enough.

Garo first learns of “Master Saitama” from Genos, but when we cut to Saitama, he doesn’t sneeze from being talked about, because he’s too busy losing eighty-one matches in a row to King, who then gets a Class S alert. Saitama hasn’t seen Genos for a day or so, and is a bit worried about him, so he prepares to head out and look for him.

While it’s a stretch to say he’s in any danger against such a heavily-wounded and fatigued opponent, Genos is certainly having a rough time knocking Garo out, or even tying him down. Then Garo gets unwanted help from a band of monsters who come out of the ground following orders to escort Garo to the Monster Association.

Of course, Garo isn’t going anywhere, and Genos liquifies half of the monsters in the blink of an eye, then prepares to incinerate Garo once and for all. Round Two is then ended in a draw when Silverfang swoops in and delivers a devastating kick to Garo, who had just died his hair with his own blood.

Bang’s “big bro” ices the remaining monsters while he focuses on Garo, remembering the day he arrived at the dojo exhausted and starving. It would seem Round Three will be a cakewalk for the geezer, but as we saw throughout this episode, Garo is not one to be underestimated or counted out.

If Bang and Genos can’t put him down, the “Ultimate Hero” Saitama may have to intervene after all. I just hope if and when he does, it’s with his usual nonchalance.

One Punch Man 2 – 10 – Stating the Obvious

Saitama may be bored with a life of beating everyone with one punch and never losing, but thanks to King he’s able to forget about that for a little while, as he is beaten over and over again in a Street Fighter-esque combat game, to his unending frustration. “THIS GAME IS SHIT!” is his only defense. Reminds me of me when I play video games!

As for the Monster Association infiltrating the executive board room, the eyeball that serves as a conduit through which King Orochi’s adjutant, Gyoro-Gyoro, can mess with the humans by offering an olive branch than shooting the first taker. Thankfully for the other suits, resident Class-S hero Superalloy Blackluster—basically Luke Cage—has no trouble dispatching the baddies.

Still, shots have been fired, and the Monster Association officially declares war on the Hero Association. It’s in all the papers and on all the news channels. Over at MA HQ, the amassed monsters aren’t impressed with Gyoro-Gyoro’s motivational speech, but actions speak louder than words, as Orochi demonstrates when he eats Cockroach for losing.

Speaking of losing, a badly-wounded Garo wakes up, assuming it was King who knocked him out, while Genos gets a shiny new upgraded metal body from Dr. Kuseno, who only asks that win or lose, Genos is careful enough to live on and fight another day.

As the top heroes debate the merits of the HA’s plan to storm MA HQ , the news spreads to independent monsters, who pour out of City Z full of piss and vinegar, eager to join up with the MA. Unfortunately, they’re all obliterated by Saitama while he’s taking out the trash.

Garo ends up healing up in a shack that happens to be used by the brat with the hero guide he’s encountered in the park. That brat is the runt of his circle of friends, so he has to go in to see who’s in their secret hideout. Garo offers some obvious advice—the kid should become stronger, duh—but before sending him on his way, the shack is surrounded by eight Class A and B heroes led by Death Gatling, who tracked him there.

Even having unknowingly been recently pummeled by Saitama, Garo could probably take on, say, four of these heroes, but not eight, and certainly not all at once. Thanks to the brat’s guide, he at least gets some intel on all of them, and learns that they possess quite the diverse and complementary skill set.

The heroes marvel at his ability to dodge their attacks, but as he gets tired cracks in his defense start to form. Worse, the guy he worried about the least, Megane, is actually a hand-to-hand specialist with a lot more stamina and endurance than he currently has. Gatling demands he surrender and let them take him alive. How’s he going to get out of this one? Does the brat have a role to play in rescuing him from a bad end?

One Punch Man 2 – 09 – Not Strong Enough to Defeat Boredom

Watching Saitama obliterate foes with one punch is only half the fun of his fights. The other half is how he reacts to blows against him, or otherwise absorbs them. In this case, taking Monster Bakuzan’s first and second kicks do nothing but send him sliding off to the side; he’s otherwise unharmed.

Bakuzan assumes he’s lost his mind from the fear of facing him, but Saitama is only still and lost in thought because he’s trying to remember who this guy is. He can’t, so he ends it…by halving Bakuzan.

After learning this guy’s real name is Saitama, and he mostly joined the martial arts competition because he was bored and wanted a taste of what he might be up against with the hero hunter, Suiryu still tries to stop him from going after Goketsu, convinced he’s walking towards certain death.

Always good to see Saitama’s doubters thoroughly rebuked. Goketsu is so easy, we don’t even have to watch it—and the sappy piano just keeps playing through the “fight”—but we do hear it. I also enjoyed Saitama laughing off Suiryu’s request to be his disciple. Dude’s got standards, man! Beat Genos and we’ll talk.

After a brief check-in with Puri-Puri Prisoner fighting buck naked and hugging his spiky opponent to death then pulling a flip phone out of his ass, we find Saitama wandering the streets until he encounters King, and the two have a long conversation about Saitama’s long-standing ennui caused by his power plateau (King rather hilariously assumes at first that Saitama is depressed because of his baldness).

