CBC3 LW Championship: Blood Eagle vs Tidal Wave 2
Posted: Sun Jun 09, 2019 7:55 pm
Blood Eagle: 4 speed / 2 traction / 1 torque / 16 weapon / 7 armour
Tidal Wave 2: 5 speed / 4 traction / 1 torque / 14 weapon / 6 armour
The bottom line from last fight remains the bottom line. I do 6 damage to his weapon and 5 shock damage. He can’t go weapon to weapon with me or let my weapon hit him at all without taking crippling damage of some kind. The goal here will be to get that hit.
As far as counters go, he has four options: a ballsy rush where he puts it all on the line and tries to OOTA me, the same rush but with getting a shot at the rear of my body or my wheels as the goal, trying to use the central rings to get past my blade, and trying to force an error or opening from me by baiting and circling.
Start in undercutter mode, since it means that where our blades meet his will be travelling close to horizontal and won’t be able to uppercut mine effectively. Move out of my starting square, keeping my blade facing him. Once it’s up to speed, advance inexorably, staying away from the walls and paying attention to arena positioning and attack angles to try to give myself recovery space while he smacks into walls and hazards. I’m a bit slower, but it’s 7-6, so this is by no means impossible. I have obscene reach, so be wary of baiting but also don’t be afraid to let him start getting around a tiny bit in the direction where my weapon torque will help me spin right into his side like Tombstone. Preference is still for head to head if I can get it because I’ll annihilate him.
Weapon contacts are both of us hitting each other out of plane. Due to the position we’ll hit at, I should get knocked mostly backwards more than flipped while he goes more sideways and potentially flips sideways. If I can see I’m going to end up wrong-side-up, I’ll at least land in overcutter mode, which will make settling down easier with my weapon in less danger of smacking the floor. The moment that I have my wheels down, run without shame to avoid his follow up attack, keeping my weapon facing him if possible and spinning back up. The second I’m back up to speed, go on the offensive. He wants a hit? He’ll get it.
Finally, if I see him trying to use the danger zones, back off a little bit to create space between their edge and myself and let him ride them. When he gets off, I have a buffer zone and he has to close that distance, giving me time to react and put my weapon between us. If he tries to run for the first two minutes in the hope of a last-minute OOTA, chase him, appear to give up a bit early, and then get myself in a position well away from the walls so that, if we meet, his weapon’s still biting it, but he’s not getting that OOTA hit that he wants.
GL fam. It's been real
Tidal Wave 2: 5 speed / 4 traction / 1 torque / 14 weapon / 6 armour
The bottom line from last fight remains the bottom line. I do 6 damage to his weapon and 5 shock damage. He can’t go weapon to weapon with me or let my weapon hit him at all without taking crippling damage of some kind. The goal here will be to get that hit.
As far as counters go, he has four options: a ballsy rush where he puts it all on the line and tries to OOTA me, the same rush but with getting a shot at the rear of my body or my wheels as the goal, trying to use the central rings to get past my blade, and trying to force an error or opening from me by baiting and circling.
Start in undercutter mode, since it means that where our blades meet his will be travelling close to horizontal and won’t be able to uppercut mine effectively. Move out of my starting square, keeping my blade facing him. Once it’s up to speed, advance inexorably, staying away from the walls and paying attention to arena positioning and attack angles to try to give myself recovery space while he smacks into walls and hazards. I’m a bit slower, but it’s 7-6, so this is by no means impossible. I have obscene reach, so be wary of baiting but also don’t be afraid to let him start getting around a tiny bit in the direction where my weapon torque will help me spin right into his side like Tombstone. Preference is still for head to head if I can get it because I’ll annihilate him.
Weapon contacts are both of us hitting each other out of plane. Due to the position we’ll hit at, I should get knocked mostly backwards more than flipped while he goes more sideways and potentially flips sideways. If I can see I’m going to end up wrong-side-up, I’ll at least land in overcutter mode, which will make settling down easier with my weapon in less danger of smacking the floor. The moment that I have my wheels down, run without shame to avoid his follow up attack, keeping my weapon facing him if possible and spinning back up. The second I’m back up to speed, go on the offensive. He wants a hit? He’ll get it.
Finally, if I see him trying to use the danger zones, back off a little bit to create space between their edge and myself and let him ride them. When he gets off, I have a buffer zone and he has to close that distance, giving me time to react and put my weapon between us. If he tries to run for the first two minutes in the hope of a last-minute OOTA, chase him, appear to give up a bit early, and then get myself in a position well away from the walls so that, if we meet, his weapon’s still biting it, but he’s not getting that OOTA hit that he wants.
GL fam. It's been real