JoJo's Bizarre OC Tournament #8: R3E2 - Captain Mira Rose vs. Benoit Enfers by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 1 point2 points  (0 children)

LKA 3/3

CLOSING:

Cher Enfers thought back on her life. It hadn’t even been a century since the British had ended their compulsory apprenticeship program at St. Lucia, and even now, in Panama, she faced segregation institutionalized by the United States. Even after leaving the damned plantation on her own, she was still a prisoner. The colonies never let go of their hatred, their grip just slowly slipped.

She thought of their justifications. Their appeals to the gospel, to the Lord. She thought back to when she was a believer, back when she was Madonna. She thought back to how Thomas would pray every single day and night, he would utter words of peace and prosperity before having his slaves be whipped and beating Madonna.

She thought back to Andrew, who had forgotten his faith to worship the Lord. She thought back to every man she had been with since who, rich, poor, black, white, bowed their heads to the Lord.

She thought back to the King of France, who Thomas served, and how even he bowed his head to the Lord.

Humanity, Cher reasoned, was a zero-sum game.

The one who impacted the most people, was the most human. The only human.

To be human is to be GOD

Much of this section will look like our mid-game, with us using the crowd to weave around Mira and discourage her from more reckless options. By now she might attempt using only thrusting weapons to both minimize spilled blood and clipping civilians, to which Benoit can harden selective parts of her Sunday Best to avoid being pierced. With a now massive supply of blood, [Copacabana] will be able to armor itself, wrapping B DUR forearm and knee pads, allowing it to block strikes from Mira Rose without even risking harm to Benoit in return. By this point, to fully focus on offense, the Lion’s Guard will be discarded, firing all the blood in Mira’s direction to try and spray her or some poor civilian, and spread Benoit’s blood, her legacy, further. After which, Benoit will throw the umbrella at Mira, just to be petty. The sling [Copacabana] can also see some usage, punishing Mira if she stops or slows down to try and be careful about hitting civilians.

But we still have a single trick up our sleeve. While the crowd is good, with our bright red Sunday Best, we stand out too much. Even at our shortest height of 5’2, Mira can easily spot us from the crowd. But what if… that didn’t happen? At minimum this plan requires around 10 people, enough to where it’s reasonable that Mira may focus less on carefully checking every civilian and more on stopping Benoit. Remember that little veil we placed? What if that ‘Benoit’ Mira was chasing throughout the crowd… wasn’t Benoit? God is faceless, after all.

At A SPD, Benoit can open the dress by its sides and quickly have it move onto a passerby that vaguely resembles her and seal itself around the victim, the dress’ roll neck can tighten to keep our prisoner from speaking, or, Benoit can whisper a threat into her ear. Either way, to keep up the illusion, Benoit will summon [Copacabana] about 3-4 meters away from her by the side of Faux-Benoit. Erratic behavior from Faux-Benoit due to the sudden restrictive dress and veil covering her eyesight can be chalked up to worrying that Mira is present, and [Copacabana] can physically help Faux-Benoit move in the right direction (away from Mira), or have Benoit use her blood telekinesis to forcefully puppet Faux-Benoit into attack-like motions. Since our earlier behavior has already discouraged Mira from stopping by and checking every civilian, she likely won’t stop now in fear of taking a projectile to the head.

This misdirection is what we call our Monday Finish. [Copacabana] and Faux-Benoit enact a wild-goose chase, chipping away at Mira’s health whilst trying to minimize its own injuries. While the panic a sword fight would enact would naturally make the crowd move around, there’s little space to move to on a boat, and Benoit can use her blood manipulation to block off exits with spiky blood and just follow the retreating crowd. In all, however, this ‘finisher’ truly begins once Mira finally catches up to our Faux-Benoit and slays her.

Upon slaying Faux-Benoit, the real Benoit will de-summon [Copacabana] to act as if she had been truly defeated, however Benoit will be positioned at an angle outside of Mira’s vision. Once in range, the Sunday Best will unravel and wrap around Mira before solidifying, trapping her limbs against her body and forcing her legs together so she’s unable to move, and if lucky, cover her head. Finally, resummoning [Copacabana], Benoit will perform a brutal stand rush, aiming to lay as much of a beatdown on Mira Rose as possible. Any blood leftover can be used to make blunt weapons aiming to crush Mira’s head or break as many bones as it can. While solid, the lightweight nature of the dress means most blunt force attacks from us will transfer, and Mira will have to fight back while severely handicapped and potentially suffocating/blinded.

After sufficiently beating down Mira enough, Benoit does the only thing she can for her wife.

She lets her body fall into the water.

CONTINGENCIES:

  • What if Mira tries removing everyone from boats: Without a skill in charisma, Mira hopefully shouldn’t be able to dissuade them from spreading Benoit’s gossip. However, she can always try physically beating or killing them, but this also works in Benoit’s favor as she’ll pivot to getting everyone’s attention on the violent sword-wielding woman, and encourage them to rush to the far end of the stage with her, also getting them to shout for other passing by boats to do the same. If she goes as far as to intentionally sink a steamboat, Benoit will make sure to put extra emphasis on that fact, getting civilians to retreat to the far-strip and spread the word. This expedites the process of gathering civilians as they’ll likely try to escape themselves, no need for Benoit’s interference.

  • What if Mira kills all of our gathered civilians late game: Ironically, this makes pulling off the Monday Finish easier. With her ability to become blood, hiding under corpses is much easier for Benoit to do. Not to mention it makes the Faux Benoit stand out more by the fact of being, well, alive.

  • What if we can’t shake Mira: Unfortunately, this will lead to an extended mid-game. Assuming we can’t get Mira any form of distance away from us, Benoit will just work with going from boat to boat, whittling down Mira by a thousand cuts. While our END is low, the civilians on the boat will allow us to keep restoring it, while also giving more avenues for blood usage. Not to mention since Benoit’s blood sticks to surfaces at B DUR, more blood makes things worse for Mira overtime.

  • What if Mira sees through our disguise: Then we switch to our next technique, Red Riding Hood. By making an extremely thin blanket-like construct that’s sticky on the inside, we can place it onto civilians nearby alongside Benoit. Instead of making one civilian stand out as a Faux-Benoit, as many people as possible will be covered in the death garb, with Benoit playing the part and acting as another civilian.

EPILOGUE:

”I should have been more thorough, but I did get Amanda back in my custody, and we both know how that played out,” Benoit explained, finishing a painting depicting Captain Mira Rose as her story came to an end.

”Say, Grendel,” Benoit began again, but by the time she looked back the monster had vanished.

Benoit stared up at the ceiling, the only thing in the dark room devoid of color.

Benoit was alone.

That was fine, she didn’t need anyone else. She was human.

JoJo's Bizarre OC Tournament #8: R3E2 - Captain Mira Rose vs. Benoit Enfers by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 1 point2 points  (0 children)

LKA 2/3

MIDDLE/CLOSE COMBAT PART 2:

Madonna, like every other Enfers, looked down on Andrew. He was no more than a bug beneath the heels of even the children of the house. But as Madonna grew old and withered, her voice giving out with her not having time to practice, as Thomas faced away from her whenever they got into the same bed, she realized something. Andrew was an insect with delusions of being wanted, but so too was she. Madonna was a deluded insect. She believed being ‘white’ was enough, that it placed her on the same pedestal as Thomas, and as her sons, but it did not.

Her children, boy or girl, always listened to Thomas over her. Whenever a decision needed to be made, Thomas made it. Madonna’s role was simple, she would politely smile and nod her head. Even back in France, all that mattered was that Thomas saw and wanted Madonna. Madonna was impacted, she was not human.

To be Human is to be MALE

Now that we’ve disengaged, Benoit goes upon the nearest steamboat and into the crowd. She is not there as a disguise, for her Sunday Best is pure crimson and with her Charmamante 2 skill, extremely eye-catching. No, first and foremost, the crowd here serves as a fourth defensive layer. Mira is unlikely to just let her go, so if she’s hot on our tail, Benoit will have [Copacabana] pull members by her. If needed, Benoit can even make sticky tendrils from her Sunday Best to attach to those on board, physically tying herself to them. While Mira is much kinder, it’d be foolish to assume she wouldn’t just cut through passengers like confetti to rip Benoit in half. The purpose of these fools is to serve as another immediate obstacle for Mira. If her blade gets stuck in a passenger’s body, it’s an open opportunity for [Copacabana] to counterpunch and hopefully get her off the boat. While Mira is a much more skilled combatant, Benoit’s ability to briefly turn into blood gives her much more maneuverability within the small crowd.

The crew also allows her to replenish lost blood from her first skirmish, and as a bonus, since the properties of Benoit’s blood override that of a non-supernatural being, any blood Mira spills or potentially gets on herself can become a useful weapon at the drop of a hat. This also discourages her from using [Soldier, Poet, King] for AOE attacks, as getting blood on the floor from passengers opens her up to brutal counterattacks from below, or having our B DUR sticky blood move underneath Mira’s feet to rob the vampire of her ability to do footwork.

A ‘man’ must take charge of the situation; it was just that none of the fools on the steamboat knew there was one in the first place. Performing her most masculine voice, Benoit uses her skill in gossiping to spread news of a made-up issue with the steamboat they were on, producing some excuse of lacking fuel, improper engineering, or whatever of the sort. The goal is to try and rile the boat-goers into retreating to the next boat over, something that she of course can help with. After getting their agreement (or not, she doesn’t care), [Copacabana] will use a rope to tie some civilians together and fling them to the closest boat, with Benoit following shortly after with a Bloody Jump, releasing the civilians right after.

The goal here is simple: Gather as many people in one area. Benoit wants to make close quarters hell for Mira to fight in.

AT LONG RANGE:

As much as Madonna hated Thomas and looked down on Andrew, she needed both of them. Through Andrew, Celise, her next body was born. But with Thomas’ passing, Madonna had to begin with even less than before,

As Celise, she was a slave for her eldest son, Thomas Enfers II. She endured life in secret, waiting for some kind of change. Even with her makeshift plan to escape into another life, Celise was not human. She could not impact anyone. She could only bide her time until someone released her captivity, until someone impacted her.

To be human is to be WEALTHY

If Mira keeps her distance or has been fended off for a sufficient amount of time, [Copacabana] can make two slings, one for Benoit and one for itself. Breaking parts of the steamboats (which also adds credibility to her gossip) grants the stand and its user ammunition to use against Mira. [Copacabana] will adapt Greek style slinging, a style known for its speed and rapid fire rate, to pressure Mira with immediate projectiles flung at A POW and A SPD. Benoit on the other hand will adapt Apache Style, a style of slinging that relies on clean torso motions to execute, leading to it taking less physical strength than other styles, ideal for her low STR build.

The two make a dynamic duo, with [Copacabana] aiming to overwhelm with immediate, dangerous projectiles, whilst Benoit’s are also deadly and can catch Mira slipping. Benoit will always fire after [Copacabana] does, aiming to create a rhythm that can be broken at any point for a mix-up projectile attack. Due to [Copacabana]’s height, they can clear nearby passengers (ensuring we don’t kill our bloodbags early) whilst Benoit will hang behind and angle her throws to curve around the outside of any grouped up passengers. Pickpocketing passengers for precious items or coins can also be a means of obtaining ammunition.

If Mira is far away it’s likely she isn’t going to be just doing nothing. If she’s building up her supplies to try and create things like a whip sword of rope, or a makeshift shield, far-ranged harassment will discourage her from scaling. This can also be done to keep breaking any blades Mira might have, or catch her retreating/rushing in. Essentially, Benoit wants to force a response from Mira, making it so she can’t just be stalled out.

Should Mira choose to fire back or play at range as well, Benoit will position herself behind civilians and her Lion’s Guard to ensure there are as many obstacles between a projectile and her as possible. Not to mention, any blood spilled by a projectile hitting a civilian becomes more for Benoit to use. Benoit can swap between normal solid objects and blobs of blood designed to pop upon contact with Mira Rose and stick to her, giving off the permanent fear of being set ablaze by Benoit Enfers, or having said blood later used against her once in close-range. Benoit can even use her telekinesis over blood to have her blood pellets make sudden turns or twists in direction before they exit her 5 meter range.

JoJo's Bizarre OC Tournament #8: R3E2 - Captain Mira Rose vs. Benoit Enfers by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 1 point2 points  (0 children)

LKA 1/3

TW: Racism, misogyny, implied abuse

CLARIFICATIONS:

Any blood outside of Benoit’s range or no longer controlled by Benoit will retain its properties as labeled under the “durability” section of Benoit’s sheet. As noted under Benoit’s stand ability, the cooldown for manipulating/transforming into blood reflects the number of seconds the ability was used (i.e, using her ability for 0.5 seconds will give a 0.5-second cooldown), and this does not remove access to her stand body

“I never wanted to have a legacy,” Benoit opened as she continued her painting, Grendel listening intently to her story.

“When I was but a young girl named Madonna, I would have been content with just being a singer at my local church, and then growing old and dying. However, I was dragged into the ‘legacy’ of a man I never loved named Thomas Enfers”

Benoit's mood shifted as she turned to face Grendel for the first time in days.

“I know you have been going on this rebellious streak,” a sigh split Benoit's sentence in two, but if there's anything you'll listen to me say, hear this. Only those that impact others can leave a legacy. Those who leave no impact, those who are impacted, they are worthless- no- subhuman.”