King promises him he’s only being arrogant about having no challenges left. He’s a hero who cares more about having fun fighting than the heroic ideals he should be living by; that’s room for improvement, for a start.

King supplements their lovely talk by lifting cool manga monologues, impressing Saitama with his eloquence, when suddenly Garo shows up, pissed off from his defeat to Watchdog Man and looking for another hero to hunt. His eyes focus on King, assuming his casual appearance is merely a facade and calculating all of his possible first moves.

But King doesn’t move; he just stands there like a big dumb idiot. It’s Saitama who saves him by kicking Garo through a wall, just as he’s talking about his hope the hero hunter will be something resembling a challenge. Sorry, Saitama…no such luck. There’s another hallmark of good OPM: Saitama is either completely out of the loop or at least four or five steps behind what’s going on in the world of heroes and monsters. In this case, that obliviousness is sparing him more bitter disappointment.

Speaking of wannabe Saitama rivals, Speed-o’-Sound Sonic is accosted by two equally quick and powerful members of the “Golden 37” who have converted to Monsters and offer Sonic a cell, demanding he join them. Sonic mulls over the consequences of losing his humanity, but he considers himself as good as dead anyway after his first (of many) losses to Saitama.

Thankfully, Sonic’s general disgust with the cell leads him to cooking it up before eating it, which not only gives him a bad case of the runs, but likely nullified the cell’s ability to transform him into a monster. Not like becoming a monster makes it any less likely you’ll be able to defeat Saitama…or even lay a scratch on him.

In other news, Genos is on his way to be repaired after being ambushed, the Gorilla monster meets an actual, sentient Gorilla who is just going about his business, very Saitama-like; and the Hero Association board prepares to exercise caution lest their main patron’s son get killed and led to their funding getting cut, followed by the infiltration of the room by a functionary-turned-monster.

One Punch Man 2 – 08 – Call of the Heroes

Even if Suiryu thought he deserved the tournament win (he doesn’t), he wouldn’t have had more than a few moments to savor it, as Goketsu, escorted by three monstrous crows, crashes the award ceremony. Once a martial arts champion and believed killed by monsters, he was actually given the choice to join them, which he did.

He extends that same choice to the assembled fighters: eat the monster cells and become like him, or die. Some, like Choze, are eager to see how much stronger they can get. Others, like Suiryu himself, aren’t interested in becoming ugly brutes. Instead, he asks a pretty girl if she’ll go on a date with him if he takes care of the monsters.

While Suiryu holds his own and dispatches Monster-Choze, he’s absolutely no match against Goketsu. As Garou picks a fight with Watchdog Man in City Q, Goketsu treats Suiryu like a ragdoll, easily absorbing his strongest attacks and breaking his arm.

To Suiryu’s surprise, Snek and Lightning Max, who had been flicked away by Goketsu earlier, are back for round two, standing their ground like the professional Heroes they are. They made sure to grab effects crucial to their success: Snek’s suit and Max’s shoes.

Ultimately, they’re no more a match for Goketsu as Suiryu. Meanwhile, Bakuzan, who ate a bunch of cells, transforms into a Threat Level-Dragon monster, although still not one that can push Goketsu around. For his part, Goketsu is ordered back to the Monster Association base on the outskirts of City Z, an urges Bakuzan to follow.

But before he does, Bakuzan takes his time wailing on the already battered Suiryu, taking great pleasure in beating down someone much weaker. It’s then when Suiryu, so independent and fun-loving thanks to his good looks and tremendous strength and fighting ability, is brought so low he has no choice but to call out to someone, anyone to help.

And who should answer that call but Saitama, whose absence this entire episode can be chalked up to him either running home or to the locker room to put on his superhero costume. The same man whose punch Suiryu estimated would have ended him had it not been held back; the same opponent who only lost because he was wearing a wig—he’s Suiryu’s only hope. Thankfully, it’s a good bet Saitama’s got this.

One Punch Man 2 – 07 – It’s Fun Being Strong

After meeting Monster King Orochi, who leads the Monster Association, we see Class S Heroes spring into action and dispatch the latest batch of monsters with relative ease. Meanwhile, Saitama takes care of the sadistic eugenics enthusiast Choze with one punch in the semifinals, making Suiryu his final opponent.

Of course, a 13th-ranked S is still quite a bit weaker than Tornado, as we see when Flashy Flash can’t quite finish a boss monster with maximum efficiency. We check in on Atomic Samurai asking for the help of the other members of the Holy Order of the Sword to defeat Garo in case Silverfang goes soft on his former student and fails.

One of the members, Haragiri, has already been corrupted and transformed into a monster, courtesy of the Monster Association, which he helpfully describes as “a group made up of monsters.” But however much stronger becoming a monster made him, Haragiri falls to Atomic in the blink of an eye.

The balance of the episode deals with the tournament final between Suiryu of the Dark Corporeal Fist and Charanko of the Fist of Water Polo. Saitama’s main worry is whether Suiryu figures out he’s wearing a wig or, worse still, knocks it off. As a result, Saitama has to take a defensive posture.

