CBC3 Superheavyweight Quarter Finals: Starfish Prime vs. Santangelo
Posted: Fri May 24, 2019 1:00 am
Starfish Prime: Speed 4, Traction 3, Torque 1, Weapon 15, Armor 7
Santangelo: Speed 8, Traction 7, Torque 1, Weapon... sure, if you wanna call it that (fine... 1), Armor 12
Curved bar please.
Start inverted. Spin up, heading around behind the IED if necessary to buy time, then go on the attack. As normal for a horizontal spinner, back off when I’m not at full speed. Consider driving onto the floor spinner rings to increase my speed slightly / be able to juke him by moving from one ring to another.
Ideally I want to come at Santangelo a bit off-center in the direction against my spin, so that my bar can catch the top corners of his chassis. They’re actually really sharp, and look close to 90 degrees. Try to turn before hitting him – this both puts me off-center and thanks to the slight angle the bar’s at means I’ll hit higher up – and further back – on his chassis. If he’s trying really hard to get to my sides, give him what he wants and expose the side the bar’s spinning towards, then pivot into him. If he’s angling into my spin direction, he’ll be exposing his side a little but I can’t really catch a corner, so turn the same direction to put him further off-center than he wants to be and try to scrape up his side panels.
Being inverted has a couple purposes: first, hitting him further back and at weird angles as mentioned to try to catch those corners. Second, reducing the chances of my bar hitting the floor. Third, it may make him more confident with using his flipper, but he won’t be able to overturn me at full speed, he’ll be exposing his flipping arm’s edges, and I could slip/fall off in unpredictable ways. Corner hits on the flipper could bend it and jam it open, which would be amazing for me.
If I end up upright, keep trying to go for his corners, and get rid of those little white spikes. Every little bit of damage is important. If it’s turning out WAY harder to fight upright, consider turning off the weapon and carefully reversing one wheel onto the central IED to try to get inverted again.
All he’s really got to control the match with is speed, and it’s a big arena with no corners to box me into. My wheel positioning keeps him from high-centering me and being a horizontal spinner makes using his flipper difficult/dangerous. In the last minute the bollards will give him more leverage for a pin and would kind of suck to hit with a horizontal spinner, so be more careful after that point.
Good Luck Etc.
Santangelo: Speed 8, Traction 7, Torque 1, Weapon... sure, if you wanna call it that (fine... 1), Armor 12
Curved bar please.
Start inverted. Spin up, heading around behind the IED if necessary to buy time, then go on the attack. As normal for a horizontal spinner, back off when I’m not at full speed. Consider driving onto the floor spinner rings to increase my speed slightly / be able to juke him by moving from one ring to another.
Ideally I want to come at Santangelo a bit off-center in the direction against my spin, so that my bar can catch the top corners of his chassis. They’re actually really sharp, and look close to 90 degrees. Try to turn before hitting him – this both puts me off-center and thanks to the slight angle the bar’s at means I’ll hit higher up – and further back – on his chassis. If he’s trying really hard to get to my sides, give him what he wants and expose the side the bar’s spinning towards, then pivot into him. If he’s angling into my spin direction, he’ll be exposing his side a little but I can’t really catch a corner, so turn the same direction to put him further off-center than he wants to be and try to scrape up his side panels.
Being inverted has a couple purposes: first, hitting him further back and at weird angles as mentioned to try to catch those corners. Second, reducing the chances of my bar hitting the floor. Third, it may make him more confident with using his flipper, but he won’t be able to overturn me at full speed, he’ll be exposing his flipping arm’s edges, and I could slip/fall off in unpredictable ways. Corner hits on the flipper could bend it and jam it open, which would be amazing for me.
If I end up upright, keep trying to go for his corners, and get rid of those little white spikes. Every little bit of damage is important. If it’s turning out WAY harder to fight upright, consider turning off the weapon and carefully reversing one wheel onto the central IED to try to get inverted again.
All he’s really got to control the match with is speed, and it’s a big arena with no corners to box me into. My wheel positioning keeps him from high-centering me and being a horizontal spinner makes using his flipper difficult/dangerous. In the last minute the bollards will give him more leverage for a pin and would kind of suck to hit with a horizontal spinner, so be more careful after that point.
Good Luck Etc.