ROBOT2 LW Final: Terpsichora vs. The Thieving Magpie (again)
Posted: Sat Dec 15, 2018 12:40 am
Ko config (wedgelets, full power in the spinner) please.
I think my strategy from our previous fight still mostly applies. Come out of my square at an angle while spinning up, then stay in the middle of the arena and approach aggressively, taking wide turns to avoid gyrodancing. TMP might be more aggressive trying to get an OOTA this time after getting KO’d early, so I want to mess up her flipper as soon as possible. If she decides to camp near the wall and fish for an OOTA, fake charging at her and juke off to the side, then try to intercept whatever maneuver she reacts with. She’s playing with fire staying near the walls; I can throw an opponent in the air at least as effectively as her flipper, and while I can’t maneuver with her on my wedge to line up a flip a hit will launch her immediately with no opportunity for her to get away.
Keep up the aggression after a hit. Try to either hit her wheels or get a hit to the front while her flipper’s open. Bending up the frame underneath could keep her flipper from closing, which will really ruin her wedging ability.
If she gets under me, try to J-turn or gyrodance away, or at least get so I’m sideways on her wedge and my gyroscopic forces will make a flip less likely to actually overturn me. If I do get overturned, her getting under me also means my weapon hasn’t made contact so it should have plenty of energy to right me. Retreat and get back up to full speed before engaging again.
Good luck, and may the best robot win!
I think my strategy from our previous fight still mostly applies. Come out of my square at an angle while spinning up, then stay in the middle of the arena and approach aggressively, taking wide turns to avoid gyrodancing. TMP might be more aggressive trying to get an OOTA this time after getting KO’d early, so I want to mess up her flipper as soon as possible. If she decides to camp near the wall and fish for an OOTA, fake charging at her and juke off to the side, then try to intercept whatever maneuver she reacts with. She’s playing with fire staying near the walls; I can throw an opponent in the air at least as effectively as her flipper, and while I can’t maneuver with her on my wedge to line up a flip a hit will launch her immediately with no opportunity for her to get away.
Keep up the aggression after a hit. Try to either hit her wheels or get a hit to the front while her flipper’s open. Bending up the frame underneath could keep her flipper from closing, which will really ruin her wedging ability.
If she gets under me, try to J-turn or gyrodance away, or at least get so I’m sideways on her wedge and my gyroscopic forces will make a flip less likely to actually overturn me. If I do get overturned, her getting under me also means my weapon hasn’t made contact so it should have plenty of energy to right me. Retreat and get back up to full speed before engaging again.
Good luck, and may the best robot win!