Suiryu can tell Saitama is far stronger than he looks, and as a fellow strong person expresses his desire to have fun with that strength. If Saitama entertains him with a good fight, Suiryu will show him what martial arts truly are, which is the main reason Saitama entered in the first place.

None of Suiryu’s attacks have any effect on Saitama, but his words spitting on the Hero Association and its lofty ideals are mere “boring containments” that threaten his life of fun. Suiryu then knocks Saitama’s wig off. It’s enough to make Saitama mad enough to almost punch him, but he holds back at the last second.

The officials disqualify Saitama, making Suiryu the tournament champion, but he’s not satisfied and the fight continues, multiplying in intensity exponentially as he reduces the stone fighting platform into rubble. This leads Saitama to glean that the primary purpose of Martial Arts is to learn how to look cool while you’re fighting.

Trying to take a page from the Suiryu school, Saitama backs into him with his butt, sending him flying into the side of the arena. Rules or no, Suiryu suffers his first defeat ever—that’s sure to mess with a guy. Finally, out in the city, Genos is dealt an unprecedented defeat at the hands of a dragon-level monster named Goketsu.

One Punch Man 2 – 06 – Whittling Down the Herd

Don’t get me wrong: stuff happens this week; lots of stuff, and lots of it decent. The competition moves briskly as most matches are over in one move, as befits fighters at the top of their game. And while the monsters had free rein last week, the likes of Genos and Tornado—seriously strong heroes—evens the odds in a hurry.

So why did this feel so meh, so rote? A couple things. It felt like there was no rhyme or reason to cutting from an arena fight to a monster fight, making the episode feel unfocused. Second, there wasn’t a whole lot of comedy to be had. Aside from Saitama’s early KO of Bakuzan because he touched his wig, the episode plays like a straightforward shounen ensemble series.

And that’s fine, normally, but One Punch Man should be a cut above. A grab bag of minor skirmishes and minimal gags, along with what felt like a step down in production values, kept this episode feeling merely okay and nothing close to the excellence the OPM is known for. Halfway through the season, and the first episode is still the best, which is disappointing.

Looking beyond this episode, it seems clear Saitama is in line for a win, but if his identity is found out he will no doubt be disqualified due to breaking the rules. Other than that, I’m not sure yet what the monsters’ play is, or how they can roll in so confidently only to be slapped back by the cream of the Hero Association crop. What’s with taking that rich kid hostage? It seems like a small-fries move.

Hopefully we can cut through the chaff in the next week or two and get to the heart of what big threat, if any, Saitama & Co. will face. He may be content to spend most of the tournament on the toilet, but I guess I’m looking for the next guy who can take his punch!

One Punch Man 2 – 05 – Reverse Seeded

How long do we have to wait to get the martial arts tournament started so Saitama can start plowing through the brackets? Apparently another half-episode, as we focus on a growing preponderance of monsters and demons throughout the lettered cities.

As for Metal Bat, he seems to get more “pumped up”, and his attacks faster and stronger, the more Garo beats him up, but ultimately the fight is called on account of Bat’s brave, protective little sister Zenko. Garo may claim to be a monster, but he’s not about to hit a kid.

Shortly after taking his leave, Garo is approached by three monsters hoping to recruit him into the “Monster Association,” but he’s having none of it. Class S Rank 6 Metal Knight comes in to take care of the giant centipede, but even he just can’t summon enough firepower to dent the thing, making the battle a draw.

The jellyfish, phoenix and rhino-themed baddies make off with the rich kid, while other monsters start fighting—and beating—heroes they’ve chosen specifically because their heroic attributes favor them, the monsters. The Hero Association (still pitting their hopes that King will be a factor) are starting to panic.

Meanwhile, yes, Super Fight 22 finally commences, with the eighteen challengers being introduced; and they’re all quite the colorful characters, with equally colorful-sounding martial arts schools.

Zakkos is Saitama’s first opponent, but there’s a match before theirs. Sourface reveals he’s twenty—younger than Saitama—which explains both his pre-match nerves and his thin skin when Zakkos rips into Bang’s dojo.

Saitama, older and wiser, simply lets Zakkos say what he wants; he’s here to fight, not argue. Oh, and Saitama apparently doesn’t have to hide his face, as Sourface seems content that he is indeed Charanko and not some impostor.

When a particularly sexy monster, Super S, starts whipping heroes and making them her love slaves, it’s up to Hellish Blizzard and her crew to sort things out. As for Saitama’s first “match”, it’s a laugher; Zakkos was all talk and is in fact incredibly weak; so weak that the person he was to propose to didn’t even bother showing up to watch him. Bummer!

As for one of the higher-seeded martial artists in the fresh-faced Suiryu, he recognizes that Zakkos had some okay moves, but his opponent “Charanko” was just too strong. He looks forward to seeing him in the final.

While it’s always fun when someone comes around who can either absorb Saitama’s punch or deliver a blow that actually bothers him—wait…has that ever even happened?—I doubt he’ll meet his match here, especially considering how easily he dispatched Garo. Still, watching him effortlessly wail on guys is never not fun.