CBC4! Electro-Death vs FusterCluck
Posted: Sat Feb 01, 2020 10:48 pm
ED:
8/6/1/10/5
FC:
6/4/1/10/9
I have the speed advantage here which will be key, since I won't last long against his spinner if he gets under me. I also have the advantage of a pressing wedge with narrower forks, which should in theory win the wedge war.
I'm going to camp my side of the arena as the fight starts, get up to full speed, wait for him to approach me and then gun it at him at about 90% throttle before he can straighten up. Press the wedges and attempt to launch him at the wall. I'm going to just stick to him like glue from then on, landing hit after hit. I don't think I have proper KO potential in this arena so I'll just keep up the offensive, stuffing out whatever escape options he tries to use. Follow him when he lands, anticipate jukes, feints, and j-hooks - any tricky movement he might use, watch what he does the first time and then go for the read on the second pass. If there's ever a clean break in the action, I want to activate whatever root is closest to him - keep him blocked off and curb any momentum he might try to build. If he ever lands a clean hit on me, cut the lights if i have that stored - again, snuffing out his momentum and letting me plot my next move.
GLHF
8/6/1/10/5
FC:
6/4/1/10/9
I have the speed advantage here which will be key, since I won't last long against his spinner if he gets under me. I also have the advantage of a pressing wedge with narrower forks, which should in theory win the wedge war.
I'm going to camp my side of the arena as the fight starts, get up to full speed, wait for him to approach me and then gun it at him at about 90% throttle before he can straighten up. Press the wedges and attempt to launch him at the wall. I'm going to just stick to him like glue from then on, landing hit after hit. I don't think I have proper KO potential in this arena so I'll just keep up the offensive, stuffing out whatever escape options he tries to use. Follow him when he lands, anticipate jukes, feints, and j-hooks - any tricky movement he might use, watch what he does the first time and then go for the read on the second pass. If there's ever a clean break in the action, I want to activate whatever root is closest to him - keep him blocked off and curb any momentum he might try to build. If he ever lands a clean hit on me, cut the lights if i have that stored - again, snuffing out his momentum and letting me plot my next move.
GLHF