ICECrown Semifinals: Chernabog vs. Steelhead (again)
Posted: Sat Jan 19, 2019 2:05 am
Sharp skids OFF.
I can’t damage him, but he’s only got one point of speed on me and equal control, and my wedge beats his unless he gets to my side. I’m basically fighting as a clampbot here. Be as aggressive as I can, going for head-on attacks and watching out for attempts to angle in. If his maneuverability is making him too hard to deal with, try juking around to the sides erratically and see if I can make his gyroscopic forces work against him. Keep my claw just higher than his drum so if I wedge him I can immediately bite down.
Get my claw behind his drum whenever possible, fitting it between his tubes. This gives me a nearly unshakeable grip, and since it’ll jam his flywheel he won’t have anything to shake with. If I can’t do that try and get my point into the gaps in his scales for a firm grip. Slam him into the hazards as much as possible, still keeping him grabbed. Apparently the pin limit’s thirty seconds if you’re moving around, which should be plenty of time to feed him into a fatale multiple times. Try to mess up his wheels and tail.
If he gets under me, try to twist off, and self-right immediately if flipped. His flywheel having to spin back up will make chaining flips a bit less effective. Stay out of positions that could give him a shot at the OOTA areas in the off chance he remembers they exist. My srimech wings should hopefully push me free of any weird positions stuck on the walls or center nail or something.
I can’t damage him, but he’s only got one point of speed on me and equal control, and my wedge beats his unless he gets to my side. I’m basically fighting as a clampbot here. Be as aggressive as I can, going for head-on attacks and watching out for attempts to angle in. If his maneuverability is making him too hard to deal with, try juking around to the sides erratically and see if I can make his gyroscopic forces work against him. Keep my claw just higher than his drum so if I wedge him I can immediately bite down.
Get my claw behind his drum whenever possible, fitting it between his tubes. This gives me a nearly unshakeable grip, and since it’ll jam his flywheel he won’t have anything to shake with. If I can’t do that try and get my point into the gaps in his scales for a firm grip. Slam him into the hazards as much as possible, still keeping him grabbed. Apparently the pin limit’s thirty seconds if you’re moving around, which should be plenty of time to feed him into a fatale multiple times. Try to mess up his wheels and tail.
If he gets under me, try to twist off, and self-right immediately if flipped. His flywheel having to spin back up will make chaining flips a bit less effective. Stay out of positions that could give him a shot at the OOTA areas in the off chance he remembers they exist. My srimech wings should hopefully push me free of any weird positions stuck on the walls or center nail or something.