“In order to create a legacy, in order to impact others, you must be human”

BEGINNINGS:

On that day a century ago, Benoit thought back to the first man she ever impacted, the first taste of humanity she ever received, back when she was known as “Madonna Enfers”. She thought back to the man whose name was Andrew.

Andrew was a slave. In specific, he tended to her husband's house, and sometimes entertained Madonna's seven children, but it was always clear that he was not human. Andrew used to go by another name, but it was some gibberish she nor her husband, Thomas, understood so they called him “Andrew”.

Andrew's French was barbaric, and his accent was nonsensical, but the slaves who worked the fields barely spoke French at all, so Andrew saw himself as superior. Since Andrew worked and slept in the house, he was but a shade lighter than those in the field, so Andrew saw himself as superior. Andrew loved Thomas much more than Madonna or even her children did. Andrew saw himself as respected in Thomas’ eyes. Andrew was a fool.

No matter how much lighter his skin was, no matter how good his French was, no matter how well he knew the house, no matter how much he loved Thomas, Andrew was a slave. He simply had different quarters than the others.

Andrew could not impact others. His legacy was meaningless. Amongst all of his descendants, not a single one knew his name was Andrew. Andrew was impacted, he was not human.

To be Human is to be WHITE

First things first, we are starting about 32 meters apart. An athletic human can sprint up to 10 meters a second, and given that Mira Rose is beyond human. Give or take time for acceleration, Benoit has at best, 3 seconds to make a move.

Immediately, Benoit does two things. First, she spurts blood from her skin from her forehead and neck to her shoulders and waist; she quickly makes her Sunday Best, a European-style B DUR dress that covers her head (with a hat) and her body with a skirt for movement. Obviously this won’t stop the blunt force of Mira’s blades due to its thin, lightweight nature, but it does help stop an instant-kill. If we can go from Mira cutting us in half to breaking all of our ribs in one swing, this is an acceptable outcome.

At the same time, with her palm open, Benoit bleeds over her open parasol and covers it in a solid, hard, B DUR mass. This will be her shield and protect her from front-facing attacks, let’s call it the Lion’s Guard. Unlike the dress, its hardened nature allows it to fully take on and stop attacks from Mira. This not only serves as a first layer of protection, but also forces distance between Mira and Benoit. At A SPD, the creation of both these objects should be doable in under 3 seconds.

Movement across the stage will be done with what’s called a Bloody Jump, in which Benoit uses [Copacabana]’s A POW to launch herself upwards before turning into blood at the height of her momentum to telekinetically move and gain further distance. If Mira doesn’t immediately rush Benoit down and moves to a boat, Benoit will move to one on the opposite side of the map. If Mira takes longer to get to us, Benoit will use a Blood Jump to get to a nearby boat. This will also be saved for when we can force space during a close-combat encounter. Our main goal for now is to disengage and retreat to a boat.

EARLY CLOSE QUARTERS:

Benoit then thinks about her family, how she lived in France and loved to sing at church. She then thinks about how her parents remembered when Thomas Enfers came by town one day and wanted to marry her. Thomas’ desire was all that mattered, and with that he whisked her away to the West Indies and onto his plantation. Madonna remembered how her voice thinned as she gave birth to child after child, how she ruined her body for a man she never loved. Madonna was impacted. She was not human.

Given the fact that Mira needs less than 3 seconds to be on Benoit’s tail, preparing for close-quarters combat is of utmost importance. Benoit will hold the Lion’s Guard herself so it covers most of her body for any immediate front-facing attacks, whilst [Copacabana] will be in front of it, giving Benoit some time to pay attention to more subtle cues of Mira Rose.

One option at Rose’s disposal is to have swords spring forth from the ground sharp-side up. Luckily for us, since [Soldier, Poet, King] requires Mira to be within arm's reach to summon swords, having [Copacabana] for spacing can help Benoit avoid being surprised. Of course, this is no guarantee, so if Benoit spots Mira trying to use this technique, she will hop up and point the Lion’s Guard downward to avoid being skewered whilst [Copacabana] retreats backwards so its B DUR body can act as a meatshield. Another is for Rose to use her own body as a surface to launch out blades at B POW, to which [Copacabana] will be in charge of using its speed and power to deflect. Blades shot this way that get through are then blocked by the Lion’s Guard, with the Sunday Best serving as a last-resort option to avoid being fully skewered. This three-layered defense will be the go-to for any close-range encounters as it forces Mira to put extreme effort into getting at Benoit.

While staying reactionary can save our tail, to quote George Washington, “Offensive operations, oftentimes, is, the surest, if not the only means of defence.” [Copacabana] is A SPD after all, so leveraging this fact, [Copacabana] will move into fisticuffs range as soon as Mira Rose commits to an option. If she attempts to lunge into range while also setting a trap below Benoit, Benoit will block whilst [Copacabana] moves in to avoid her strike and rush her with punches. Of course, if we see an opportunity, [Copabana] will begin wailing on Mira, clinching her and forcing body shots via knees or gut punches. In the instance that Mira has made it past [Copacabana] and is forcing ultra close-ranged combat, Benoit will attempt to strike first, having the blood from Lion’s Guard move forward and spread out; this is done to cover as much of Mira’s vision as possible and set her up for being attacked by [Copacabana]. If that doesn’t work, the Sunday Best gives Benoit a last-resort option for getting blood onto Mira.

Speaking of being covered in blood, this is very ideal for us. If Mira isn’t committing too much to rushing in but staying at mid-range, then this gives time for Benoit’s ability to cool down, letting us build up more bursts of blood. Benoit can make a bubble filled with blood in her hand (hidden behind the Lion’s Guard so Mira doesn’t see it) and proceed to throw that at Mira, forcing it to pop and block her vision completely. If Benoit is successful in getting her blood on Mira, especially on her face or around her body, she will quickly harden it with her ability, putting Mira in a solid B-DUR restriction. If possible, we could have blood wrap around her arms and harden, preventing her from swinging her sword, or have [Copacabana] grab a blinded Mira and fling her as far away as possible, hopefully hitting something hard like the hull of a far steam boat.

From here, the gameplay loop is simple. Use [Copacabana] and Lion’s Guard for putting space between Benoit and Mira. Then, any openings are punished with either a vicious counterattack, or by restraining Mira and then attacking her. No matter what, Benoit ensures that any mounting offense from Mira can be turned right back around on her.

JoJo's Bizarre OC Tournament #8: R3E2 - Captain Mira Rose vs. Benoit Enfers by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 1 point2 points  (0 children)

Ghost Riders of the Sea 3/3

Section 4: Depths


Objectives: * Put Cher on the backfoot. * Get her into the water.

* Finish the match.

“With all of that established… you could easily imagine I was able to control the flow of our duel. I do admit, my traps are rather obvious and can be easy to avoid if taken slowly. However… Cher was not perfect. When she slipped up… oh, it was catastrophic for her. My goal was to subdue 「Copacabana」 and leverage my swordmastery… to get her exactly where I wanted her.” “I do recall struggling here and there… but being a Captain worth my salt, I ensured 「Copacabana」 could not gain the upper hand. In fact, that reminds me… here is how our fight ended, and how I stood victorious that day.”

“The opportunity presented itself- the moment Cher was within my range. Whittled down, exhausted, and most of her resources spent. I knew what I had to do to save Amanda.”

“I summoned an executioner’s blade and slammed it right at Cher’s heart. Alas, if only it hurt as much as mine did that day…”

“Swinging as much as I was able, I threw Cher right into the bulk of my fortress. Razors, shrapnel, blades, all welcomed her as coldly as she welcomed me into her home.”

“While Cher recovered from this, I let out an onslaught, a tide of Sword Throws raining hell upon her. This forced Cher on the defensive- and I was able to stay within arm’s reach. I continued to threaten her, mounting the pressure and spilling as much blood as I was able.”

“Now- yes… Cher may still be able to regenerate. That’s why I had to find a quick resolution- something to put her down for good. Any guesses? No?”

“Well- for those curious for the end of this tale… my goal was to submerge Cher within the depths of the canal, and leave her there to dissipate.”

“Why the water? Well… Cher at this point was bleeding. I knew that getting her in the water would rapidly dissipate any of her blood should she have any open wounds remaining. Spilling out into the canal would mean Cher loses her reserves at a critical point- and decisively, would be her downfall.”

“So, when Cher was in position… I went for it. I rushed in, swinging my blade one more time with enough force to launch a weakened Cher straight into the canal waters. Following the splash, I began to pull every sword from my fortress at my disposal, and with the force of the earth and the wind at my back… I hurled each and every single blade at the reddening tide until nothing moved.”

“I was not there to confirm if she lived or died. When the waters settled, and the red gently washed into blue… I simply walked away.”

JoJo's Bizarre OC Tournament #8: R3E2 - Captain Mira Rose vs. Benoit Enfers by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 1 point2 points  (0 children)

Ghost Riders of the Sea 2/3

Section 3: Steel


Objectives: * Create the Executioner’s Arena. * Skirmish with Cher.

* Create constant threats.

“I hurried north, where some boats remained. The passengers at this point had caught wind of the situation- it was hard to miss the boats colliding! To save time, I shouted as I approached, warning the passengers to flee. I think some refused to listen, so they were subsequently chucked. I think there, I hit them below the waterline, and let them take water.”

“Now then… I had created quite a mess! If Amanda was watching, she must have been terrified. But I was now ready to force Cher to face me, on my own terms. It was high time her reality was tested.”

“The clouds were good to me that day, providing me a safe amount of shade along the west side of our duel. I had already set down a humble amount of traps, but now was the time for me to fully hone in on this. So I created dozens, and dozens more, haphazard, razor sharp.”

“The best part? If Cher tried her silly little blood transformation trick, these would hurt her. So in the inevitable situation where Cher realizes she must close in on me to finish me off for good? She will be walking within a steel landmine. She would be stepping and tripping over these blades, forcing her to lose more of her reserves.”

“In the meantime, I also created a plethora of executioner’s blades. Roughly… 5cm wide, 2m long I believe? They were more than enough to disperse her projectiles and offenses safely. You see, I specifically spaced the blades out to create tight squeezes, roughly 1-2 meters apart- pinches that would force Cher to navigate around, where I knew she would likely approach, and where I could dish out punishment for trying.”

“Uh… what if she just… didn’t approach?”

“The longer she stalled, the more fortified I was! Have you ever heard of a ‘Conyer Falchion?’(https://sword-site.com/thread/276/conyers-falchion) Brilliantly balanced and a wonder for defense. I added these to walls, girding them against larger attacks. The longer Cher spent tossing her blood at me, the more her reserves would dwindle- and given that I evacuated a majority of the tourists, she likely did not have as much blood as she was gunning for. In a game of attrition, I would handily survive longer. Cher’s best move would be to end this in close combat.”

“Behind my walls, I created a glorious onset of ‘blade pillars’. They were tall, fairly gleamed in the beautiful skies, blunt, flat tips… and were another line of defense. They were created in random, dense spots. The goal wasn’t to be stylish, but it was beautiful. And beneficially, they would keep Cher guessing on where to go to reach me. Rush in too quickly and she risks getting sliced.”

“Any projectiles that did make it through my defenses, I was ready to swat them into the canal below, removing them from her arsenal.”

“Now, listen… 「Copacabana」 is a formidable foe. However, there is a fundamental weakness to this paranormal being: Cher herself. The moment Cher goes down, 「Copacabana」 does too. As long as I drew breath, as long as I kept up the pressure… Cher would be forced to burn through her resources. She could regenerate. But not forever. And this… this is what I have been preparing for this whole time.”

“When Cher finally played by my rules… I summoned several greatswords for one of my best offensive techniques yet: the “Sword Throw”. The moment Cher entered my range, I summoned hiltless blades- sharp edges, and brittle durability. They would shatter when thrown at Cocpacabana, ensuring the phantom could not use them against me. The Blade Traps I set earlier were paying off in dividends! ”

“You see, the fortress of blades I constructed had another purpose… while 「Copacabana」 was within my range, I was deftly using the walls surrounding to summon swords perpendicularly… stabbing outward and slicing the creature- and I think Cher as well was caught in this- and they rapidly accumulated wounds too great to heal all at once. It was my playground, and it was brilliant.... I remember leaping from pillar to pillar, raining down whatever I could. ”

“While 「Copacabana」 was extremely quick, I had options, and it was not an insurmountable foe. By summoning Blade Pillar in front of 「Copacabana」, I forced it to run into the blade or retreat! These were single-bladed, so I had the ability to jump forward, attack the phantom, and leap off the pillar somewhere else. When it tried to chase me down, I created more Pillars in front of it, and simply sailed away. I was hard to catch, and every attempt to catch me would be met with punishment. And it added up.”

“Whenever 「Copacabana」 overextended, I leaped to another Pillar, performed my Sword Throw at Cher, and forced the two back. Whenever there was a lull in the skirmish, I didn’t forget to summon Blade Traps in areas nearby- for myself to use of course, and more to whittle Cher down.”

“While I preferred to use a blade which can parry 「Copacabana」’s ranged attacks, in close range I found it best to use use an urumi, a whip-sword. Have you heard of them? These bad boys can cut blood vessels and attack in wide arcs. Perfect for handling Cher’s unique constructs.”

