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- Judge Lavender (Logic)
- Short strats, short delibs! While the strats were a bit more nebulous, props to both teams for tackling a simple deathmatch as efficiently as they did. (Planning/Logistics) We have combat tricks vs combat stats for this match: Roxanne is a small nimble run-and-gunner whose Stand gives her strong versatility, but Jag’s suit gives them formidable offense and defense. As the Jojolity implies, the name of the game is maneuvering into position to deal damage onto your opponent without being damaged in turn.
- Roxanne’s strat is solidly adequate, to the tune of a [7]. She focuses on sniping Jag from hard to reach places using a variety of projectiles generally emphasizing restraining and slowing them down. (Planning/Competency/Logistics) I think that the finisher is a bit optimistic (I’m skeptical you could swing them around to the point of disorientation with 2 STR) and that more care could have been given to Jag’s electricity powers, especially with the tools and availability of metal (Counterplay), but what’s there is solid.
- Jag’s strat is functional and clearly understands the aforementioned match dynamic, but has a few expressive gaps that lead me to award a [6]. There’s a suite of tech that is well conceived (Competency/Technical), but some of the explanations need work. While the Stand ability explicitly includes electromagnetism, it is the /release/ of electricity. You need to at least sketch out the connective tissue from the ability’s start point and the technique’s result; how do you induce a magnetic field with electricity, how do you magnetize the shrapnel to be repelled from Jag. This isn’t to require an engineering degree or anything of the sort, but we need logical derivations from the text.
- I’m similarly skeptical of The Blender as a setup play. The tumblr has a 2.5m radius and 5.5m length for a volume of 107.99 cubic meters; while the toolbox has tools, I don’t think it has enough to meaningfully span the space as a hazard. (Logistics)
- Judge Hibiscus (CPU)
- With Jag, I think that your opening moves are solid to get access to the tool box and you have some good options for getting in close. Being able to yeet yourself across the stage all tracks to me, and while I was a bit suspicious about the magnetism stuff, I think it tracks since you don’t attempt to do anything too out of pocket with it. I’ll let that pass; moreso than the feasibility of magnetism I’m more concerned with Jag’s aiming. The handfuls of nails I was not convinced about being able to land hits reliably on Roxanne, and given your high tempo strategy, given you attach the box of nails directly to your shoulder, I can’t see how you keep the nails *in* while also having them easily accessible.
- Overall, without a method of retrieving ammo or aiming, I can’t give too much weight to using the tools and nails as widespread projectiles, especially against a small, agile target. As for your overall attempts to get into melee, I dig the use of Jag’s leaps to get into closer range, and something like the tape measure surprise I feel has potential to really trip Roxanne up. That said, I also feel that if the measure is hit once or twice, it becomes near unusable past that.
- While the movement tech is good, I also would have liked a little more variation in terms of its use. While Jag does have moments of quick schmoovement and dashes, I feel like they don’t cover enough non-intensive uses of it or cover enough methods of generating charge to be fully confident they’ll be able to go full bore. While they can take from their own reserves in a pinch, a bit more acknowledgement of this limit would leave me a lot more convinced. Overall, I would want to see a bit more in terms of variation to approach options and tricks to pull, to tax Roxanne more and keep from running into being predicted.
- I’ll also point out the topic of the drum being massive, so adding tools wouldn’t do too much to increase to the point of a blender, this goes into overall use of your resources but I don’t want to go too much on it.
- All that said, I feel like your defensive game is pretty good. The smart use of the leaves left me feeling confident it’ll be very difficult to gum Jag up, and you have some solid utilizations of micro to keep you going through the match. There’s also a clear understanding of what you need to do to prosecute the match; I’ll give this a low 6/10. There’s a strong sense of broad-strokes understanding that I feel needed more specifics in approach, resource use, and overall resource game to be elevated further.
- For Roxanne, I have relatively less to comment on. I think that your overall game plan works, and it all works out; I especially liked the tightropes as methods to keep Jag off of you via the center of the stage, and I think you also understood a general game of evasion and harassment.
- I would like to mention that when attaching to Jag, I feel like Roxanne wouldn’t be able to make great use of it; she weighs as much as a puppet would expect, and simply doesn’t have the weight to be able to pull Jag around, as well as opens her up to being pulled in by the tether.
- I do feel that you’d struggle to get your finisher off due to this; you don’t really have enough to convince me that you can get Jag to the drum, and I feel that there isn’t quite enough to let it stick. For an overall solid strategy, I’ll give this a high 6/10.
- Judge Oolong (Extra)
- I'm gonna try to keep these brief in the interests of my wrists and fingers. Starting off with Jag, I'm gonna give this a solid **6.** I like a lot of the offense on display here, and Jag definitely feels like a constant threat with nearly overwhelming pressure. That said, I do think you make a few critical overestimations of Jag's ability to keep Roxanne on lock. Starting from the opening, there's a notion that endures throughout the strategy that Roxanne's output isn't really all that powerful, from blocking an opening salvo with a makeshift wall of leaves to dismissing the notion that she could propel herself with the nozzles as being too much input for not enough payoff. Dummy! is B POW, the same as In Control, so I'm not really sure where that idea came from, and it throws off your opener and leaves a pretty noticeable hole in your pressure, a sizable hit to a predominantly rushdown strategy. Save for underestimating Roxanne's capabilities somewhat, however, you've got a good thing going here, with some powerful, hectic offense leaving few avenues of escape from some good, old-fashioned B POW beatdown, which is why it still earns itself a respectable score.
- As for Roxanne, the major point of contention is definitely sustainability; with only a cubic meter of sap able to be on the field at any given time, you definitely push close to that limit at times, making it a smidge difficult to sell that you can do everything at once. That small hit to the overall speed and efficacy of the strategy does take it down a peg, but the positioning and zoning on display here is great stuff, and you make the most out of Roxanne's kit to handle a much more physically imposing foe. A little bit more polish and a smidge of tightening up is all this would need to go up a point, but I do think its flaws are slightly too large to totally gloss over, and so I think you earn a high **7.**
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