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Judge Theodore (Logic) Excuse the more abbreviated delib; things have been hectic on my end writing wise. Charlie plays a more harassment based fighting style, looking to chip at Helena’s resources, while Helena looks to blitz Charlie down, strategies that I think cohere to the tune of [6]s: decent plans that are held back in some respects. Charlie’s strat suffers from “Put Everything In The Mid Game Section Syndrome," while her strengths lie in her broad duplication range, clumping everything together results in unclear prioritization of tactics and messy management of two, arguably three, separate targets, especially when C&R needs to be near Helena to clone her. (Planning/Logistics) The finisher has some fun itemplay, especially if it goes off, but it also suffers from the aforementioned lack of prioritization: how does Charlie gather the tanks, lock down Helena, and throw-and-detonate them as she manages all the positioning? Helena has a compelling response to Charlie’s duplication in sweeping attacks, but I think doesn’t quite consider more high level tactics Charlie could do, such as pincers or staggered offenses should her clones, making it a strong argument on face, but I would have liked higher order consideration, given the emphasis on position inherent to Charlie’s kit (Logistics/Counterplay). Similarly, I’m not as convinced by the argument of locking Charlie down with the Bone Arms; trapping Charlie with The Middleman isn’t impossible, but given her ability to quasi-teleport out, it needs proper setup and timing. Judge Foxy (Surface) I feel confident giving Helena a low **7** in quality. Decent points were raised by Judge Logic in that Helena doesn't consider a lot of potential higher-order tactics on Charlie's end, and I do agree. I was impressed by the focus put on making sure that the amount of hearts Helena used was tightly kept track of; keeping that a constant logistical thought impressed me in mind to bump this over by a point. A decent strategy all around. In terms of quality, I feel like giving Charlie a pretty solid **6**. I agree with points made by my fellow judges- I found the strat itself quite fun, but the ideas presented forward can be a little nonspecific and rely quite a bit on assumptions it'll just work out. What does it mean to "act erratically", for example? I get the idea presented, but there are things left unsaid that would've bumped this oneup by another point or two if it had gone in more depth. It's not a bad strat, by any means- nothing over a 5 is. There's lots of fun thoughts for how items are used here, and it makes a lot of active use of Charlie's power that's worth envying. Judge Janitor (Ceep) Starting with Charlie, there’s a ton here I really like. The tactics here are really nasty; going for Helena’s resource management is a solid way of cutting down on her ability to keep fighting, and I think that in a vacuum your tactics are decent at keeping Helena boxed in. I’ll also mention that I think all your finishers are really clever; while normally I don’t necessarily put as much stock in finishers than the game to get there, I think that these all have enough preparation behind them to be genuinely scary. I do think that making the copies will be a lot harder than you think of Helena, and while it’s a major part of your play you have enough for Charlie not to be damning. For Helena, I think that this is a really, really solid strategy. At its core, using the disjoint and reach of your Stand to box out the otherwise terrifying Charlie and using the arms to kill off her clones. The amount of circumspect here is really solidly done. There’s nothing that feels like an overextension and your fighting to take the initiative from Charlie doesn’t open you up to getting hit. I don’t really have anything too much to say about the strengths of this strategy when they’re so self evident. I think that for the weaknesses, they’re mostly the same; they don’t handle The Middleman nearly as in depth as I’d like. There is some, but for one there isn’t quite the acknowledgement of a fight drawing in the Middleman, or how you’re drawing them away to engage away from sightlines. Each has some solid stuff to do with the Middleman, but the generalization keeps these at a 6/10 for each.
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