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Lethal Injection 2 vs. Spaulding
Topic Started: Nov 4 2013, 09:53 PM (66 Views)
MassimoV
Heavyweight
Go on Goldenfox, write a long-ass RP. I double dog dare ya. Yeah I'll just come at like the 3rd brick I've fought by now and try to get the jaws down on him and then take him to the hazards. I'll try to stay aggressive at all times and try not letting him get to my sides so I can always have a grip on him. I just want him to stay in my control the whole time.

Good luck mayn.
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GF93
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Vi veri veniversum vivus vici.
All right, looks like we've got Lethal Injection's second tracked robot to fight, here. Let's take a look...

Analysis
I will use the Spikes for this fight.

Well, first thing to note is that he runs on tracks, and I'm fighting him in the Land of Confusion, so whoop-de-doo! However, he does have quite uncanny traction and wedgability for a robot here, and his armour's pretty solid as well.

However, he does have his fair old share of weaknesses. Most noticeably- despite the big wedge stat, his grabbers will do nothing. The reason for this is in how slow and weak they are, so I can both avoid them by driving out of them at any time, and even if I do get snagged, he lacks both the push to really make use of the purchase, nor the strength to keep hold of or damage me.
He's also a bit slower than I am, and lacks protection against my wedges from anywhere else but his weaponry, meaning I'll be able to get under him with no trouble at all despite the stat difference.


Strategy
Posted Image
Introductory statement aside, what I'll want to do is move out quickly, keep the Spikes down, and focus on utilising my speed to get to either his front corners or his sides. From there, slide under with the Spikes, get a good purchase, and force him into the wall as I lift him up.

When attacking, focus predominantly on keeping under as much as I can- flipping and shunting him around with my Spikes, and utilising the Jets and the Flippers where I can to introduce him to some Fire, Ice, and Air. Mix it up a little with some ramming attacks as well- raise the Spikes a bit and ram him at speed to pierce the sides or warp his grabbers, and perhaps see if I can ensnare them in the Tracks themselves to break off the chains and potentially strand him.

Defence mostly comes down to just steering clear of the grabbers and not letting him catch me. If he does though, no need to panic- they'll take time before they come down, and even then they'll be pretty weak. I should be able to simply drive off using my own Speed, and if I can't, just push back against him and use the Spikes if they're within range to force him off. Otherwise, don't get too close to the hazards if I'm not taking him to them myself, and watch for if he's coming at my sides or corners at any time.


Basically, be both controlled and aggressive in this fight. Ram and flip him about as much and as relentleslly as possible, and don't give him room to take any breathers. Once I've worn him down, finish him off by either snapping one or both of the tracks, or just lift him onto one of his big flat sides for a relatively simple immobilisation victory. If that's not possible, I'm hoping to dominate him on Damage and Strategy.

Anyway, hoping that should do the trick. Good luck though Massimo, and do make this interesting for me. :cool:
Ice Cubed Robotics Posted Image
"I will not die until I achieve something. Even though the ideal is high, I never give in. Therefore, I never die with regrets."

Cherry Bomb Classic: Season 2 (8-0)
Swiftsure- 2-0
Torque Dirty 2 Me- 2-0
Ayame- 1-0
Dead on Arrival- 1-0
Barley Picker- 1-0
Lethal Injection 3- 1-0

Robot Bastards 2 (5-5)
Apathy & Lethargy- 2-1
Trump ex Machina- 0-3
Rainbow in the Dark- 3-1 (6-3)

Ruination: The Upheaval (20-8)
Ayame- 6-1
Marauder- 6-1
Dreadnought Mk3- 3-4
Lethal Injection 3- 5-2

ALL-TIME RECORD
Wins: 347
Losses: 230
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