(1b) Abyss vs (2b) Visual Assault
Posted: Fri Sep 20, 2019 5:45 pm
Abyss: 4/2/1/16/7
VA: Speed: 6 / Traction: 5 / Torque: 5 / Weapon: 5 / Armor: 9 (+2 front) - duckface
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he's going to waste space talking about my wedge. it's going under his drums, not his wedgelets, whether or not it touches the ground is not relevant. what is relevant is my 13 armored front, my lack of corners for him to grab on, my longer wedge and my meme-level torque, that lets me recover from hits much quicker than he can, letting me snowball one hit into another until he's pinned, never letting up on the pressure. he also damages his own weapon over time: he can't try to wear me down with shock damage.
General gameplan is aggression: I have a 13 armor front, I can afford to smash it into his weapon. start the match by circling around nearer to the wall though, so we don't engage in prime position for me to get smacked near the short wall if I fuck up. in general try to come in off-center or at a slight angle to avoid the middle fork: he really won't be able to challenge this by angling in himself, both because he doesn't have anything to get under other than that one fork, and because he has a bad control ratio and no speed with an incredibly powerful vertical drum: gyro for days.
once we impact once, just keep forcing my face into his fist: use that torque to my advantage to come back quickly, get him smothered into walls sooner (I push at 6 speed!), and in general win the pin him into a corner war through tenacity instead of pure speed.
once I get him pinned, flip him - in general just keep him flipped every chance I get, and punish his attempts to self-right with gyro or wall slams. I also have much more free reign to ram when he's flipped, since he has no forks and his downwards spinning will launch him in the air - OOTA potential?
never engage with my back near the short wall, and be willing to run away and self right when needed: I have the drivetrain to get space for myself, he doesn't: it is VERY important that I don't let him snowball hits.
if he does that dumbass trick he and his brother do with the exposing his sides, "angle in" by going closer to his rear, and back up with my FIVE TORQUE if his drum gets close to me somewhere I dont want it to be. if he meanders unpredictably, again go for his rear: in general if he does any dumb baiting things take the long road to the part of him that's safest to attack (without letting him get at my side in the process: if he goes for this, back up with my ridiculous torque, watch him sail past my front, and then capitalize on his mistake), and force him to play it straight. then beat him in the head-ons like I did last time. alternatively force a head-on: keep him on his toes.
GL
VA: Speed: 6 / Traction: 5 / Torque: 5 / Weapon: 5 / Armor: 9 (+2 front) - duckface
_____________________________________
he's going to waste space talking about my wedge. it's going under his drums, not his wedgelets, whether or not it touches the ground is not relevant. what is relevant is my 13 armored front, my lack of corners for him to grab on, my longer wedge and my meme-level torque, that lets me recover from hits much quicker than he can, letting me snowball one hit into another until he's pinned, never letting up on the pressure. he also damages his own weapon over time: he can't try to wear me down with shock damage.
General gameplan is aggression: I have a 13 armor front, I can afford to smash it into his weapon. start the match by circling around nearer to the wall though, so we don't engage in prime position for me to get smacked near the short wall if I fuck up. in general try to come in off-center or at a slight angle to avoid the middle fork: he really won't be able to challenge this by angling in himself, both because he doesn't have anything to get under other than that one fork, and because he has a bad control ratio and no speed with an incredibly powerful vertical drum: gyro for days.
once we impact once, just keep forcing my face into his fist: use that torque to my advantage to come back quickly, get him smothered into walls sooner (I push at 6 speed!), and in general win the pin him into a corner war through tenacity instead of pure speed.
once I get him pinned, flip him - in general just keep him flipped every chance I get, and punish his attempts to self-right with gyro or wall slams. I also have much more free reign to ram when he's flipped, since he has no forks and his downwards spinning will launch him in the air - OOTA potential?
never engage with my back near the short wall, and be willing to run away and self right when needed: I have the drivetrain to get space for myself, he doesn't: it is VERY important that I don't let him snowball hits.
if he does that dumbass trick he and his brother do with the exposing his sides, "angle in" by going closer to his rear, and back up with my FIVE TORQUE if his drum gets close to me somewhere I dont want it to be. if he meanders unpredictably, again go for his rear: in general if he does any dumb baiting things take the long road to the part of him that's safest to attack (without letting him get at my side in the process: if he goes for this, back up with my ridiculous torque, watch him sail past my front, and then capitalize on his mistake), and force him to play it straight. then beat him in the head-ons like I did last time. alternatively force a head-on: keep him on his toes.
GL