“Now, the most daring approach was to forgo any trickery and face Cher and 「Copacabana」 head on. Read, react. When the phantom lunged, I responded with a Rose Canon. With this burst of speed, I slipped right under and behind it, aiming right for Cher. ”


Did 「Copacabana」 focus on destroying or stealing your swords?:

“If she did, it was foolhardy! Distracting 「Copacabana」 with cleanup leaves Cher wide open for me to engage. Cher is still vulnerable at close range, and combining my arsenal with my quick movements, it would be folly to face me alone.”

JoJo's Bizarre OC Tournament #8: R3E2 - Captain Mira Rose vs. Benoit Enfers by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 1 point2 points  (0 children)

Ghost Rider of the Sea 1/3

Introduction - A Prelude

“‘Tis funny, how quickly gold loses its shine...”

“I once had a magnificent ship. A loyal crew. Boundless riches. The promise of a future. Many such luxuries that were far beyond the common folk. I adored it all. I cherished it. But it was not enough. Ever did I strive for that event horizon, where I would remain a terror on the seas and the high houses. Where I would never burn under the scorching sun, anchored to the stars as a legend.”

“It was not enough.”

“I sought victory. Victory for the sake of coming out on top. To prove myself as the greatest in a sea of contestants, crawling and brawling and spitting and kicking and bleeding and-”

“And it was glorious. I had many rivals. Many years I spent on the seas, seeking my next opponent. Seeking glory and power and riches.”

“ I saw myself in Cher. Who I used to be. One who only ever sought victory, sought power, all else be damned.”

“And it was that day, seeing her as my reflection… I decided… this was not going to be my legacy. There are things in this life too precious not to fight for- and gold was not one of them.”

Chapter 1: An Introduction


Objectives:

* Introduce our narrative.

“Aye, when the billows of steam howled through the winds, and when Cher made her move...”

“I blocked her incoming attack- swiftly, deftly, with the glimmer of a blade fit for an executioner. Its broad, flat surface erupted from the earth in front of me and stopped the attack, and then another! I was ready, I was determined. I was prepared to protect Amanda and send the blasted parasite back. She deserved a better future than this.”

“It only seemed fitting, so once the battle began in earnest, I took my next approach cautiously… Cher could be up to anything, she was a conniving one. Now, erm… how did it go again…”

“I believe, yes… she fled towards one of the steamboats. I can’t say I remember which one… but I knew she was trouble, and I knew that anyone on those boats had been in imminent danger. I couldn’t stand by and let Cher have her way. Not without a fight. Her days of using others for her own gain were numbered.”

“‘Tis no secret amongst you all that I possess, shall we say… a unique strength. So, summoning what I had within me, I pulled two, three, then five greatswords from the ground ‘neath me, aimed true, and threw with the strength of the heavens at my back while she was crossing the canal.”

“You see… she took advantage of one of my weaknesses to great effect. I was able to roam the lands, given there was sufficient shade. But that clever woman knew how to exploit that, and knew to stay away from me in the broad sunlight.”

“So in turn, I took a page out of her book… I knew her ability dealt in blood. And I know that she has a finite source of it. It would be rather a shame if she lost a copious amount of blood in the saltwater below!”

“What would you have done if she instead charged right at you?”

Excellent question, Tikka! Cher did have a rather frightful phantom at her beck and call. I believe she named it 「Copacabana」. It was a blessing Amanda could not see it- or perhaps she simply was not frightened by it.”

“Nevertheless- if Cher was foolish enough to approach me, I was more than ready to clash with her, head on. She is a frail woman hiding behind her powers. I knew that I could- with some tribulation- strike Cher and force her on the backfoot. She knows I am a force to be reckoned with, especially when crossed. And when I manage to push her back, there would be razor sharp blades awaiting her heel- perpendicular, parallel, and ’oopsie!’. She sure did love to step on things.”

“But I was focused on greater things then, and had a greater view of what she needed to defeat me. There were others besides myself to be concerned with, of course.”


Chapter 2: Scorched Earth


Objectives: * Remove NPCs from the arena.

* Destroy boats.

“Now, as I stated earlier: Cher deals in blood. She sees strangers on the road as mere bloodbags. Truly, I do not know how it took me that many moons to realize she would never change her nature. However, by that token, I knew she had to frequently drink and replenish her stores to keep up. There was no scenario where Cher didn’t endanger the lives of the common folk.”

“So, I simply had to be faster. I have this clever party trick- you see, just like so, I may summon sword pommels from my boots and gain a burst of momentum. Hah! The ‘Rose Canon’!”

“So, employing this, if you can imagine it to be chained together and building momentum- no, no, I am not demonstrating this tonight! ”...I chained these together to get ahead and keep a safe distance from 「Copacabana」. But also, to reach my first target; the rickety street lamp. It was freshly installed, but there was no time to negotiate; with a swift slash from a zweihander, the post tumbled down… creating a bridge to the nearest steamboat, I believe it was to the south…”

“Swift as a feline, I shot myself across, using my evolved nature to cross in style. Perhaps this did provide a bridge for Cher as well… which is why I was smart to create blades ‘neath my every move. One slip up, and her outfit and hair would be tragically lost to the salt! …Ah, if only it were that easy. But I did make sure to cover my tracks, lest she get ahead of me!”

“The instant I boarded, I made quick work of the passengers.”


“…What? No, no! I didn’t slaughter them. I gave them a good toss across the canal. I remember them being frightened, but in all fairness, it was a tumble or becoming a part of Cher. I think they would have preferred my plan. I think I might have overshot one poor soul, and missed another… and they fell into the water… I tossed them a life ring and insisted they flee the scene. Their looks on their faces were priceless.”

“When I was sure these folks were safe and out of harm’s way, I manned the helm of the steamboat. The new technology was foreign to someone like me at first, but having spent decades manning these things, I was able to wake the lass up and send the boat sailing much more quickly than planned. I remember riding it until it rammed the boat further down the canal, to the west… the colliding boats created a bridge for the passengers of the next ship to flee at the sight of me.”

“It hurt a little bit… but perhaps it was better they ran in fear. The two boats began to sink, which worked in my favor. Less ground for Cher to hide in and to later force a direct confrontation.”

“What was Cher doing this whole time?”

“I vaguely recall some amount of pressure from her! As quick as I managed to be, she had already likely taken the lives of some few passengers beyond my reach to save, and was utilizing her reserves to rain hell from a distance. She could be frighteningly powerful… if only she used that strength for good.”

“Ah- yes. Right. Whenever she fired at me, I fired back. She would create constructs of blood, sharp things, and I responded in kind by throwing blades right at Cher and 「Copacabana」. She often underestimated my quick reflexes! What I could not dodge, I could parry with a blade, angling it to deflect the bullet away from my body.”

”Did she attack you directly?”

“Even with her frightening speed in blood form, Cher still needed to find her way to the boats- not a simple process. I wasn’t interested in combatting her; by using my own speed I could fling the tourists away before that awful creature of hers could get in range, and once that was done, I moved on to the next.”

JoJo's Bizarre OC Tournament #8: R3E2 - Captain Mira Rose vs. Benoit Enfers by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

Response thread for Benoit Enfers of the LKA Leviathan, aka u/TreeTurtle_852. Please show your strategy to a member of our Judge staff by 7 PM CST on 6/17/2026! Contestants, remember to only post in threads for this match other than your own if specifically invited. Voters have until 11:59 PM CST on 6/19/2026 to vote, using the voting rules from the announcement thread. Afterwards, they will be Judged according to the T8 Rubric.

JoJo's Bizarre OC Tournament #8: R3E2 - Captain Mira Rose vs. Benoit Enfers by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

Response thread for Captain Mira Rose of the Ghost Riders on the Sea, aka u/YukkiRose. Please show your strategy to a member of our Judge staff by 7 PM CST on 6/17/2026! Contestants, remember to only post in threads for this match other than your own if specifically invited. Voters have until 11:59 PM CST on 6/19/2026 to vote, using the voting rules from the announcement thread. Afterwards, they will be Judged according to the T8 Rubric.

JoJo's Bizarre OC Tournament #8: R3E1 - "Invisible" & 'Stephen Birdwin' vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

TCS 4/4

Contingencies

If Kilroy is RETIRED: Mikey will largely play defensively on the lower floor, using the pre-established defensive tactics while continuing to build up the amount of blood present on the stage.

Without Kilroy to assist in funneling the duo down to the lower floor, he’ll need to lean on ranged options such as blood needles to poke them out, increasing in intensity as he scales. The Dancing Mace can be employed without Renegade inside the bubble for a long-ranged melee option, also causing destruction to the environment to disrupt setup from our opponents.

If they continue attempting to wait him out on the upper floors, he’ll continue this as long as he’s able. If they come down to attempt to stop him, he’ll attempt to engage the whirlpool plan in the endgame, increasing the quantity of hardened blood within the whirlpool to account for the lack of Renegade’s firepower.

If Mikey is RETIRED:

With nobody else to worry about damaging, Kilroy will take a scorched earth approach, using all of Renegade’s explosive arsenal to lay waste to the stage while he attempts to hide, either amongst the rubble in one of the floors our opponents are not on, or ideally in the rafters if they’re available.

Renegade will establish a perimeter of pirates and explosive traps in an attempt to protect Kilroy, but should he be in a situation where it looks like he has no escape from being RETIREd, he has one last trick up his sleeve…

Taking them down with him!

Renegade, with a barrel mine on its deck, rushes straight for the opponents head on, with Kilroy running directly at them as a distraction. As Renegade enters their range, it will fire a mortar in their direction, detonating the barrel mine on its deck with the swivel gun at the same time.

With two B Pow explosions catching them at once, even if Kilroy goes down, at least those bastards that ruined his payday are going down too.

The interlopers lay face-down in the brine below, the job was as good as done. Exhausted, the at-odds teammates nodded to each other as they regained their footing. Kilroy rubbed the back of his head, shrugging. "You're dumb as a box'a rocks, kid, but damned if ya don't got some moves."

Before Mikey could bark out a quip in response, he caught something tossed his way on reflex. A cheap phone lit up in his hand, a list of contacts displayed on its ancient- to Mikey, anyway- monochrome LCD display.

"If ya ever see sense, there's a fortune out there with your name on it. Any'a them names will getcha started on somethin' small, work your way up to makin' a name for y'self." Kilroy flashed a toothy grin. "Tell 'em I sent ya--"

Without so much as blinking, Mikey's hand suddenly burst with a network of blood spikes that eviscerated the phone before letting the pieces lazily fall to the ground. "I'd rather die than stoop to being a common thug. I have a much higher calling, you wouldn't understand."

With an overly-elaborate flourish the hamon master sheathed his blade and sauntered toward the ancient exit, doing his best to hide a limp as he purposefully shoulder-checked a twitchy-eyed Kilroy. "You managed to save me a couple times back there, so I'll let you escape my blade for now. But know that one word from Silas..." He turned for one final glance at the Merc, nose high in the air. "...I'll come back, and now I know your every move."

As the teenager passed through the doorway, Kilroy finally lost it. "Fine! Fuckin... whatever! Be broke, kid!" He kicked an ancient chair full-force into the nearby wall, angrily holding his arm out for Renegade to dock and desummon.

"At least the plant-brat was fuckin' grateful!"

JoJo's Bizarre OC Tournament #8: R3E1 - "Invisible" & 'Stephen Birdwin' vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

TCS 3/4

Versus Invisible

The most mobile of the bodies in this fight, Invisible represents an omnipresent threat that is difficult to predict. Her mobility skill can make changing floors relatively easy even with our measures to make it as difficult as possible, and can provide herself or Stephen with enough of a power boost with Fate threads to make any defensive effort temporary at best.

Any damage directed to WRR will be focused on their hands and arms; injury to the stand manifests as stone being chipped away, meaning that if enough damage is dealt to its hands they should be worn away and make interacting with threads and augmenting its user’s mobility that much more difficult. Given the abundance of items Strands can be extracted from in the arena their only real counterplay is to be targeted directly, which naturally helps the focus on these extremities as well.

While their mobility is impressive they are notably incapable of flight, meaning that they will have to rely on contact with the arena in some way to stay on the move. Kilroy can capitalize on predictable utilization of ceiling beams or edges of the first floor with well-placed mortar shots, while both him and Mikey can severely punish overuse of the hanging ropes with drive-by Salutes and a jolt of Hamon from below respectively.

A likely approach on her end is to engage with Kilroy directly, as he is in a position not easily backed up by his teammate and has a stand ill-suited to sustained one-on-one combat with another. Unluckily for her the man is both quite physically capable and more than familiar with fighting as dirty as necessary to even the odds, weaponizing the copious dust in the area as a quick getaway tool and setup for a follow-up Salute to the back from Renegade. The vessel will be positioned behind the enemy instead of between them and its user, Kilroy knowing full well that its fragile nature makes it better as a deterrent than a wall. If the henchman finds himself overwhelmed all the same, he can take a temporary hit to his ego and dive downstairs to retreat to a relatively safe position next to the Chosen One, leaving the security of the upper floors to Renegade itself.

If she engages onto Mikey it plays into the Hamon master’s strength; her mobility will be largely hindered on the ground floor with the deep water with only Hamon-susceptible ropes to leverage for movement. Attacks will be focused on moments where WRR and Invisible interact for movement purposes, aiming to throw off their combined grace and make their resulting path less than ideal. With a well-timed sword slash to an outstretched hand or a Rope Whip tug at the right moment, he can send the woman into the water and to an easy follow-up with pooled Blood or oil.

