Hobart 2 | Ayame |
---|---|
Speed: 7 | Speed: 8 |
Traction: 4 (+1 treads) | Traction: 7 |
Torque: 1 | Torque: 2 |
Weapon: 14 | Weapon: 2 |
Armour: 4 (+2 weapon) | Armour: 11 |
HFL Ghost-RPing for Rocket on request.
DRUM CONFIG PLEASE.
Start the weapon, drive up onto my side of the ramp while I’m spinning up. If he comes over the top try to hit him as he does so, if he goes around that buys me a few seconds. Once I’m at full speed return to the level parts of the floor.
Ayame has a fast drivetrain and a good wedge, and the hazards in this arena can easily KO or cripple Hobart. I can NOT afford to make a mistake here. Play defensive at the start, keeping the drum pointed at him. Ideally have my back to the ramp so if he pushes me back I’ll end up on the slope and it might disrupt him trying to follow me.
He’s got a 60-40 wedge advantage, so he’ll probably get under me a few times. If I get flipped over, I’m invertible. Drive away, then slam into him and hope the impact tosses me back upright. Otherwise try to gyro-turn off his wedge. If we’re facing in a direction where he could get me anywhere near the corners, gun it forward and try to monstertruck over him.
But my wedge is good enough that if I stay alive I’ll get under him and get a hit eventually. At this point stay on him, using my fast drivetrain to move in for a followup hit or two as he self-rights. 3 corner damage to the tip of his flipper can seriously mess his wedge up with repeated hits, and once it’s no longer flush with the floor Hobart can run away with this fight. I’m almost as fast as him, and should be able to chain hits pretty effectively. If gyroscopic forces are making it hard for me to maneuver and I’ve already seriously damaged his wedge, consider throttling the weapon down and just punting him around. If I can consistently keep the weapon pointed at him, stay at full power and see if I can knock him out.
If I lose a track, use gyroscopic forces to help Hobart crab around the arena and try to keep the weapon pointed at him.