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- Quality
- Nothing quite like a bar fight, especially when Stands get involved in the mix. The Evergreen’s Disco D. Lune and Deacon Blues find themselves up against Brick Punchwell and Sunset City, who are certainly a Cause for Concern. Both sides are powerhouses in their respective fields, meaning that if this fight is going to be anything, its going to be entertaining! So how do our brawlers do?
- Starting with Cause for Concern, Brick starts taking patrons out, while diverting their attention towards him. Sunset uses this opportunity to arm his Free Life units. Their aim is to separate the Evergreens, and they do this by throwing a man between them, Brick dashing right behind him. Once a wedge is formed, Brick focuses on cornering Disco while Sunset keeps Deacon busy. The strategy to rush the opposing team before they can properly scale is a smart move, and they waste no time in driving that wedge between the duo.
- One in range, Brick engages in close quarter combat with Disco and King Silence, though he’s not alone. He has a few armed Free Life limbs to back him up. He seeks to use his endurance to outlast the architect, tangoing with King Silence while the limbs keep Disco distracted. Meanwhile, Deacon uses the knives he’s collected from the patrons and flings them at Deacon, bombarding the kid with a flurry of attacks from all sorts of angles. Combine these tactics with the ‘air jail’ technique, and Evergreen is left almost completely defenseless. Almost.
- I’m going to give this strategy a 7 out of 10. I think that the pair’s aggressive rush towards Evergreen is an excellent play against their scaling capabilities. And for the most part, it works surprisingly well. However, one point of contention is that there could’ve been more counterplay against the enemy Stands abilities. While one could argue that their rushing doesn’t give them any time to set up, I don’t think that’s entirely true. During their own set up, it would be possible for Deacon and Disco to have a door or two set up, as well as Atomic Dog taking on a couple hits from the brawlers Sunset sent their way. While not a complete bust, I believe there could’ve been further counterplay against potential door techs. Otherwise, this is an incredibly efficient strategy. Well done!
- Onto Evergreen, we start by launching Deacon into the crowd of brawlers, trumpet blazing. This allows him to draw some attention towards him (and away from Disco) as he uses their stray punches to charge Atomic Dog. Meanwhile, Disco uses a sliding door dash to maneuver not only herself, but the crowd of fighters as well all around the map. This is a strong first play, establishing some setup for the coming inferno, as well as laying out simple crowd control to manipulate the hordes to their favor.
- Deacon then takes the time to absorb the heat coming from all around the bar, be it from the rising temperatures from the fighting, or from the friction of Disco’s door slides, Atomic Dog is able to absorb the heat, allowing Deacon to create the Disco Inferno, creating an aura of localized heat around the Stand, taking out any Free Life hands that get too close, as well as sending blasts to hands farther away. Meanwhile, Disco works to trip Sunset up with her doors, battering him and looking for a moment of weakness, leaving Punchwell to Deacon. Deacon uses kinetic blasts to land hits on him before he can properly react to them, with defensive support from Disco.
- Finally, once Sunset trips up, he’s flung towards Atomic Dog, who works to restrain and disable him while applying kinetic energy to his throat. This puts Punchwell in a tricky situation, either option leading to him dealing with Disco’s chessboard of a bar floor. Once she’s battered him with enough doors and brawlers, Deacon goes in for the final blow, dumping all of his kinetic energy into the mountain.
- Overall, I’m going to give this strategy a 8 out of 10. Disco and Deacon work very well together, covering each other’s weaknesses. They make great use of their talents, as well, focusing Deacon to take hits and direct attention while Disco operates as support. Though they aren’t nearly as tough as the fighting duo before them, they more than make up for that through sheer battlefield control and careful defensive slides. Well done!
- Jojolity
- Onto Jojolities, I’ll keep it brief. Brick and Disco both offered up some interesting attacks in their respective strategies. Brick’s headbutting a punch, his varied attacks against King Silence, and the donkey kick. His attacks are all done with a fun flair. Disco also has a few fancy tricks of her own, catapulting the patrons from their seats, using strategic hinge doors to hop and leap around the battlefield, as well as spinning various doorknobs to take out her opponents ankles. Never underestimate the power of door.
- As for Sunset, I found that the fellow enjoyed himself well enough, taking opportunities to mock his downed foes and letting the violence guide him through the ballroom. Deacon’s performance was also sure to stay in the memories and eardrums of every patron in that bar, keeping their attention with his passionate trumpeting. Taking into account all of these jojolities, I feel confident in giving both teams a 7 out of 10. Well done!
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