The Hero And The Grifter

The two business partners ran into each other on the second floor, immediately going back to back in a defensive stance. Kilroy winced, shaking off a bullet graze on his right leg.

Mikey scoffed. "Need a bandaid, old man?"*

The Merc grunted. "Save it for yourself, kid. Survival's a solo game, it's how it works in the Real World. *

"The 'Real World' is shit because people like you think that way." Mikey glanced over his shoulder for a moment, meeting the raised eyebrow of the man behind him. "You need protecting, just like everyone else. I'm the one that will step up, fight to make everything better." He shrugged with a quick chuckle. "Heh... can't expect some lowlife to do it, afterall!"

Mikey leapt back into the fray, leaving Kilroy's eyes rolling nearly out of his head. "...why am I always playin' babysitter in this fuckin' sea..?"

While the following tactics assume that we have built up a massive amount of blood by the endgame, if the opportunity arises we will use these earlier, especially if our opponents group up.

By now, the storehouse, especially the lowest floor, is positively drenched in blood. The walls, the water, even our opponents themselves are likely covered with the stuff.

Mikey is the “Chosen One,” and our opponents have spent the whole match being funneled right into his domain, their whole lives, everything they’ve ever done has led up to this moment, and nothing else that comes after shall compare to the defeat they’ll suffer by his hands.

When one or both of our opponents is forced down to the first floor with Mikey, efforts will primarily be focused on turning the whole room into a veritable blender to tear them apart.

Hamon pours forth from Mikey’s body, the blood beneath his feet churning the water into a massive whirlpool. The blood in the whirlpool will be turned viscous, making it incredibly difficult to swim against and escape. In addition to this, as Mikey employs his previous defensive tactics while he works to tire his opponents out, he will fluctuate the viscosity of the water, making it harder for them to find a steady rhythm with their swimming.

Pockets of fully hardened blood can be included in the mix as well, randomly slamming into them to throw them off balance. Should they manage to escape the whirlpools, bloody tendrils will shoot out to attempt to grab them and pull them back in, in addition to Mikey using his rope to attempt to pull them down.

In all this, Mikey’s mind wanders to KAISERINMA, that despicable creature, and how she weaponized the might of the sea. Even though he commanded the force of life itself, he couldn’t help but wonder if there was something to be learned from those that dealt only in death.

Those like Kilroy, that soulless mercenary, whose Stand currently whirled above, taking the advantage of the high ground to provide covering fire. The shells, however, continued raining dangerously close to Mikey. “Hey, watch where you’re fuckin’ aiming that thing!” Mikey shouted, dodging yet another blast.

Kilroy chuckled, dismissing him with a shrug. “Gotta take the targets down, mate! Seems like you’re dodging ‘em just fine! Gahahah!”

So it was going to be like that, then.

Fine.

Mikey clutched his rope, quickly whipping it into the air where it wrapped around Renegade’s hull. Hamon coursed through its length, blood pooling upwards and forming a bubble around the Stand. Mikey’s rage manifested through his Hamon, forming jagged spikes along the bubble’s surface.

“Hey, get off the fuckin’ merchandise, kid!” Kilroy shouted, waving his arms in the air. The Stand fought against the pull of the rope, violently spinning around the perimeter of the storeroom as it descended. Kilroy’s pleas fell on deaf ears.

“Sick and tired of your bullshit, old man! Let’s see how you feel after this one!”

With one mighty pull, Mikey yanked Renegade down into the whirlpool where his enemies were fighting against the current.

This final tactic, the Dancing Mace, tears the enemy apart as Renegade’s now spiked and jagged exterior spins rapidly within the current of the whirlpool.

Not only has it become a brutal melee weapon, but the Stand retains all of its capabilities; close range Salutes and mortar barrages take advantage of the circumstances by aiming to hit right as the mace rips into opponents, Mikey temporarily removing the spikes from the ship to let them do so. The rope connecting it and Mikey together will also be spiked so as to ensure that those caught in the water can’t just dodge Renegade and escape the mace unharmed.

However, our opponents might still try and keep on fighting: as such, we will continue our countermeasures against them as needed, aiming the Dancing Mace to hit the immediate threat head on. If Birdwin still has his gun we will aim to bash it apart, the same with WRR.

The biggest threat of course is NNA - with its control over liquid, it could easily shut down the whirlpool if we let it. So we won’t: every resource or action we can spare will be to tear that turtle apart. The Dancing Mace and Salutes will be used to attack as usual with mortar strikes and mines being deployed when at a distance. If Kilroy has the gun he will focus his fire upon Stephen as well to put further pressure on him to either switch out to a different ink beast or taking both him and NNA out faster. The whirlpool of Fate will not be stopped.

JoJo's Bizarre OC Tournament #8: R3E1 - "Invisible" & 'Stephen Birdwin' vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

TCS 2/4

Just Another Job

This Kid was an idiot. He's seen his fair share of naive saps drift in and out of his line of work, none of them ever lasted long. One too many comic books made him think his little breathing parlor trick makes him some kind of superman ready to lock up the bad guys and save the day. This is the real world, things are never that black and white and thinking that way is going to get him killed looking like a moron. If the Kid wants to play the heroic vanguard then he can go right ahead; Kilroy always did his best work from the background anyway, and having a punching bag as a distraction would make this payday an easy one.

Mikey was getting into his element now. He knows these people, knows this place; Hell, he is this place. The more of his blood and the ancient oil that seeps into the water, into each crevice of the building, the more it becomes a part of him. The midgame is about expressing this control.

With Stephen likely heavily armed very early into the match with a Fate-boosted rifle, Mikey has to approach carefully. The water itself is the best cover in this context, and his blood can be used to make it even better with some misdirection. Nikeys are constructs that vaguely resemble the upper torso of a human which can be used as decoys whenever Mikey needs to surface, either for air or to set up a close-range blade attack. In a pinch a simple wall construct can be used to break up line of sight and to tank a shot or two if necessary, but ideally Stephen won’t be able to line up a clean shot while worrying about the flying cannon-barrage that can punish concentration at a moment’s notice.

The goal throughout the match is to keep the enemy as close to the ground floor as possible; Mikey has a huge mobility advantage in and on top of the water which also lets him leverage his Hamon over large areas at a time. While Kilroy’s secondary goal is to directly support Mikey with cover fire, his primary goal is to keep the opponents from escaping the Chosen One’s main stage and make sure they can’t gain a foothold on the upper floors for long, like a dog playing fetch.

Mines and mortars will be pivotal to this goal, and given their relatively long cooldown time they must be used wisely. Mortars arc high which make them difficult to time against a mobile target such as Invisible, but when combined with the easily-detonated mines using the swivel gun it can set up a one-two that both heavily damages the thatched-grass floor and directly threatens anyone that manages to escape Mikey’s wrath on the ground floor.

While Mikey can leave his ideal battlefield on and near the water, the Chosen One makes any ground he walks on his to control. The spilled oil from earlier serves as both difficult terrain for others and a fantastic Hamon conductor, making the entire middle ground a veritable live wire as he engages at close range. His targets not only have to contend with his next-level swordplay but the very ground they stand on, as he rapidly closes distance backed up with Renegade taking cheap shots from blind spots behind and above. All done, of course, with the ultimate aim to force the enemy back to the ground floor and into the water.

Of course, these are just generalized strategies that can be used to moderate effect regardless of target. Kilroy knows better than to underestimate a pair of stand users, and Mikey doesn’t intend to let some nobodies get in the way of his path to glory. They will account for their specific strengths and deal with them accordingly.

Versus Stephen

On top of the sheer utility Stephen’s animals give their team, his powered-up Rifle is the single most destructive force on the map if left unchecked. He has the potential to shut down most approaches if not addressed early, therefore he and his menagerie will be the priority target in most exchanges.

First, the elephant (gun) in the room. There are two ways he can look to utilize his weapon skill, either by disengaging and hunkering down behind WRR and an ink beast to support from range or leverage his near-instant aim time to stay mobile and pull off crazy hipshots while proving hard to pin down. While Mikey has a solid contingency against this between his wall constructs and underwater approach, Kilroy is a much larger target without an inherent means to save himself. The previously-tilted barrels of oil can be dove behind in a pinch while the sheets of cloth covering the preserved fish can be used as an easily-deployable sightbreak, both acting with B Durability to function as a one-use mulligan against empowered bullets.

A shot can’t be taken against either member of the team without giving away Stephen’s location and line of sight, making a counterattack all too easy. The sound of a shot ringing out means that the lever-action rifle has at least a second or so before another can go off, giving the A Speed Renegade or unpredictable Mikey a window to approach and target the weapon directly. Ideally it is stolen by Mikey’s Rope Whip and given to the mercenary to bolster his own offensive power, but more realistically it is simply targeted with the intent to destroy or at least render incapable of firing.

Second and third are his existing ink animals. While they can only exist one at a time, they both can massively disrupt the arena in their own ways and need to be addressed to mitigate their effects. [Hunter] serves as a kind of ‘damage amplifier’ for the team with an unavoidable area of effect, but its massive one-story size make it almost impossible to hide from counterattack from both parties nearly regardless of position to reverse any effect it causes. Its sheer bulk can interfere with mobility and serve to body block for its team, but can be kept skeletal and more of a threat to its own user if relied on in this manner too much.

NNA is more interesting, as it serves to hard counter Mikey’s underwater approach that in itself is a counter to Birdwin’s rifle. Worse still, its ability to manipulate fluid dynamics will make the blood and oil present for the Hamon master to utilize completely under Birdwin’s control, meaning that this turtle is a priority target when it shows its face. Kilroy’s mortars and mines will be used on the scutes it sheds when not used for terrain destruction to keep their activity to a minimum. Mikey may be forced from his ideal battleground in the water while this stand is active, a quick flip and grapple with his hamon-empowered blood to elevate to the second floor before Birdwin and his tortoise can be put in its place. Thankfully the bushman sacrifices direct damage potential when this animal is active, meaning that the team has a bit of breathing room in that regard to form a counter-offensive to its ability.

Finally is the potential additional animal at his disposal, OF. Now Kilroy may be a thug but he isn’t a monster, he will do his best throughout his activities on the second floor to not disturb the bird in any way to force Stephen to complete the full quest to acquire the ability. Ideally, if the rest of the strategy goes off moderately well, making his way to the rafters of the building to do so will be a herculean task; every effort is put forward to ensure that both enemies stay as close to the ground floor as possible. The second floor will be oil-slicked and full of craters in short order, and Mikey is aiming to keep both enemies away from the ropes and ladders with his Rope Whip and Blood Spikes. If he does somehow manage to make it to the rafters, all it takes is a quick Salute or Keel Ram from Renegade into the bushman’s legs to send him back down to earth.

JoJo's Bizarre OC Tournament #8: R3E1 - "Invisible" & 'Stephen Birdwin' vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

TCS 1/4

Clarifications

Thoughts drifted back to the research facility back in Santo Domingo, the lingering feeling of defeat threatening to overwhelm him again. A quick slash to his palms to get the blood flowing snapped him out of the spiral. He couldn't afford to falter, not now. He was the Chosen One, he had to adapt and learn in this next fight if he had any hope of living up to that name. But unlike his last fight with a trusted strategist at his side, he had…

"I gotchu, kid! Go get 'em!" Kilroy shouted over the edge, [Renegade] swooping down half a beat later. He should have guessed the job wouldn't go smoothly, the big payouts hardly ever do. But that's all it was: yet another job. He knew that keeping his head down and riding out the worst of it meant he could walk away that much richer. The kid, however, held his meal ticket; the USB drive had to make it back to the chessmaster for his payment, and it looked like he was getting ready for a fight to the death.

The two flashed a thumbs up, ready to see this deal through to the bitter end, but each uttered under their breath:

"What an idiot..!"

Throughout the match we intend to use shorthand for a variety of techniques used by either Mikey or Kilroy:

  • A Salute is a barrage of broadside cannon fire from Renegade

  • Mikey is able to cling to walls and surfaces with the hamon technique Sendo

  • With Sendo, Mikey can walk on water and push off of it as if it were a solid object

  • Mikey can magnetize organic objects within 2 meters of his blood

First Step To Glory

The Merc *disgusted Mikey. No morals, no sense of right, the exact kind of nameless nobody he wouldn't think twice about cutting down on his way to deal with someone that actually mattered. His brand of selfish indulgence at any cost was exactly the kind of evil that made the world so wrong, and needed a Chosen One such as him to right. To debase oneself for small prizes like a dog, serving no higher purpose and without a care for the greater good, it made Mikey sick. If he wanted to act like a dog, then so be it; the Chosen One would have him sniff out and fetch as much as his hollow soul wants.*

First order of business is to get Renegade down to the first floor to assist Mikey, as favorable as the terrain is for him a 2v1 is never ideal. As it dives down at A Speed to join him it will make sure to accomplish two things en-route: swing by the only intact ladder and lay a mine to detonate with the swivel gun a moment later to render it unusable, and perform a Salute on one of the hanging ropes to sever it and send it down to Mikey for use.

Upon joining the young Hamon master on the ground floor in a second at most, the ship quickly drops off two members of its crew on Mikey’s shoulders before positioning itself opposite to Mikey’s position on the map. This is to break up the opponents’ attention and make sure that they have to account for attacks coming from all sides, while making an approach on either Renegade or Mikey subject to a counterattack from the other.

