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- Judge Jet the Hawk (Logic)
- This match is built around a sort of “offense v defense” mechanic. CFC has higher mobility and ease of interference between Storm and Free Life—with Thomas being arguably the fastest character in the match—where their interference generally is shorter lasting, in part due to their low DUR. Meanwhile Vasil and Grace have more defensive oriented, longer lasting constructs for their ability to keep up, but have more difficulty in effectuating their own interference.
- Each leg of the race has its own difficulties and opportunities, enabling multiple approaches to this match. Do teams go leg by leg? Generalist offense, defense, and movement? Lap by lap? I’ve always emphasized the importance of developing a framework and sticking to it, here that’s exceptionally important.
- LSM goes for the first approach, using the first legs to establish initial positions and items: armor, spears, and Vasil’s finest JP 22P impression. (Logistics/Competency) I do think the interplay takes a bit to get going (although admittedly, it is largely saved for the eponymous section), yet even when it does, it feels a bit thin. Aspects of the race are addressed with generalist plays or in passing, such as the nuances of turns and obstacles (such as the intersection), the main tactics are this issue in microcosm, with the more generalist Extended Reach and splashing crab paint onto CFC. (Competency) There are some fun forced option plays here, and leveraging the necessity of movement, as with Thomas’s Shadowstep or on the skyscraper.
- The close of the strat has a few similar flashes of smart tech—the Blue Shell is from the wrong game, but its mere name sells its purpose—and desperation plays, but I find them similarly unmoored from a broader strat context (Planning/Logistics).
- A bit of a harsher score, but for the aforementioned thinness and in context of the rising standards as we turn to late game, a [6] feels appropriate: “a decent plan that is held back in some respects.” I’ve framed the challenges and obstacles as, well, challenges and obstacles, but I’d be remiss to frame them as opportunities, places to show Jojo-esque wit, flair, and creativity in overcoming them. Players often find themselves at a loss at what to do and address in strats, when the simplest answer is often “whatever their character would try to do.”
- I just wanna see someone do an X-rank trick after vaulting off a truck, dog
- Judge Wave the Swallow (Flame)
- This is a race through tunnels and streets, culminating in the heights of a skyscraper! All these environments pose differing challenges for players to navigate — LSM primarily focuses on the obstacle the opposition poses, with a more general focus towards the map itself outside of how it can be used against Cause for Concern. Counterplay is the game, and they have done that quite well: from the constructs that increase in complexity and numbers as the match goes on, to the paint used to blind and slow down anyone Grace can hit with his CrabBrush (a fun piece of Tech) as well as the various specialized constructs such as the Stormcatchers and the Blue Shell. The main flavor play of the graffiti has a Narrative leadup throughout the strat as well, albeit with minimal mechanical integration. Certainly a solid strat, if one that could do with further expansion of ideas — a **6**.
- Judge Storm the Albatross (Extra)
- I'll start off with the score here: I think this is a low **7.** It's competent, it's capable, but it feels stunted at places - there were several times where I felt the techniques used could have been better explained or given some degree of variation. From my perspective, the strategy feels very monolithic, even though the diversity is there. The standout here is definitely the Crabbrush and Carapaint - it's a cool use of inventory that serves a unique purpose and feels pretty flavorful. Most of the rest of the tech, however, generally boils down to "a construct grabs something." While it's definitely effective, and the "thing" in question changes in different situations, it feels like there's a lot of potential in these two Stands that isn't fully realized - pretty much everything focuses on hindering CfC, at times to the detriment of advancing yourself.
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