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- Judge Donkey Kong (Flame)
- To begin with, I have to note that both teams have utilised a similar structure focusing on each of the three areas — a reasonable approach to the setting of the match, but nonetheless good Planning, Logistics and Formatting. Both also have fun Narrative segments each: Moonbeam with a Jojolity driven dialogue, while the idol duo break out the music video strats. A great showing from both of them — but now onto the individual points!
- Starting off with Emi & Baingan, and the Lotus Street Manifold’s strategy features some really fun and Creative Tech utilising Baingan’s Stand: the Gravitational Pull, stretching out Baingan’s arm so that they can launch it at their opponents to attempt to pull one of them back to the idols’ side so the two can gang up on them which is a Strong mix-up tool; creating a Awning Shield to utilise her high Precision to deflect rocks and projectiles towards their opponents; and using both of their Stands together such as the Heartache Bullet applying Anti-Noise to projectiles that Baingan sends towards Moonbeam.
- Their gameplan is also solid: protect themselves from both the environment and their opponents, while playing the ranged game up until whenever they reach the close quarters segment — there’s only a couple issues that I can see, primarily in that there is nothing regarding the damaging properties of the steam clouds, and that their contingency for if Baingan is RETIRED before Emi! could have done with more explanation/examples of her more brutal approach. However, I do not believe these to be enough to drag the score below a low **8**.
- Moving onto Titan & Hāvā, the cat and sherpa immediately set up protection — Hāvā sets up a bungee system to bounce the duo back onto their cart if they get knocked out, while Titan begins to set up pasta walls as well as a shield for his new friend. Care is also made to ensure that their constructs do not obstruct the bungee tethers, as well as to ensure that Titan is nearby Hāvā unless necessary (Logistics). The duo have their own fun tech together as well, such as the tethered gnocchi shield to get Pasta Masta in close to Disappearance in order to cuff it with pasta and tether that cuff to part of the cave and let deceleration work (Tech).
- The duo intend to utilise the assault on their enemies by the stage hazards to their advantage — primarily from waiting until they are distracted or otherwise open, but also in taking inspiration (pasta grenade!) — and when the close-combat comes around they are prepared with Hāvā and Pasta Masta working together to disrupt their enemies attack patterns by messing with their cart’s speed and the aforementioned cuff tech. A fun read, which will also be getting an **8**.
- Judge Diddy Kong (Alpha)
- Hoo boy, we’ve got ourselves a wild ride through the mountains on our hands! One crazed business lady is here to take on a mountain spirit, catching all kinds of hell in the crossfire. Me? I just want to grill. Let’s expedite that process a bit, huh?
- Let’s start ourselves off with Lotus Street Manifold! There’s some solid strategizing here and good uses of all presented kits across the board, with some somewhat minor places I’d rather have had more elaboration. So let’s get into the meat-
- We open onto a turn one play of stretching out Baingan’s arm for later, semi-consistent use as a hand whip and grabbing tool. I’ll admit that if it weren’t for the A precision attached to that stand, I’d be a bit more suspect of the arm’s use at grabbing at range. Gada’s usage as a setup destroyer is a fantastic extension of the prior play, with the on-call tool being used to great effect.
- Moving on, the old duck and cover strategy- especially with pliable cover- is a great maneuver for avoiding falling rocks. Given that the side is also made pliable from the stretching, I won’t say much about it, but I feel like the frontal attacks were mostly glossed over. I’ll have a bit more on this later.
- For now, we can talk about girls versus technology- we once again expand upon the initial base of springy arm by sticking something in the springy arm’s hand and swinging it at the opponents, followed by some more good general usage of anti-noise to stop bombs and sticky stuff, then some stretching with Gada to make stone shoes. Again, there’re a couple things I want to talk about with this, but I’ll save it for later.
- Finally, we get to the coup de grâce- very direct fighting! It’s not like this hasn’t been done in previous sections, but in this one, we delineate a bit and apply attacks that could work in previous sections in the last section, before moving onto generally good applications of stand abilities to solve a problem- your opponents being alive! The CQC is solid, as it has been, and the plans are covered, but…
- I had a genuine problem with some of the counterplay being somewhat actively glossed over. I understand that the kits, as presented, make a number of hazards a non-issue, but I feel like more care could’ve been given to cover them. This is probably a personal take, but I do feel the need to say it- stage hazards and opponents are never separate problems.
- Anyway, with that concern levied, I feel that this strat deserves a **7**! Good Jorb.
- Let’s move on to the Mountain Beam Riders! Too much? Too little? Eh!
- I don’t think much needs to be said about each individual play, and yet I feel like not saying something about the sheer depth of this strat would be a slap in the face to those that wrote it.
- From constant armor and wall reproduction sites to OSHA-certified rope banisters to keep everything running- and running smoothly- to how meticulously timed everything is, to how to react to opponents while under fire from stand-made obstacles, it is… majestic. This? This is just the opening few moves, and it’s already covering everything I’d ask of it.
- Zhenqi’s section is a little breezier than the former- note that it can absolutely afford to be, given the sheer quantity of meat on the bones of the previous section- but again, solid defensive work and good usage of Pasta Masta- who pulls many duties as denial, setup, and range game where applicable-are felt throughout.
- When we move to the PVP section, everything is respected. From your opponent’s kits to having necessary setup, or even to losing a teammate in the thick of it. For your side, it’s about winning trades, it’s about the battle of attrition, it’s about staying alive for as long as humanly possible.
- I’ll be frank and say that I walked into the room and sighed at the magnitude of the strat, but I’ll admit hand-in-hand that on reading it, I was floored at not only how breezy it felt despite being layered to the brim with tech, but at how quickly it reads! I’ll also admit that I skipped the section headers, as they remind me of filing disciplinary paperwork at my old job, but that is a deeply personal cut.
- I know I promised more specifics here, but the strat speaks for itself! I can rest easy giving it a **9**, and finally get back to grill- wait, what? JoJolity!?
- Judge Dixie Kong (Extra)
- Let's begin with Emi! and Baingan's duo act. While it does read as a bit tech-heavy at times, there's enough explanation and flavor to prevent it from just being a tech sheet. It's also all *good* tech, which is certainly a plus - you make good use of the assist from Baingan to bring out the most of Emi! here. In dealing with the stage hazards, you have plenty of useful tools spanning both repeatable (like the Awning Shield) and continuous (a la the Stone Shoes) effects, which definitely means you tackled the challenge of the match. Some extra focus on counterplay would definitely have given it some more force, but on the whole it's good work - a solid **7** is well-earned.
- Moving on to Titan and Hava, I am not surprised that a strategy featuring this duo has some top-notch defensive work. Your plan is solid, well-thought, and built to last. You leverage every advantage you can get and strap in for the long game, making use of each minor disruption and each opening, whether made naturally or forced, to push your opponents over the proverbial "tipping point" - where there's simply too much to deal with between the pain already inflicted and the pain to come. A very respectable **8** seems fitting.
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