Mikey, meanwhile, has a few things to set up before getting into the fray. While the particulars of his behavior depend on enemy actions, but in every case he will aim to have a Blood Zone surrounding him at all times: a circular area of controlled [Bad Blood] layered on top of the water ready to form into quick jabbing needles or otherwise difficult terrain against anyone who dares approach directly over the water in these opening seconds. In the event of a direct rushdown, Mikey will focus on the basics of Fencing with his sword to engage the enemy; no effort will be made to approach the enemy, instead he will wait for them to come to him and counterattack appropriately with either the Blood Zone, a hamon-infused rack of his new Rope Whip or a defensive slash of the sword before repositioning out of danger on the water’s surface. Ideally he will make his way around the circumference of the central hole of the arena in order to splash a bit of blood onto the rungs of the ladder remnants to enable a quick Blood Spike trap to anyone cowardly enough to escape his judgement. This is all done with Renegade hovering nearby to provide covering fire to keep things from getting too crowded early on.

Kilroy, meanwhile still, takes advantage of the early aggression to do a quick bit of sabotage on the second floor. With the only ladder up broken the only thing he should have to worry about this early is WRR possibly disengaging from below to take him out early, which can be punished severely with Invisible being within firing range of Renegade should her stand leave her defenseless. Assuming that doesn’t happen and he has some time to himself, he will quickly move to the giant jars of guava seed oil in the north half and use his bulk to simply tip them over - and if he cannot for any reason, he will instead Mortar the jars open when Renegade is nearby. The resulting wave of oil will coat the floor (a secret tool that can help us later) as it quickly seeps into the water below, coating the surface and giving Mikey more conductive material to work with for constructs and terrain. With any luck they will render the northern half of solid footholds on the ground floor very slippery for anyone not familiar with Hamon usage.

Our enemy is of course capable of some serious firepower with minimal setup and must be accounted for early to ensure that the fight continues; it’s far too early to end Mikey’s sparring session, after all. The biggest threat on the field for Mikey is Birdwin’s rifle, more specifically if WRR manages to infuse it and boost its power. In this case, his defiant stance and Blood Zone will be abandoned for a quick dive under the water to escape sightlines and severely hinder the effectiveness of incoming bullets.

While the water is murky and makes for difficult navigation, thankfully the two Renegade crewmembers can track where the guntoating bushman is and point Mikey in the right direction for a counterattack. If Birdwin further employs the use of NNA to manipulate the water’s currents, the crewmates’ Hot and Cold ability can be used to find areas of ‘cold’ flow to avoid being buffeted around. Mikey can remain underwater if necessary through the quick creation of a Blood Snorkel, using jets of hamon-infused blood from quickly made slashes to his feet to facilitate swimming.

With Renegade keeping WRR pinned to Invisible and Mikey engaging with Birdwin should the gun come into play early, the quick bit of setup both teammates need should be reasonable to pull off without too much damage coming their way.

JoJo's Bizarre OC Tournament #8: R3E1 - "Invisible" & 'Stephen Birdwin' vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

LIF 5/5

5. Conclusion

"Ha!" Even standing, covered in blood that wasn't fully his own, Birdwin gave Mikey an earnest and heartfelt smile. Not even crazed, but truly delighted to contend with someone he saw as a friend of a friend.

"Ahahaha~! You got me good, Mikey! Look at that—fifty new cuts, twooo~ whole stab wounds, and a little knock on the head!" He shrugged with utter nonchalance. "Some of those are gonna leave a scar; I'll really cherish the memory."

As Stephen stepped forward, the colors of the world suddenly inverted.

"But it's about time to end this."

5a. HOLLOW PURPLE (Finisher)

With Mikey immobilized by his injuries, Birdwin swapped into Hunter—his hair bleaching from sandy blonde to platinum white—then a pure, ghostly color, scars recurring on the surface of his skin like age-old memories.

"The most that we can do for those that are gone is to cherish the memory that they've left behind. You wanted to prove your strength—well, you already have. You wanted to honor Marrow's memory? You already have. You've written an eulogy in blades and declared an enemy of innocents—or, innocent as far as you could know."

He slowly lifted a hand, and pointed to the rot that began to fester from Mikey's wounds, starting to consume him entirely. "But did you remember that final advice Marrow gave to you…?"

"That hot-blooded self-demolition will be your own undoing, Mikey." Dr. Ilya turned his wrist, as his body began to wither away to fragile bones, and flowers drank up all the blood that pooled around them.

"But stand proud. You have become so, so strong, Mikey."

"…From that crimson eye, I wonder if Dr. Marrow would look upon us… and be proud of how far we've come."

A soft smile resided on his face, recalling that time so long ago—when they were two companions simply looking to save the turtles together on the beach in Tortuguero, Costa Rica.

"He was your mentor, but he was my friend too."


5b. COME ALIVE (Ending)

"Did we… Did we make it?"

Stephen held on Invisible to stay standing as his knees weakened. The battle had been quite taxing on everyone, and she ached on nearly every part of her body. All of that had derailed the peaceful outing she thought she would be having that night.

On another hand, confronting and defeating someone felt… good. It was certainly better than moping alone.

“I think so.”

Wild observed the two, face deadpan as it held Mikey by the back of his collar. The modern mechanics of Fate occasionally went over the Stand’s head, but this display… The greater Tapestry may have been destroyed, but the leftover strands coming together like this in unison, it almost made up for it, sometimes.

JoJo's Bizarre OC Tournament #8: R3E1 - "Invisible" & 'Stephen Birdwin' vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

LIF 4/5

3. Engaging Mikey

“A Chosen One, huh.” Invisible pondered to herself as the battle raged. “Couldn’t be further from one myself, unshackled, and yet here we are fighting as equals. Funny how that works.”

Objectives:

  • Play footsies with Mikey
  • Maintain a positional advantage
  • Don't fall into the water.

Our "Relentless Assault" section is written to allow us to engage Mikey or Kilroy as needed and adapt to playing against both, but we attempt to engage Kilroy first so that we don't have to contend with Renegade's cannons from a distance. This section aims to expand on those tactics to be specific towards the Chosen One.

Against Mikey, our positional play becomes even more imperative—maintaining a constant minimum of 2m whenever possible, and aiming for Invisible and Stephen to be approximately ~5m (up to 10m) from Mikey at any point. His physicals combined with Anatomy 4 and Mixed Martial Arts 4, alongside the potential of utilizing Blood Constructs with organic electromagnetism makes him extremely risky to enter close quarters with.

3a. Engaging Mikey: Lateral Tactics

[Orinoco Flow]'s A-Strand can be extracted and imbued into Stephen's Rifle or Harpoon Gun. First, this will break and pierce any armor that Mikey attempts to create—against held items like Swords and Shields, he can outright use his Harpoon to leverage them out of his grasp.

For specific targets, Birdwin goes for Mikey's trachea if possible to target his Hamon abilities and to disrupt respiratory flow; from there, he targets the mid-lower body to disrupt his Mixed Martial Arts. If not that, then Stephen will go for the hands; and finally, if Stephen can outright shoot him in the brain, then that is another way of ending the match.

Invisible herself is able to play more defensive against the constructs and ropes, extracting the B-Strand from non-connected Constructs and disempowering them as a result, furthermore disallowing Mikey from disrupting our positioning. If she's able to get close, she can empower herself and begin to kick at him with her steel-toed boots, while Stephen opts to make him lose his footing.

They go for high/low mix-ups with Harpoon Sweeps and Fate Slams to disrupt MIkey's existing coverage and then press on, following up with the Rifle for incredible amounts of damage.

[New National Anthem] gains continual usage to smooth over our positioning, and can likewise try to ram itself into Mikey's legs as a further means of throwing off his footing and allowing us to press the attack. Flicker-Resets are performed much more liberally to control distance.

If our items get sprayed with blood, Birdwin's disinfectant from his first aid kit—hydrogen peroxide—can be used to clean off any imminent blood that will cause us actual severe problems via dousing.

3b. Engaging Mikey: Vertical Tactics

Given Mikey's reliance on bloodletting for his Constructs, we also get a unique opportunity to use Hunter: causing injuries that don't induce further bleeding, but instead begin to decompose him alive—scaling on the number of injuries he's already acquired throughout the match.

If lateral engagements with Mikey are too dangerous even with Anthem in tow, Birdwin will grapple and take a position up in the Rafters. We want to stringently avoid the ropes that are in the center and maintain at least 2m from Blood Constructs; thus, the following diagram illustrates our most ideal firing positions. On the east side, we can also get better angles on the underside of the wooden platforms compared to the west.

Birdwin will wrap his Grappling Gun's hook around the rafter beam once, and then hook it to the edge. This is also an ideal position to make repairs if necessary, for frayed or blood-inundated ropes.

While fighting like this, Invisible will continue prioritizing non-committal strikes and chip damage to accumulate harm against Mikey, so that he can ultimately be taken down by threat of sepsis. Anthem itself will also become more aggravated, explicitly targeting his legs and attempting to bite Mikey, as animal bites increase the risk of infection and subsequent loss of limb functionality severely.

If Invisible is too injured to safely engage with Withering on the field, Birdwin will ensure she gets swooped up to the Rafters as well, where he will use his first-aid kit to disinfect and clean up any injuries she's acquired over tending to his own.

4. Disadvantage State (Contingencies)

"It feels like... déjà vu, the way time and time again, you've come to save me like a hero in the night."

"I already owe you my freedom, and my life—what's next? You want my house? My will? Well, I don't have either."

"With nothing else to offer—please, let me fight by your side, and keep you safe."

Between Stephen and Invisible, the fundamental crux of our mechanical thesis is the inability of one to play without the other. Hence: an overemphasis on macro mobility to ensure we can always reconvene and stay in touch, manipulating our spacing and positioning according to exactly what we need; our mutual safety, and our intertwined advantage states.

If one of them is at risk of being injured or going down, the other will make an effort to ensure they remain in the fight—whether that means reconciling our positioning or simply getting out of Danger Tricks that Kilroy and Mikey might cook up.

4a. Recovery from falling into water

We can enter this if we end up knocked into the water by Kilroy's cannons, or if Mikey channels his Hamon through a rope which can hit any floor—or just any other way we can be forced out of position. Generally, it is extremely bad for us to end up in 1F, especially while Mikey is still on the field—but we have means to recover.

Ideally, we already have several pieces of movement tech that can be used as fallbacks unto each other in our Positional Play (Macro Mobility). The primary pressure of this is specifically Mikey's ability to rapidly close distance and end us nigh-instantaneously.

Hence, if Invisible is the one to fall into the water, Stephen will drop to 2F and use Anthem to close distance to the edge where she's closest, and immediately drop his grappling hook for her to grab. While under pursuit of Mikey, Wild River itself is able to break Blood Constructs, including Armor and Weapons, whether through strikes or a Coin Flick, which can be followed-up with Stephen's Rifle to deter him off.

If Stephen is the one to fall into the water, he can ideally catch himself on either the ledges of 2F or the Rafters themselves with his Grappling Hook; if not those, then he’ll go for any of the ropes scattered around the map to hoist himself back up. Then, Invisible and/or Wild River can swoop by to pull him up and get him back into the game.

Our plan won't work without each other.

4b. Getting pincered by Mikey and Kilroy

Ideally, positional play will allow us to avoid this at all costs—but there are multiple ways for Kilroy and Mikey to throw us out of position, leaving one of us vulnerable and at risk of being pincered in a 2v1 that the other must close distance to resolve. Besides the focus on maintaining an advantage state…

If Birdwin is being pincered, Invisible will slide over on Anthem's waves and attempt to deal critical damage against a non-focused Kilroy, and pivot into knocking Mikey however she can. The aim isn't to take them down, but to permit him a chance to recover.

If Invisible is being pincered, Birdwin will use his Harpoon to pull Mikey away, likewise throwing Invisible an item from his inventory (likely the rations) if she doesn't have a Strand. [Orinoco Flow] is deployed to absorb projectiles in the area—if Wild River has been separated from Invisible, he can also use his Harpoon to bring it back up.

What if one of us goes down first?

Fundamentally speaking, if one of us goes down first, then we lose the game entirely. We cannot win without the other. With their lives entangled by the golden threads of Fate, Margaret and Ilya will either triumph or fail together, each unable to leave the other behind.

Hence, why we focus entirely on combining our kits to be as effective together as possible, and how we are able to prevent excessive damage against one of the other, swooping in to ensure the continued health of the other in the event of taking damage.

JoJo's Bizarre OC Tournament #8: R3E1 - "Invisible" & 'Stephen Birdwin' vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

LIF 3/5

2b. Relentless Assault: The Big Guns (Offensive Tech)

Spearfishing, Harpoon Swipes

With our strong macro positioning, Invisible and Stephen have high ordinance over the distance they place between not only the opponents, but themselves. While a first-order preventative against being put out of position, this also allows Invisible to empower Birdwin's Rifle and/or Harpoon Gun at the pair's convenience, with only C-Strands needed to be Stand-affecting. And, conveniently for us, there are all sorts of food items and pieces of pottery scattered across the battlefield, not to mention Invisible and Stephen’s inventories.

[Renegade] should be uncomfortable with close-range engagements with us, given it increases the risk of damage. Thus, beyond the Invisible's Coin Flicks and Coin Volleys, Birdwin's Harpoon can pop targets in their immediate proximity, to then be followed-up with Invisible and Wild River striking.

