Defenestrator: 7/6/2/4/11 (+1 front pontoons and forks)
Xtreme Pneumatix: 7/6/2/3/12
Clamp Config please
Strategy:
Drivetrains are dead even lol. I have a wedgelet reach advantage and unless he goes with many forks I should usually get under. Even with them it’s even. Come at him mostly head on but a bit off-center unless he’s consistently getting under me. Watch for him trying to slip his forks under the sides of my pontoons. Keep the clamp OPEN.
If I wedge him try to clamp onto his front wedge. It’s sloped, but shallow so I shouldn’t glance off too bad. Avoid biting directly on his flipper to prevent him forcing my jaw open – his arm’s narrow and so’s my jaw so this shouldn’t be too hard. However his forks may get tangled up in my arm’s structure and keep his flipper from opening. Pick him up if possible, otherwise see if I can tip him back far enough that his rear bumper high-centers him. Next either push him backward into the wall drums, push and then try to tip him over backwards onto them (this will likely get his forks hit and bend them) or suplex toss him onto them if I can. They can do some serious damage to him at 15 power. If this isn’t working overturn him as often as possible. He’s “invertible” but I’m not convinced he won’t just tip forward onto his wedge from being so front-heavy, and he’ll drive poorly at best. Make him use up gas self-righting. Do NOT go for OOTAs, I know I can’t in this arena.
J-turn if wedged, self-right immediately if flipped. However if he wedges my arm, PUSH FORWARD. My pontoons may wedge his chassis, and flipping my arm won’t do anything if his weight’s on the pontoons. If I wedge him like that just push. Avoid engaging him with my back to either the hazards or the OOTA zone. With 3 power he probably needs perfect alignment/timing AND full air tanks, and using enough flips could leave him unable to get me out.
If I can’t get a solid clamp on him at all, CLOSE the clamp and use it as a pure lifter.
Do controlbot things, control the match, keep damaging him with the drums.
GL HF
If I wedge him try to clamp onto his front wedge. It’s sloped, but shallow so I shouldn’t glance off too bad. Avoid biting directly on his flipper to prevent him forcing my jaw open – his arm’s narrow and so’s my jaw so this shouldn’t be too hard. However his forks may get tangled up in my arm’s structure and keep his flipper from opening. Pick him up if possible, otherwise see if I can tip him back far enough that his rear bumper high-centers him. Next either push him backward into the wall drums, push and then try to tip him over backwards onto them (this will likely get his forks hit and bend them) or suplex toss him onto them if I can. They can do some serious damage to him at 15 power. If this isn’t working overturn him as often as possible. He’s “invertible” but I’m not convinced he won’t just tip forward onto his wedge from being so front-heavy, and he’ll drive poorly at best. Make him use up gas self-righting. Do NOT go for OOTAs, I know I can’t in this arena.
J-turn if wedged, self-right immediately if flipped. However if he wedges my arm, PUSH FORWARD. My pontoons may wedge his chassis, and flipping my arm won’t do anything if his weight’s on the pontoons. If I wedge him like that just push. Avoid engaging him with my back to either the hazards or the OOTA zone. With 3 power he probably needs perfect alignment/timing AND full air tanks, and using enough flips could leave him unable to get me out.
If I can’t get a solid clamp on him at all, CLOSE the clamp and use it as a pure lifter.
Do controlbot things, control the match, keep damaging him with the drums.
GL HF