Defenestrator vs. Swamp Thing (CBC4 HW Week 3)
Posted: Fri Feb 28, 2020 11:42 pm
STATS:
Defenestrator: 7/6/2/4/11(+1 front pontoons and forks)
Swamp Thing: 7/6/2/6/9
CONFIGS: Clamp Config. Assuming he won't go for a high-armor config against a clamp but who knows :V.
RP: Let's try out the new tag!
[rp]Drivetrains are dead-even, wedges are close but favors me some because his forks are so short compared to mine they might as well not be there. The tip of his wedge is part of the chassis not the flipper, which is… interesting. His flipper’s also kind of narrow.
Stay aggressive, mixing between head-on attacks and trying to get under his corners. Periodically “press” my weapon BRIEFLY AND WHILE I AM NOT NEAR HIM to keep the clamp raised all the way (it’ll stay up on its own in that position). Keep the fight far from the OOTA zones but otherwise go where he does. The walls are low but the zones are narrow and I have decent ground clearance to escape wedges so this arena’s actually relatively safe for me. Try and turn the fatales at least green by booping them.
When wedged, back off and close the jaw. Self-right ASAP when flipped. When I wedge him, if I can bite down between his tires and the chassis do so, otherwise just wherever. He’s an awkward shape to grab, but I want to bait him into firing his flipper into my clamp. It’s easily forced open but won’t be damaged by this. He also flips hard enough to probably tip himself backwards. With his flipper open if I can get my clamp inside it I can grab onto stuff underneath and pin his flipper open, and he can’t do much to escape! Also go for this whenever he has to self-right.
When clamping, see if the weight distribution lets me completely pick him up. If I can, then reverse to the nearest OOTA zone and suplex him out! I should still have plenty of reach to get him over a 2 ft wall. Be ready to gun it out of there if he gets free. If I can’t completely pick him up, then take him to the angriest Fatale and try to feed his tires into the blades. Be careful to not run my forks into it.[/rp]
Defenestrator: 7/6/2/4/11(+1 front pontoons and forks)
Swamp Thing: 7/6/2/6/9
CONFIGS: Clamp Config. Assuming he won't go for a high-armor config against a clamp but who knows :V.
RP: Let's try out the new tag!
[rp]Drivetrains are dead-even, wedges are close but favors me some because his forks are so short compared to mine they might as well not be there. The tip of his wedge is part of the chassis not the flipper, which is… interesting. His flipper’s also kind of narrow.
Stay aggressive, mixing between head-on attacks and trying to get under his corners. Periodically “press” my weapon BRIEFLY AND WHILE I AM NOT NEAR HIM to keep the clamp raised all the way (it’ll stay up on its own in that position). Keep the fight far from the OOTA zones but otherwise go where he does. The walls are low but the zones are narrow and I have decent ground clearance to escape wedges so this arena’s actually relatively safe for me. Try and turn the fatales at least green by booping them.
When wedged, back off and close the jaw. Self-right ASAP when flipped. When I wedge him, if I can bite down between his tires and the chassis do so, otherwise just wherever. He’s an awkward shape to grab, but I want to bait him into firing his flipper into my clamp. It’s easily forced open but won’t be damaged by this. He also flips hard enough to probably tip himself backwards. With his flipper open if I can get my clamp inside it I can grab onto stuff underneath and pin his flipper open, and he can’t do much to escape! Also go for this whenever he has to self-right.
When clamping, see if the weight distribution lets me completely pick him up. If I can, then reverse to the nearest OOTA zone and suplex him out! I should still have plenty of reach to get him over a 2 ft wall. Be ready to gun it out of there if he gets free. If I can’t completely pick him up, then take him to the angriest Fatale and try to feed his tires into the blades. Be careful to not run my forks into it.[/rp]