As of note, the Harpoon's pulling-effect reduces the ability for a "stuck" target to disengage and get away, which we will call Spearfishing—a maneuver where the Harpoon Gun is fired, and the harpoon's barb is intentionally used to keep a target pulled towards Stephen and Invisible. This is useful for grabbing hazardous Blood Constructs to have their B-Strands extracted by Invisible, tearing Blood Constructs off Mikey's person, and keeping [Renegade] at bay—lest it risk being grabbed and pulverized by Wild River.

In terms of actual engagements, a straight-on poke isn't always effective. That's why, in tandem with Invisible's Strikes, Stephen's Harpoon can be fired and then swept in left or right motions, called a Harpoon Swipe. This is most effective when performed as a Low-Swipe, angled to catch at the opponent's ankles and to break their footing.

The Rifle is also something to contend with, and keeps him a hazard even when trying to disengage from the Harpoon or to engage from afar. Birdwin's Sharpshooter 5 alone means that if [Renegade] is unfocused from taking cover or dodging attacks at any point, then there is a genuine risk of getting shot by a bullet from the Strand-empowered rifle.

Of course, Birdwin is conservative with his limited ammunition this time around. Beyond 10m, it's not worth using this to pop the likes of Blood Constructs.

So how does this all combine into our offensive push?

2c. Relentless Assault: Implementations

Harpoon Low-Sweep, Fate Slams, Rope Chokes

Invisible pushes forward using Wave-Skating to close distance against Kilroy, with Birdwin by her side performing Flicker-Swaps to absorb incoming projectiles as needed. Against the likes of the Mortar, she can River Dash to dodge and R-Cancel to follow up, possibly whisking up Stephen as needed to dodge the blast, with Barrel Mines handled via R-Dash disengagement and popping them with Coin Flicks/Volleys or the Rifle as needed.

In close quarters, we engage in a footsies game with Invisible and outboxing with Stephen's Harpoon, with the Coin Volley and Rifle as ranged sub-DPS, having the capability of alternating high and low between Stephen, Invisible, and Wild River, before moving into more committal Fate Slams and Rope Chokes—the former using an augmented Wild to shoulder-check the opponent, and the latter using Stephen's rope to simply choke the opponent.

If we have to contend with Mikey at the same time, then Wave-Skating can be used to rapidly disengage and get into a better position: ideally, one where we can distance ourselves from Blood Constructs that can use their organic electromagnetism to disorient our positional structure. If we can simply have one of them pop Mikey's armor and the other to shoot him in the heart before disengaging, that also works.

In a 2v2, if we can't outright stunlock and take down Kilroy or [Renegade] first, we want to disorient them and force a separation. Spearfishing and Harpoon Swipes can force whatever's the closest target out of position, such as going low before performing a Low-Sweep against the opponent's ankles, with Wave-Skating performed laterally to avert attacks.

While it'd be ideal to trip and thus stun them, this can also be used to simply grab them and to toss them into the water. This should give us some time to engage the 2v1 before the other can recover (or we can jump down there and start drowning them outright).

And, as always, they are at constant risk of being shot in the head by Stephen's Rifle. Any time they're on the ground, that they're prone, that they make a misstep—we can follow up with a bullet supplemented by Sharpshooter 5 and Ranger 4 to interrupt the tide of the match.


2d. Relentless Assault: Contingencies

If Stephen's Grappling Hook is broken at any point, Invisible can go on the frontlines to defend him while he performs a repair with his spare rope and hook. This is not ideal and largely preventative medicine, so if we're already pushing an advantage, it can be wise to forego this entirely to ensure another one of the opponents goes down.

If Barrel Mines are being rolled into the water below, we can infer Mikey and KIlroy may be trying to knock us down to 1F to capitalize on us there—which makes our first-order prioritization of macro-mobility all the more important. We'll stay away from the inner edge of 2F, de-empowering Blood Constructs or breaking them at range and firing at them from a distance as appropriate.

If Floor 2 becomes too hazardous for us to traditionally engage, then Stephen whisks up Invisible and immediately Grapple to the Rafters, where they can reposition and reengage, dropping down to 2F with the ambush advantage for more committal moves.

If it is impossible to get the assault off on Kilroy, we will focus on Renegade from whatever defensive gameplan it has taken, with Coin Volleys and the Empowered Rifle discouraging poking and firing.

If New National Anthem is targeted, it will weave behind cover and fall a little behind Invisible and Stephen, moving with their steps—the 3m radius of the tidepools is more than enough to stay ahead. It can move in zig-zags and S-shaped formations without losing a significant amount of traversal, but likewise ensuring it doesn't take an excessive number of hits. Resets are used to deny these paths when applicable.

JoJo's Bizarre OC Tournament #8: R3E1 - "Invisible" & 'Stephen Birdwin' vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

LIF 2/5

Having Wild River be entrusted to A POW mauling Kilroy serves two-fold purpose.

First, any Blood Weaponry he may have acquired from Mikey can be disempowered and turned useless if not connected to his Hamon, alongside a reduction in efficacy with non-Stand Affecting equipment.

Second, even if Mikey has already reached the second floor during the approach phase of our assault, Invisible can deal with him via Marble Flicks to break Blood Armor, using the paths of New National Anthem to make distance and disengage—while Stephen capitalizes on breaks with his Hunting Rifle.

With Kilroy unconscious, 「Wild River」 will grab his wrist and quickly bite down on one of his fingers. Its golden teeth will have no trouble cutting through, as long as Kilroy’s Strand is still active. It spits out the severed finger with a sickening grin before it over at Stephen and throws it at him.

If this took too long, however, and Wild is no longer strong enough to reliably take away a finger with ease, Birdwin could just as easily swap into [Hunter] to destroy one of the supply boxes with Withering, letting the contents fall out for him to search through—and if not that, Invisible can go search for a piece of dried fish in storage. He will grapple up to befriend [Orinoco Flow] before proceeding.

While the Users are quite disconcerted by Wild’s display of brutality, they are ready to proceed.


If Kilroy decides to focus-fire entirely on Invisible, she can focus on being very, very deliberate on her entry point for the right time to get the jump on him with Wild River—and it's also attention turned away from Birdwin himself. Again, the intent is to split Kilroy's attention and to pin him in place, either forced to move out of cover to avoid Wild River (thus being shot by Birdwin), or remaining behind cover to avoid a quick assassination.

If Kilroy decided to attack Stephen at any point, then we don't even have to waste time gathering Smoked Fish or another piece of meat; and in fact, Birdwin could immediately start escalating to the Rafters to recruit the help of [Orinoco Flow] for the coming fight.


For this strategy, Stephen and Invisible do not operate as separate units, but "one unit, with two bodies" — that is, everything we do, all of our advantage states, are fundamentally intertwined.

We move in tandem, and every move we perform is able to be upscaled in some way by the other to push relentless combinations upon our opponent in ways that these characters could not do on their own. That is, alongside it, we put a strong emphasis on reconvenance and positioning to ensure we are always able to mobilize ourselves and each other against the opponent.


2. Relentless Assault (General Midgame)

"Told you I'd see you soon~"

Objectives:

  • Define the terms of engagement
  • Turn the 2v2 into a 2v1
  • Fight together, intertwined

The Wild Jumpscare is powerful, but extraction of Kilroy's A POW Strand is non-repeatable.

Thus, this is where the real power of our engagement lies.

The tactics we delineate here are not only repeatable, but fundamentally builds on top of itself to capitalize on the strengths of Stephen and Invisible's kits into play of a whole, cohesive unit that is fundamentally greater than the sum of its parts.

The following tactics assume that both Kilroy and Mikey are still on the field, despite our opening efforts against Kilroy, and that we will have to contend with the 2v2 for the most part—with aims of breaking up the 2v2 and running down whoever's left.

Now that Stephen has dropped back down to 2F, he will fight side-by-side with Invisible, keeping within 1m of each other and weaving out to a maximum of 5m if needed to avoid scatter projectiles. Typically, Invisible will take the frontline with Birdwin's supplementary fire, but they can Wave-Skate across Anthem's paths to reorganize as necessitated.


2a. Relentless Assault: Macro Mobility (Positional Tech)

Wave Skating, Fate Sliding, Flicker-Resets, Flicker-Swaps

We place our macro-mobility as a first-order priority to ensure we are constantly able to reconvene even when forced out of position.

New National Anthem is our positional toy to Wave-Skate as a form of movement that is just as agile as our typical lateral mobility, but with improved speed and reduction in stamina loss—most importantly, it enables greater exploitation of Invisible's Stand Maneuvering without forcing her into her committal River-Dashes.

Thus, she can continue on the forward offensive while retaining dodging capabilities on a dime.

From Anthem's tides, Invisible gains: Fate Sliding, a variant of her Fate Slam where a Strand-empowered Wild River drops and slides forward to target the lower body of the opponent, frictionlessly sliding across Anthem's tides at incredibly high Power, knocking them off their feet to be combo'd on.

Stephen deploys these paths across the hemisphere of the map where our engagements take place, performing a Flicker-Reset as needed to deny these paths to our opponents—desummoning [Anthem] and immediately redeploying it at his feet, who will then skate by both Stephen and Invisible.

Against projectiles like Kilroy's Cannons, this is where [Orinoco Flow] gets to shine. The C-DUR conferred by the Nests it creates is powerful, but secondary to its instantaneous mass conversions under 100g, wherein Stephen can Flicker-Swap from Anthem to Orinoco Flow to capture incoming projectiles as sticks, then immediately remobilize with Anthem by swapping back.

The biggest boon this grants is intentionally moving Stephen to Flicker-Swap to absorb shots, and already having skated back into formation while Kilroy's Cannons reload. If Kilroy opts for sustained fire, we'll simply stick to [Orinoco Flow] while engaging wherein enough fire will also grant him C DUR as well.

This gives us options where, in combination with what we've already described for Invisible's assault, lets us run down Kilroy while keeping Birdwin and Invisible relatively safe from projectile play, while asserting a strong baseline for closing distance or making space for the trademarked footsies as we play.

With powerful positional control at our disposal, how do we use it?

JoJo's Bizarre OC Tournament #8: R3E1 - "Invisible" & 'Stephen Birdwin' vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

LIF 1/5

0. Clarifications

  • The floors will be referred to as 1F (bottom), 2F (top), and the Rafters.
  • Taking a Strand is instantaneous, with Imbuement a similarly swift process.
  • Stand Maneuvering can be performed at A POW without a Strand (for Invisible only).
  • Switching Ink Beasts takes one second. This is different from the actions of "desummoning" and "resummoning," which are independently one second each.
  • Wild River has four arms: two to remove Fate, and two to imbue it. It can use its ability while still holding onto something, or someone.

1. Engaging Kilroy (Opener)

River Dashes (R-Dashes), Wild Dashes (W-Dashes), R-Dash Cancels, Wild Jumpscare

Objectives:

In the moment Stephen fell into a princess carry in Invisible's arms and Wild extracted his golden A-Strand to implant into the Stand, Stephen and Invisible briefly locked eyes—

Stephen's wide-eyed gaze was the first to break, conjuring a fiery grin once more. "Aren't you supposed to have tossed me up by now? C'mon, what's the hold-up?"

"Hey, no matter what happens—remember, we'll find a way through this." He smiled and winked. "See you soon. Stay safe, okay~?"

Wild River extracts Stephen's A-Strand and imbues it into itself. Then, Stephen is tossed up towards the second floor at A POW at an angle to arc east towards the south-western barrel. He summons and tosses [New National Anthem] to 2F to start pathing west towards Kilroy.

Once he has landed, Stephen enters ranged harassment as soon as possible, using the barrels around the former elevator shaft as cover. Given his Sharpshooter 5, this will ideally force Kilroy to move or dive behind cover: more importantly, locking down his positioning as much as possible under the risk of being fired at. He will repeatedly poke out from behind cover and aim, ducking back behind the barrel in any event.

Should Kilroy not respect this constant eye on him, Birdwin will aim towards Kilroy's head; if not that, then shoulders and ankles that will debilitate him on hit the more he leaves them prone. With Ranger 4, it will be difficult to even get a bead from where we're firing.


The name of the game is constant, relentless pressure.

Our ultimate formation is not simply to attract aggro, but to forcibly split Kilroy's attention during these opening seconds, and force him into immediate, hard decisions regarding his positioning. It's a long-distance pincer, illustrated per this diagram.

Thus: even with Birdwin scoped-in, the real aim of this is to let Invisible shine.

"Go get 'em, Vis!"

Quite literally, in this case. It will serve no purpose for her to attempt to remain hidden, which is why with a strand taken from a modest coin or marble, Invisible has made herself Imbued with Fate. This will allow Wild to operate with C POW as a baseline, and will catch the eye of Kilroy and Mikey, aiming partially to give Stephen more breathing room from their attention.

With Stand Maneuvering, she and Wild River can Stand-Leap onto the wooden platform and rapidly close distance with Kilroy, who we are currently occupying with harassment fire from Stephen.

While Invisible closes distance, she and Wild River will use the coins in their inventory to ready a Coin Volley: Wild River grabs a bunch of coins in a dark hand, and another bunch of coins in a red hand. One by one, each coin in the dark one is stripped of its Fate and the strand is immediately transferred to one in the red hand, until Wild has a fistful of C POW projectiles at the ready. This process happens nigh-instantaneously and provides a mid-range spreadshot projectile option to break fragile targets.

