Starfish Prime | Triple 6 |
---|---|
Speed: 4 | Speed: 6 |
Traction: 3 | Traction: 5 |
Torque: 1 | Torque: 2 |
Weapon: 15 | Weapon: 7 |
Armour: 7 | Armour: 10 |
USING SYMMETRICAL BAR CONFIG.
Start inverted. Spin up and get away from the walls, then once I’m up to speed, attack!
Triple 6 has great frontal armor, but look at the shape of the flipper. With a high-up blade I should be able to hit above the angled side panels and sideswipe the arm (corner damage), or skip off the wedge and hit the chassis, which could do a LOT of damage. To maximize the chances of this approach at moderate speed and turn erratically from side to side to throw off attempts to angle into my spin direction.
If I’m turned upright and actually being an undercutter, I want to actually give her a shot at the side on which my tooth is moving backwards as a bait, then try to rapidly move forward and pivot to hit as far to the side as possible. This also encourages her to go for flips, which has a chance of flipping me into a better orientation, or leaving her WIDE open and possibly inverted if she misses.
She’s got a VERY powerful flipper. However, this arena’s OOTA zones are narrow and have a support pillar in the middle, and I have a weapon which will tend to hit either her flipper or the floor, making things very unpredictable. Going for three-pointers is going to be very difficult for her. Make it harder by hanging out either in the middle of the arena or relatively close to the middles of the walls.
What she doesn’t have is a big speed advantage: effective 8 speed vs. 6, equal control. This should make it significantly easier to avoid contact while I’m spinning back up after impacts, and she definitely can’t get around my weapon. Use typical hit-and-run spinner tactics, and turn the weapon off after big hits or flips until I’m back in control.