Skoll: 4/2/1/16/7 (Symmetrical bar config)
Black Diamond: 8/6/2/5/9 (No teeth on wedge)
STRATEGY:
Start upright and backwards, turn around with spinup torque and head for the center. If I can do it in time, get to the middle of the arena and wait with my back to the OOTA wall; buy more time by veering around whichever side he doesn’t go around. Yes the OOTA wall. Thing is, he can’t safely flip against a full-speed undercutter. If he goes it anyway because he’s thinking “Free OOTA lol” or goes for an aggressive ram to try to bounce me out, juke sideways in the direction of my weapon torque and try to hit the side of his scoop. If he hesitates enjoy my free spinup, then slowly move out and attack.
If I can’t get to the center, then avoid the hit as long as possible.
Be cautious of the drum hazards at all times. The center wall is actually the best one for me to bounce towards because it’s not spinning / made of spikes plus the curve might make glancing blows more likely. Try to keep hits lined up so my spin direction means I probably recoil towards that, and if that fails try to knock myself towards the spike walls.
It sounds risky, but again it’s really dangerous for him to try flipping me. If he’s late I bounce away and he accomplishes nothing, if he’s early he’ll skid into me in a wheelie with it raised i.e. he’s utterly dead, if he nails the incredibly precise timing it’s still extremely unpredictable what’ll happen and he’s got a small OOTA zone. He’s also got just a few chances, period because just a couple hits should tear his arm off or at least warp/shred the tip so badly that it can’t get under my blade, plus let me get corner damage.
Run away when not spun up obviously. If I’m upside-down be more wary of his flipper and avoid giving him any possible lineup for an OOTA, but keep getting those hits. Hopefully I can skip up and shred his hammer blocker.
If he’s aggressively strategic, be strategically aggressive to counter him.
Good Luck Etc.
If I can’t get to the center, then avoid the hit as long as possible.
Be cautious of the drum hazards at all times. The center wall is actually the best one for me to bounce towards because it’s not spinning / made of spikes plus the curve might make glancing blows more likely. Try to keep hits lined up so my spin direction means I probably recoil towards that, and if that fails try to knock myself towards the spike walls.
It sounds risky, but again it’s really dangerous for him to try flipping me. If he’s late I bounce away and he accomplishes nothing, if he’s early he’ll skid into me in a wheelie with it raised i.e. he’s utterly dead, if he nails the incredibly precise timing it’s still extremely unpredictable what’ll happen and he’s got a small OOTA zone. He’s also got just a few chances, period because just a couple hits should tear his arm off or at least warp/shred the tip so badly that it can’t get under my blade, plus let me get corner damage.
Run away when not spun up obviously. If I’m upside-down be more wary of his flipper and avoid giving him any possible lineup for an OOTA, but keep getting those hits. Hopefully I can skip up and shred his hammer blocker.
If he’s aggressively strategic, be strategically aggressive to counter him.
Good Luck Etc.