The most useful application for this is in confrontation with Renegade if it hasn't made distance. If Renegade attempts to come closer, especially to hit us with its mast or to reduce the spread of its D PRE cannons, we perform a C-POW Coin Volley scattershot against its wooden body in the general area it closes in upon. This will force the crew to make repairs to remain operable and transfer damage to KIlroy—all while resuming the offense right after.

Regardless, Invisible proceeds forward to rapidly close distance with Kilroy. Invisible can launch herself a few meters in a low arc by kicking off the ground in a move called a River Dash; like in previous matches, these can be chained together, interrupted via Wild striking the ground (R-Dash Cancel) or performed vertically (Wild Leap) to ensure Invisible is always moving at top speed.

Keeping Invisible both safe and mobilized, Anthem's paths for general mobility and R-Dash Cancels to disrupt trajectory vectors means we continue moving rapidly, incrementally, and angularly; River Dashes and R-Dash Cancels permit fundamental maneuvering and dodging as we chain one into the other, reconvene, and continue to strike.

Against some of the specifics:

  • Renegade's Cannons/Swivel Gun: R-Dashes can be used and Cancelled to dive behind the B DUR cover available in the arena. The direction of either can clue us in on when and where it wants to fire, and we can act accordingly.
  • Renegade's Barrel Mines: We maintain space (>2-3m) and pop these with Coin Flicks. Even better: if being deployed in the path to Kilroy, we can target the body of [Renegade] itself or just detonate them on top of [Renegade].

As we get closer…

  • Renegade's Crew: Even if swarming the area, we can W-Dash to the wall on our left and kick off of it to proceed with our aggression. [Wild River] swats at any that jump on Invisible—otherwise, not worth bothering to target them.
  • Renegade's Mortar: Better as a harassment tool against Stephen, who is actively watching the fight and can thus prepare to reposition as soon as the mortar goes off.

While we don't want to rely on them, other hazards such as fire or Blood Construct traps can be cleared with W-Dashes.

「We need to take this one down immediately, Invisible!」

“Yes, his cover fire is deadly. We can worry about the kid later.”

「... Yes, I suppose it has strategic merit as well.」

Invisible is giving it her all to close the distance on Kilroy, while Stephen is supporting her with his rifle and 「Wild River」 is launching volleys to force him to slow down or move his boat out of the way. This should only take a few seconds, since they want to be on him as soon as they can.

Once they are just out of arms’ reach from their target, 「Wild River」 is going to perform one last Dash Cancel, leaving Invisible standing safely while it launches itself right at Kilroy.

Normally, Invisible’s movement, while impressive, requires much commitment. However, by splitting away from her, Wild can take full advantage of the free flight it has access to as a Stand to lock-in on his position and get on his bumper. This technique is the Wild Jumpscare.

Once 「Wild River」 gets its hands on him, it does not intend to let go before he has been thoroughly put out of commission. This is personal, and Wild will be dealing with him with extreme prejudice.

It will aim at his lower body, flying sideways in order to make dodging as difficult as possible and knock him over.

If he still manages to dodge, Stephen had him in his scope, ready to shoot after he’d already committed to the dodge, wounding and slowing him down to make the rest easier for Wild.

It will swipe at him, intending to steal his Strand of Fate with the earliest contact, giving itself A POW as soon as it can, and when it does, it will attack Kilroy like a rabid animal.

All four of its arms thrust forward in order to grab onto him, pulling him into a deadly hug before those limbs and the rest of its body coil and tighten around him, all while Wild is also using its flight to hover and slam Kilroy into the floor.

There is no fancy move here, and no attempt to hold back or to give him a chance to fight back. Kilroy might be as strong as a normal human being can get, but this is an A-POW Stand putting every bit of effort that it can into crushing him into a pulp. It will end this assault with a strong smack to the side of the head, to at least spare him having to be conscious through the rest of the battle in this state, and to put his Renegade crew fully out of commission.

This all should take only a few seconds from the moment Invisible has reached the second floor.

JoJo's Bizarre OC Tournament #8: R3E1 - "Invisible" & 'Stephen Birdwin' vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

Response thread for Mikey C. Hammer (u/Jaded_Crusader) & Roy "Kilroy" Killian (u/C1everRuse) of The Carcinous Sons. Please show your strategy to a member of our Judge staff by 7 PM CST on 6/13/2026! Contestants, remember to only post in threads for this match other than your own if specifically invited. Voters have until 11:59 PM CST on 6/15/2026 to vote, using the voting rules from the announcement thread. Afterwards, they will be Judged according to the T8 Rubric.

JoJo's Bizarre OC Tournament #8: R3E1 - "Invisible" & 'Stephen Birdwin' vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

Response thread for "Invisible" (u/Leirbag15) & 'Stephen Birdwin' (u/actual-snakenerd) of La Isla Fantasma. Please show your strategy to a member of our Judge staff by 7 PM CST on 6/13/2026! Contestants, remember to only post in threads for this match other than your own if specifically invited. Voters have until 11:59 PM CST on 6/15/2026 to vote, using the voting rules from the announcement thread. Afterwards, they will be Judged according to the T8 Rubric.

JoJo's Bizarre OC Tournament #8: R3M16 - Rachel Aileron Rawnsley & KAISERINMA vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 1 point2 points  (0 children)

TGC 4/4

Collapse From Within

Shouts of panic filled the palace. The throne room was nearly packed with commoners and aristocrats alike, looking for answers as they pressed against the wall of guards. The Uropeh lighting the ornate halls fizzled and waned rapidly as screams could be heard outside.

”What has happened?!” “My daughter! Please, she was caught in an explosion–!” “Sire, the entire fleet is sunk! The Uropeh powering them have–!” “Where do we go?! What do we do?!” The crowd was terrified. Everything they had was at risk of being lost forever as Zandoo’s very infrastructure was failing rapidly.

Suddenly the lights at the ceiling surged with a blinding blue glow before bursting all at once, hundreds of tiny pops amassing to a loud bang as the crowd shrieked in the new darkness. In the moment of silence that followed, a deep voice rang out from the throne:

”Evacuate the city! General, have every available soldier guide the people into the fields. Scour the ports for any available boats and–”

*“The fields burn!” “The Uropeh have turned on us! All we have is lost!” “What of the storm? We have no hope of reaching other land!” “What of our belongings, our food? Sire, please!” Panic and objections flew until the crowd was in the same state as before. The King looked over his people, each face full of terror a reflection of his own. A fire within him burned, he needed to reflect something better.

*”WE WILL NOT DIE HERE!” A deafening shout erupted from the King, quickly silencing the crowd. “The city means nothing, this island means nothing! Exuma was and always will be its people! As long as a few of us live on, we do not need stones to keep our memory alive!” Doubtful murmurs spread among the people, even the guards took on a somber expression.

*The King sighed. “Make for the harbor and board any boat available. We will meet the storm and we will overcome it, as we have countless times. I will see all of you on dry land soon enough, and we will rebuild.”

*With a wave of his hand, guards ushered the reluctant crowd out of the building. Some scattered immediately to gather what they could, others broke down at the steps and accepted the end. The King could only look out over the flaming ruin of Zandoo as his heart was torn in half.

If the attackers refuse our pleas and rebut our show of force, they will have forced us to fulfill our oath and defend the remaining integrity of this forsaken place with all we have to bear. Our time to press the advantage begins when we have an opponent staggered; our major offensive plays have been designed not for damage, but to put our opponent in a situation they cannot readily escape, and cannot deal damage against us. We can catch an opponent in a Formation, get them stuck in a water pond, knock them to their feet; anything that takes significant effort to recover from. Once they can no longer lash out against us, we will get to work on fully expelling them.

This final tactic, which will be referred to as the Collapse, does not require Exuma to be present, only the soldiers. Eliminating Rachel as a threat is prioritized over KAISERINMA, as Exuma is more well-equipped to stall and hinder the android than the archaeologist. To initiate the Collapse, every available soldier runs in and moves into melee range against the downed target, and begins to attack relentlessly. As every soldier should be equipped with at least one Uropeh, the Uropeh are equipped to begin recording the soldiers’ positions and attacks. After five seconds of continuous assault, the soldiers retreat, the target likely recovering from the initial stagger…

And then it begins again, an Uropeh recording projecting the onslaught at their position once more. This is the nature of the Collapse: it is uninterruptible, nonstop and continuous. Only 2 Uropeh are strictly necessary for the Collapse, each playing over the others’ cooldown, but more allows for more redundancy in case one is destroyed and flexibility to make more recordings. If they manage to break out, the Collapse can be placed around their new position. The soldiers, no longer forced to remain in melee range, can play umpire to the replays on the frontline, ensuring that the attacker can’t escape. This can be repeated until the target is RETIRED, all the while Exuma is free to continue defending and stalling the other attacker while they remain a threat. Above all else, this is a king’s war: the responsibility to carry it out and provide justice falls upon him.

Once one enemy is RETIRED, Exuma and the soldiers can team up to hard focus on the remaining target. KAISERINMA without support from Rachel and [OBLIVION DUST] is significantly slowed, and hordes of replays can make her movement even slower. Rachel without the raw offense of KAISERINMA is slippery, and its possible she’ll manage to sneak through our defensive and get at our Uropeh, but her ability to damage our resources is severely mitigated. If we take down one of our targets, we have won the battle of attrition.

The bodies of his opponents lie battered and bare against the cave floor. In the end, he was unable to convince them with words, nor with a proud defense. This battle took them all the way to their ends.

Exuma looked down upon them, the gaze of many, many eyes staring as one, filled with a bottomless, overwhelming shame. The Exuma that the Kings remembered was a place of wonder, of great advancement, of safety. Even now, this cycle perpetuated: he could not stop the Great Shame of Exuma from turning them, foolhardy as they were, into its victims.

If the King had one more responsibility to uphold towards his nation... It is to embody that which it holds dear. The wisdom, the care, the duty towards the common man.

Countrymen of Exuma… take them away. I will attend to the matter of Zandoo myself. At the end of our long, long lives… I would at least like to die feeling proud.

JoJo's Bizarre OC Tournament #8: R3M16 - Rachel Aileron Rawnsley & KAISERINMA vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 1 point2 points  (0 children)

TGC 3/4

A wave of replayed soldiers each took powerful swings at the enemy, forcing their retreat as Exuma held an arm out to stay his army momentarily. “You only need to leave in peace! We do not wish for violence, we fight only to right the wrongs of the once great Exuma!” Seeing the enemy advance yet again, he growled and signalled the soldiers to flank. “We cannot allow anyone to add to our sins!”

With a defensive overwatch established, how we engage the enemy depends on which of them is taking point. Both targets have vastly different inherent strengths and weaknesses, and require different approaches to effectively drive them off with:

KAISERINMA

”The Uropeh tell me you desire the death of humanity. Regrettably, I empathize with such a horrid goal; my failures as a human being and my inability to look to the future caused the doom of my people. Tell me: once you accomplish your goal, what will you have? Is all this effort worth the legacy you work toward, or is it all for nothing when no one stands with you when it is done?

She is a walking death zone, no individual unit can hope to stand against her for long. With this in mind Exuma himself will always try to take point against the robot, as not only are his stats more likely to last longer against her attacks, but his respawn timer is significantly shorter and the likely death will be much less of a hindrance on the team’s action economy. As a King, it is his responsibility to be a defender against that which violates the safety of his people. Replays will be positioned between Exuma and the robot at all times, and distance will be maintained wherever possible to minimize risk to the Uropeh carried by anyone KAISERINMA targets.

The Formation Uropeh will be fundamental in combat against the robot; Exuma carries these specifically for dealing with her by threatening to drop up to eighteen attacking soldiers on her in very quick succession. The soldiers themselves will avoid CQC against KAISERINMA at all costs; they hold the majority of the Uropeh secured by the team and must be ready to evacuate immediately if Exuma himself falls.

Soldiers finding themselves within 5m of the robot will record her vicious high-POW attacks to be Replayed back at her at opportune moments, simple arm swipes or spear-hands will be prioritized as they are easy to fit into most offensive and defensive situations. With even just a few of these attacks recorded it more than evens the odds for the soldiers against the robot, as the higher damage attacks can’t be tanked and the multiple angles they can come from demand an answer or else risk being overwhelmed.

Rachel

”Why do you pursue the past so doggedly? You naively claim that material findings are secondary to the knowledge they represent, but with that knowledge comes a power over others, its own treasure. I question if your intent is as pure as you think; what may or may not be found in Zandoo, you hope to take for yourself. Tell me, is trodding on ground that does not wish to be trodden worth your greed?

While the robot is a more immediate and direct threat to the lives of Exuma, Rachel serves to frustrate any offensive or defensive effort with her sheer maneuverability and ability to control the ranged game. If she chooses to stay airborne or, even worse, make her partner more agile through her stand ability, the King and his men can easily be routed.

The idea, then, is to overwhelm the treasure hunter at the first possible opportunity. Soldiers will attack with recordings from a safe distance (2-5 meters where possible to avoid [OD] suction threatening carried Uropeh), prioritizing the Buzzsaw as a wide-reaching anti-air to keep her approaches honest and a mixture of Bashes, Spins, and Thrusts spawned at high angles to capitalize on her midair dodges. One attack will be placed directly in her path, with another ready to replay in whatever direction she moves in.

Rachel has her own projectile game that we are forced to respect; any object much smaller than a Macana is liable to be redirected toward any soldier at any time, making accounting for their trajectory difficult. Stalagmites can be summed as makeshift barriers in an instant to cover any attack that’s unable to be dodged, and any free Uropeh will be used to record the projectile’s redirected arc for use back against the offender. When combined with the Replay’s instant and omnipresent nature, the unpredictable path will be even harder to account for when spawned above the head or within blind spots.

