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T5R2M11 JoJolity Delib

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Oct 17th, 2020
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  1. Toiletnator:
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  3. Halfway through round 2, the environmental go-to JoJolity has begun to make comebacks, courtesy of the sorts of map that truly do demand that they be used to their potential. What people can do with rushing water in a small map differs greatly from what can be done with the comparable map of yester-round, of concrete spewing into a pit of the stuff. There was a lot that both of these builds could do with an environment rapidly filling with water, jets of water and heavy things and all number of bathroom oddities.
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  5. I'm not terribly sure that Elliot's strat really factored in JoJolity at all here. There were a few plays of note, sure, mainly splashing around and throwing the sink, but none of it really felt like it was going away to utilize the environment, much of the efficacy being pretty surface level. There's splashing, there's slinging about of water, there's throwing a sink which is admittedly really cool, but something I would have liked to see more of. Really wreck the place, use the environment to your advantage, make it hurt and limit the ways that your significantly slower opponent, who makes a habit of trapping everything, all around, giving them less to work with in the process. There's also the boiling play at the end, the most creative JoJolity-relevant thing in the strat easily, and if it had been something I felt could work, it would've been massive points on its own, essentially sacrificing Quality for JoJolity, but as saved you massive deductions there, the unlikelihood that it lands also means I can't really give it that much credit here. It also feels like it could really stand to do more with the rapidly rising water levels, especially considering the cool fact of Elliot's sheer muscular density that's been played up so much.
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  7. Obviously, all of her plays are integrated well here, which earns her passing marks, but it could have been so, so much better. A textbook 6/10.
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  9. Elliot doesn't do nearly enough for high marks, in short, but Jade, all in all, does a pretty fine job, I think, if a bit rooted in playing to technicalities we made to simplify and streamline the match and treating them as extreme exploits. I'm not detracting points for that, obviously, just felt like pointing it out as went into here...
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  11. There's some pretty decent stuff here all around. You have your basics, like just straight-up eating through as much as possible (though I question how quickly and effectively Jade seemed to expect to do so), to dodging into stalls to slow Elliot's approach (nice touch on the little things like locking the thing afterwards!), to the more flashy and impressive like the hotbox. Sure, ultimately, I think that it's too long-term a piece of tech to be a deciding factor in the match, but JoJolity-wise? It's really cool, I have to say, and the strat generally accounts significantly more for the rising water all the way to its top. Though honestly, I might have given this JoJolity more had the planting been more tactical and selective than it is in the final strat, I can't deny that it's great stuff. A pretty comfortable 8/10.
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  14. Grandpa Max:
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  16. While there is some simply stellar use of her ability on display, very little of the bathroom itself is utilized in Elliott’s plan. Some token efforts are made, like kicking water into Jade’s eyes for a brief distraction and very elaborately throwing a faucet at them, but not much else. The only technique I can find in the plan that truly accounts for the rising water levels was to use WI to reduce Elliott’s drag in the water and keep her as mobile as possible. While a good idea and fully worth praise, there is very little else here to appreciate. I was expecting some underwater grappling, maybe a weaponized sink pipe or broken shard of porcelain or mirror, or even some integration with the flat metal stall panelling. A bit disappointing, to be honest. 6/10
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  19. Jade’s entire plan seeks to exploit the confined arena to slowly poison their opponent and secure victory. The rising water level is put to defensive use, clouding it during the tunneling and infesting it with hives to deter would-be divers from following them. Gas-producing hives are kept under the water and away from sabotage as the bubbles add to the ever-worsening condition of the air above. Stall doors are used early on in a quick defensive play, and effort is made late in the game to keep as much of the surroundings above the water as infected and untraversable as possible to ensure Elliott stays waterlogged. Outside of wanting to see some more creative use of broken fixtures than simply ‘infect and lob’, having the strat at its core completely reliant on the rising water and ever-shrinking air supply gives a solid grade here. 8/10.
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  22. Luigi:
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  24. BHE:
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  26. As far as jojolity I think that everything from your early game plays to defend yourself to the huge way you collapse the entire stage without being unconvincing or overhyping your ability all really impress me. Everything here is so well integrated here that my opinions on your jojolity plays are also covered by my discussion of your quality score. In the end I think you do a really excellent job here on jojolity, with a solid 9 being fair.
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  28. SL:
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  30. In jojolity I can only say that I am a little disappointed, with much of your tech being able to exist in any other match independent of the stage. Ultimately what you have here with the sink shot and water splashing is fine, but just isn't enough and without enough variation. I am thinking a low 6/10 is the highest I can give here.
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