Killer Queen: 6/5/1/7/11 (+2 flipper)
CLAMP CONFIG PLEASE.
First of all do NOT approach him with my back to the OOTA wall, and if possible not to the wall drums either. I know he’s got the power for long-range OOTAs; don’t line myself up for him. Be aggressive, and try to follow the inevitable circle-strafing and attack his front. If he strafes to get me between him and the wall, use my better speed and acceleration to deny him engaging in that position, and keep moving so I’m towards the side walls. Try to only attack from at least 10-15’ from either end of the box.
If I’m wedged, reverse off, or J-turn to avoid getting close to hazards. Self-right ASAP if flipped. Note: my pontoons are hinged too and could wedge-lock him.
This is in theory sort of like Dreadnought where his entire front is just flipper and he can force my clamp open. In practice, his flipper is powerful but its range of motion is very limited. It will have trouble actually making efficient contact, and when it does all he can do is break my grip. He might still be wedged, which is always not great for Mecanums, it looks like his wheels don’t stick out the back. If he does escape he’s got a raised flipper now. Pursue him, clamp him again, repeat.
I know KQ’s marginal on self-righting at its full power, and has limited gas. Making him waste all his flips trying to get out of my clamp is just as good as making him do so self-righting. I don’t have to flip him early in the match. However, push him into the wall drums whenever I can: they can overturn him, and can do some damage to his wheels especially.
If he’s consistently breaking out of my clamp, then after 1-1/2 to 2 minutes leave it CLOSED and use the weapon solely as a lifter! When it’s closed the forks still stick out in front of it, including the barbs, so it is usable as a lifter! Wedge, lift quickly to get him propped on his back corner, turn him over, and repeat until he’s too weak to self-right or time runs out.
If I’m wedged, reverse off, or J-turn to avoid getting close to hazards. Self-right ASAP if flipped. Note: my pontoons are hinged too and could wedge-lock him.
This is in theory sort of like Dreadnought where his entire front is just flipper and he can force my clamp open. In practice, his flipper is powerful but its range of motion is very limited. It will have trouble actually making efficient contact, and when it does all he can do is break my grip. He might still be wedged, which is always not great for Mecanums, it looks like his wheels don’t stick out the back. If he does escape he’s got a raised flipper now. Pursue him, clamp him again, repeat.
I know KQ’s marginal on self-righting at its full power, and has limited gas. Making him waste all his flips trying to get out of my clamp is just as good as making him do so self-righting. I don’t have to flip him early in the match. However, push him into the wall drums whenever I can: they can overturn him, and can do some damage to his wheels especially.
If he’s consistently breaking out of my clamp, then after 1-1/2 to 2 minutes leave it CLOSED and use the weapon solely as a lifter! When it’s closed the forks still stick out in front of it, including the barbs, so it is usable as a lifter! Wedge, lift quickly to get him propped on his back corner, turn him over, and repeat until he’s too weak to self-right or time runs out.