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- Judge Mike Schmidt (Ceep)
- Starting out with CFC, and what I see here is a solidly written core strategy with a lot to love. I think that your general approach to the match- room-clearing in front and trapping behind you- insulates you from a lot of heat from your opponents. I think that you do seem to rely a bit on getting access to the security room to get an initial bead on Deacon and Muuru. That said, the overall tactics you have suffice for handling them if they’re in the splash zone.
- I think that overloading 「Atomic Dog」 is the right general call for your midgame, seeking to put pressure on its ability to input until it either gives up the ability to absorb energy or shatters entirely. The call of cursing it with 「The House Always Wins」 and feeding bullets into the target is a good one-two punch. The handling of the animatronics also felt solid, how to get them to retreat well without discounting their potential threat.
- I don’t have a terrible amount to say here, admittedly. This is a solid strategy that covers all of its bases. I’ll give this an 8/10. Good job on your work here!
- Moving to Evergreen, and again there’s a lot to love here. The core strategy is simple and the approach to CFC is overall very well done. Using the animatronics to mill through the traps set up for them and the funky approach angle that Deacons’ use of 「13th Floor」 is very well done, and I think that the finisher Muuru has on Amelia is very convincing- I’m medium on whether Amelia would even be able to disengage with her 「Act Two」 with how effectively Muuru sticks on her if she gets caught by him.
- I do think there are a few notable weaknesses to the strategy. First of all, Muuru and Deacon are separately somewhat weak to Chandra’s bombs. While I feel that they handle bullets reasonably well, the omnidirectional bursts from a steam grenade I feel isn’t dealt with as solidly as it could have been. I also feel that it doesn’t handle the animatronics with the seriousness as potential threats. While Deacon’s beams and blasts are sufficient to deal with the animatronics, I feel that given how its range functions the kinetic blasts would take more to chase them off than is advertised. On the other hand, the defense that they have are generally strong against animatronics, so it isn’t as much of an issue.
- Despite how long the strategy is, there are a few details- dealing with Chandra if Amelia is taken out first, and dealing with explosives being the most important ones- that feel underplanned for. Additionally, there are other sections that drag a bit pacing wise. This isn’t a terrible thing, and most of the meat of the strategy is spent where it needs to be. I don’t feel confident stating a particular area that feels overwritten, but that there does feel like the strategy didn’t need to be quite as long as it does.
- All of that criticism aside, this is overall a good strategy. It’s sharp on punishing any sort of sloppy play from CFC and absolutely demands that Chandra and Amelia have several varied answers to Muuru and Deacon by the time that they engage. While I have my qualms, overall a high 7/10 seems fair to give. Good job!
- Judge Jeremy Fitzgerald (Extra)
- Let's start with Cause for Concern. You've got yourselves a very solid strategy here - it's measured, it's meticulous, and it doesn't sacrifice any power in the process. It's hard to find a specific point of praise - you've got yourself what is almost the quintessential picture of a good strategy, in my opinion. You handle the animatronics adeptly, utilize them to further your own gameplan, and have clear ideas of how to handle both opponents, whether separately or as a unit. You cover yourself from ambushes and leverage map geometry to make the most out of both BLOODMONEY and Cigarette Daydream. I waffled for a bit here, but I find this strategy watertight to such a degree that I think it deserves a **9.**
- Moving on to Evergreen, you have a similar methodology with a totally different execution. Using the animatronics to further your gameplan is a theme, but using them to set up an elaborate trap is a very fun idea that can lead to a very tight spot for your opponents. The explosive scaling of Wheelz creates a timer, while Atomic Dog provides a defensive backbone to keep the pressure from two very powerful Stands under control.
- That said, for all of its explosive potential, it has a few more points of failure. While Muuru can certainly thrive in a chaotic environment, there's not much the Wheelz can really do against BLOODMONEY's high-power AoE explosions - similarly, Muuru's durability during the combat sections seems slightly overstated, since the opposing Stands each have the ability to both overload Atomic Dog's input and deal with dodges. On the whole, it's a very powerful and potentially devastating strategy that I think is dragged down by a couple of important-but-not-critical overestimations, letting it land comfortably at an **8.**
- Judge William Afton (Alpha)
- Ah yes, Four Evenings at Fazbear’s, the game sensation that I missed entirely. Oh, we used it as a match? Neat! Who had to die to make that happen? That’s missing the spirit of the thing, isn’t it? How do I know- cultural osmosis through memes! Why do you think this blurb is written like-
- Right, right, getting ahead of myself. I’d like to preface this with, I consider half of the players in this match to be close friends, so I want to address that immediately: I feel that I’d be doing the both of you a disservice if I didn’t play the fairest game here, so know that I’m breaking this down with as much cold, hard reason and logic as I can afford.
- Let’s start with Cause for Construction, the team with enough firepower and property damage to their name that I felt the need to make a pun about it!
- This is incredibly solid work; from the get-go, there’s firing, attacking, and destruction. Not just the usual property damage, but new, more efficient levels of property damage, involving ricocheting bullets, sharks, and more stuff knocked off of shelves and riddled with bullets than even cats can keep up with!
- I genuinely enjoy the hard focus and main narrative choice of never falling back, constantly pushing down every corridor, and blasting away at the first sign of provocation! It’s very refreshing to see an ‘Attack, Kill!’ strat that adheres to the ideology of ‘Attack, Kill!’.
- On that note, using the frictionless rail as a means of transportation- when available- and still having options to break it when necessary is neat in concept. Similarly, using the steam and explosions across the strat to keep track of movement where- and when-ever something happens was definitely tactically solid.
- With that out of the way, I don’t really have much to say outside of, ‘damn, this pretty succinctly covered your asses’, which gets a solid **8** out of me!
- Moving onto… Neverspleen? I couldn’t think of a good pun.
- We follow up on an incredibly strong start of flying bodies and movement to create chaos and noise, which then allows the sneaking pair to split off and attend to their own objectives; it’s somewhat standard faire for a Muuru strat, as I’ve seen so far- show up, cause chaos, make chaos happen faster and with more efficiency- so I wasn’t too surprised by the opening play.
- Moving on, there were solid uses of the kits in the field, namely in the Junkdog Armor and in how Atomic Dog was unravelled and used to cover many, many areas of the strat practically itself. I say practically because of the sheer number of uses of kinetic energy, force, and lasers across the strat, but we’ll get to that later.
- I do like the effort that went into the larger confrontations and fight scenes, and the overall layering of the strat is decidedly solid throughout. While I’ll certainly speak on more of this in the JoJolity side, let it be known that I did appreciate what we have here!
- Now, we’ve arrived at the ‘later’ section. While there’s a lot I can point at- there are certain layers of the strat that feel like they have too much covering a little, there’re layers that feel like they have too much covering a lot, if Muuru is constantly pinging the droid he’s following with a laser to prevent himself from being attacked, how are all of his bulbs still full- I feel like those are more minor points that add up to a lot, which is:
- This feels almost overdone. There are points across my notes on the strat where I wrote ‘this feels superfluous’, with the final section practically having that written across it. I feel like you could’ve done more with less on the plate, and it would’ve serviced your narrative a lot more cleanly than not.
- With those concerns tabled, I can give this one a **7**.
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