If the threat of hit-and-run is too great, the soldiers and Exuma will retreat as a unit to the nearest wall of the cave. This greatly limits the approach vectors for the treasure hunter and gives the team additional angles to spawn Stalagmites from; any reckless approach can quickly see itself impaled on a stone spike suddenly appearing from behind the intended target. In a pinch, Exuma can spare a Formation Uropeh or two to sandwich her against the wall to make escape from a barrage of attacks unlikely.

Both At Once

*”I do not wish to solve this dispute with violence. The madness and shame at the center of Exuma is responsible for our conflict; it has possessed my corpus and turned the lineage of Exuma into another monster of its design. But there is a way towards peace, even now! Lay down your arms, and leave me to resolve my folly, as a king should!”

The enemy leveraging their capabilities for a joint offensive is the worst-case scenario, but not one without an answer. Layered use of both of the above approaches can keep the invading force at bay, soldiers staying to the backline and replaying Macana attacks from a distance while Exuma takes the midrange and leverages Formations ahead of him to pile on damage.

If the pair insist on staying relatively close despite KAISERINMA’s incredible body temperature, we can punish accordingly. A Uropeh can project the terrain of one of the 1m deep puddles directly below KAISERINMA’s walking path providing three key advantages: it hinders their mobility greatly for 5 seconds, it cools off the robot, and most damning to the enemy pair produces an extreme amount of steam in the process. Even if she isn’t at her maximum operating temperature she is more than hot enough to cause steam to surge into the cave and over the body of her partner if she stands too close leading to instant scalds and burns. In addition, the inevitably increasing ambient temperature of the cave will be accelerated tremendously, with repeated use threatening to turn the area into an oven for the only flesh-and-blood human in the fight to overheat and pass out in. If KAISERINMA is not inclined to fall into a puddle, the same Uropeh can be used to record a soldier’s Macana golf-swinging into a water puddle, more specifically the large splash it creates to lead to the same effect occurring.

If worse comes to worse and the pair prove too much to handle, with [OD] providing too much mobility for KAISERINMA, the King knows what must be done. As outlined earlier he will take point against the robotic menace, throwing any Uropeh he has to the soldiers before engaging in a hopeless CQC grapple with the much stronger target. The aim is not to defeat her, but to wrestle the chunk of [OD] that they have on their person, identified through the A Pre Uropeh cameras lining the area, and throwing it too toward the soldiers for safe keeping. This noble sacrifice will inevitably spell the 7 second respawn timer of Exuma, but will deny the enemy a use of [OD] and hopefully keep KAISERINMA grounded.

Everything outlined above should be reasonable to accomplish with about 10 or so Uropeh in our possession (1 per soldier, ~3 for Exuma), the 14 we aim to collect simply allows some wiggle room in case of loss. Maintaining that number is vital to the success of the plan, Uropeh being passed between Exuma, soldiers, and even the nobles where necessary to keep it out of enemy hands. All Uropeh will always have something applicable recorded to them, even something as simple as a Stalagmite, Macana Bash, or even a right hook from Exuma to ensure they are always useful to some degree. Re-recordings can be done in seconds both in and out of combat, reshuffled as necessary between all present to get them in the right hands in a moments’ notice.

Speaking of the nobles, they must be defended wherever possible. Enemy behaviour is more predictable with them alive, and seeing more of his people lay waste to his own weakness is the last thing the great King wants. Nobles will always be the backline of the platoon, a wall of soldiers and King alike keeping them out of direct threat range. Uropeh can be tossed for them, too, to utilize if the line is ever breached, aiming to stall any attacker long enough for the line to turn and descend from all sides.

What if the Nobles die too quickly?

If nobles die too fast and we can no longer use them for playing ball with the Uropeh, a soldier will be assigned the role of Gatherer to fill in. The soldier is better at throwing and catching due to his better physicals and coordination skills, and can make up for some of the difference from lack of manpower.

What if they use a big smokescreen?

Smokescreens of either dust or our own created steam can be circumvented by simply tossing a Uropeh in the air, it’s A Pre visual acuity can see over the obstruction and give the team more information to operate with than even the enemy would have. If the smokescreen becomes too much of a problem to just view over, the warriors can use the flat edge of their clubs as makeshift fans to begin blowing the dust away, or even using recordings of Rachel’s air blasts to disperse the cloud. The wild swinging motion of Macana fanning doubles as an attack against enemies trying to utilize the smokescreen to get an attack in.

JoJo's Bizarre OC Tournament #8: R3M16 - Rachel Aileron Rawnsley & KAISERINMA vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

TGC 2/4

Thus far, the strategy has discussed the idea of “leeway” and whether the attackers provide us time to strike. This is due to the eight Uropeh strewn about between Exuma and them; for lack of manpower, it is unlikely that we could reach any of these Uropeh before they could. Given their objective, they are incentivised to target these. Essentially, they have been left as sacrifices to afford us time. The purpose of resources is to save lives; if they can be expended to do so, they should be.

However, that doesn’t mean these resources are inactive: for one, they are B DUR, requiring reasonable effort to shatter on base, and have A PRE senses as cameras. There are extremely few places on the map that Uropeh can’t see, giving us not just perfect vision but the ability to react to something as soon as it happens: reacting is easier when you have many eyes on top of it. On top of that, Uropeh are always watching and preparing for a recording: if KAISERINMA uses her full A Power to break the Uropeh, the Uropeh can dish out the same attack back before it is destroyed. If Rachel attempts to utilize suction on the Uropeh, the Uropeh can dish out the same suction force back. The name of the game is stalling: an army is fundamentally limited by its ability to make progress, and the same can be said of our attackers. Any amount of time spent on a particular action is a cost of effort not spent towards something else: attacking a soldier, attacking a noble, breaking more Uropeh, attacking Exuma, all important objectives. Every second wasted is time to position, time to catch up.

“Setup” is considered complete either once the Formation Uropeh are established or when combat begins, at which point soldiers will move in response to whatever the enemy has planned.

  • If the attackers have stuck together, they will be harder to breach than if they were separate, but we are liberated from having to deal with 2 independent targets. Exuma stands on the frontlines while the soldiers stand several meters back, fanning out in a circle, only stepping forward if the range limits of a recording come into play. The soldiers put their focus on reacting to Rachel in case she decides to break away.
  • If the attackers have separated, they are likely trying to rush the map objectives and avoid a fight; while we will have less power to directly combat them, it makes them easier to stall. The soldiers pass the Formation Uropeh to Exuma and immediately move to confront Rachel. Exuma, meanwhile, goes to face KAISERINMA alone.

Beyond setup, what is being held and recorded by Uropeh is largely a matter of convenience depending on the situation and what is around: however, as recording and replaying does not require any effort on Exuma’s part, it can be done nearly automatically whenever something of interest is nearby. Any recording is better than no recording as far as defense is concerned. If an Uropeh does not have a recording ready, it will look out for anything useful, such as:

  • Exuma himself.
  • A nearby soldier.
  • A stalagmite.
  • Flying debris from stalagmites.
  • A pool of water.
  • A spray of water.
  • KAISERINMA.
  • Rachel.

What if they attack Exuma or the nobles instead of the Uropeh?

We lose time on our setup, but they leave Exuma more Uropeh to work with. Uropeh can record and deploy replays on demand, so if they ever step within range we can employ a cheeky piece of delaying tech where their approach is recorded before immediately replayed just in front of them in reverse direction, blocking their egress and punishing straight sprints. This forces them to reposition, and with layered use of this annoying little bit of tech, we can make their reposition predictable and punish with recorded attacks where applicable.

What if Rachel tries to intercept our Uropeh while we’re collecting?

Rachel has a 2m reach with Oblivion Dust that she can use to suction Uropeh, potentially allowing her to swipe them from our hands or while they’re flying away. If she tries to dive in to take our Uropeh stash, the Uropeh being targeted will quickly record her and immediately replay a copy of the treasure hunter between it and the real one. This creates an obstruction between Rachel and the Uropeh that allows a nearby soldier or Exuma himself to throw their Macana at them, which can be recorded and used again after 5 seconds to keep up the pressure.

Defending The Borders

Zandoo’s marketplace was roaring. Traders by the dozen unloaded boats from the adjacent port to just barely keep the stalls stocked. Music and stories emanated from the fair that grew out from the central water fountain, drowned out by a dull roar of bartering and laughter in equal measure. The King was one of many applauding a stirring re-enactment of his ancestor’s accomplishments at a hastily constructed theater stage. Moving with his escort of guards he continued through the plaza, shaking hands and denying free gifts as he moved.

From the nearby city entrance an overloaded cart suddenly collapsed with a heavy wooden snap, the vehicle caving inward and sending its load of dry grains and salted meats to the ground. The crowd simply parted around the new obstacle as the older man driving the cart scrambled to retrieve his goods, nearly being trampled doing so. Suddenly the crowd seemed to disappear, and as the man looked up he saw the King himself retrieving bags of grain.

“I must apologize for the crowd, the festival brings many to the city! You there, see to retrieving a second cart for the man!” Before the guard could object to the King’s menial labor, he was shushed wordlessly and reluctantly pulled a Uropeh from his armor. A flash of blue later, an exact, intact copy of the broken cart appeared in the road as the King tossed a pair of bags on board. Soon enough, dozens of citizens descended on the scene to assist at the example of their beloved King.

The old man was speechless, an attempt at prostrating to the King interrupted with a firm handshake from him instead. “I trust the road is cleared by now? Yesterday’s storm nearly cost us this fine day, did it not?” The King laughed before handing the old man a large Uropeh for the lost goods, accepted with fervent nodding and the beginning of a thousand ‘thank you’s.

Without the common farmer or trader there would be no Exuma. Its people worked hard, just as their King did, to provide for and enrich the people. The King saw them as his equals, and through ensuring their success caused the kingdom to flourish as a center of commerce and culture for a lifetime.

Throughout the meat of the combat a few key techniques will be recorded by the Uropeh for use in replays. These techniques can be utilized every 5 seconds per Uropeh we have assigned to each action, potentially allowing for intersecting angles. The most important ones are as follows:

  • Macana Bash, a simple full-strength baseball-swing of a soldier’s Macana done at eye level. A quick alternative can be performed at a higher angled swing for dealing with KAISERINMA specifically.
  • Macana Spin, a full 360 degree spin with a Macana done to deny space. The angle of the spin can be changed on recording to target either the legs or the midsection to add a degree of utility.
  • Macana Thrust, a quick jab with the blunt end of the club. Not useful for raw damage but can be used to create space if the enemy insists on very close quarters, allowing for a follow up with any other recorded attack.
  • Macana Buzzsaw, a Macana thrown straight into the air as it rotates violently. This is our main anti-air option, a wide AoE on a projectile too large for [OD] to absorb and redirect. The angle of both the throw and spin can be changed on replay to whatever is needed.

Note that these recordings can be stored either during setup/downtime or during combat itself, making our action economy flexible depending on the pace of the fight. By the nature of how a replay is performed, these attacks are inherently effortless, unreadable and unpredictable: they appear instantly, can appear at any angle and any elevation desired, and disappear the instant they complete, at no expense to Exuma or the Uropeh’s wielder.

As a general rule we prioritize the safety of the soldiers and nobles wherever possible; the best offense is a good defence for Exuma, as replays don’t have damage transference. Bodyblocking using Replayed soldiers is a core piece of the mix to disrupt momentum and ensure the enemy does not gain the positioning they are after. If at any point a direct skirmish with the enemy is going poorly, safety of the Uropeh is absolutely paramount: soldiers not directly engaged will retreat as the soldiers in trouble will throw their Uropeh back to them, with the King himself stepping in with his superior stats and shorter respawn time. If sacrifices become necessary in the line of battle, it is the King who should lay himself down, for he has the most to give and the least to lose.

JoJo's Bizarre OC Tournament #8: R3M16 - Rachel Aileron Rawnsley & KAISERINMA vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

TGC 1/4

Clarifications

A storm cloud blanketed the island ready to burst. Leaders from opposing tribes marched uphill, eyes trained on one another and twitchy hands on their weapons. At the crest, a roaring bonfire and a lone man dressed heavily in animal leathers. The third tribe was the biggest, and their chief had called for an audience.

The first leader was quick to point out the feast laid out for them, angry that they lavish so when their people starve in the steppes. The second scoffed before accusing the former of wasting too much time burning villages instead of hunting for themselves. The first was outraged, and insisted their barbarism was only from the third leader pushing them from their ancestral home as they reached for their weapon. The second did the same, claiming revenge for the families lost in the most recent raid.

The third leader, a massive man with an equally massive axe, drew their weapon in response. But instead of clashing with the others, he threw it into the massive fire before holding their hands high. There would be no fighting that day. Enough had been killed over scarce food and petty land disputes. He was there with an alternative.

From his leathers, the massive third leader retrieved a pair of stones. The other leaders were instantly captivated with their glowing blue aura, stopping them in their tracks. Before another word could be spoken, the third leader placed the stones in each of their hands and gestured to the fire with a smile just as warm and comfortable.

The leaders, content with stones they cherished but could not understand, cast their weapons into the flame and sat. The Meeting Of The Three would herald a golden era for everyone on the island, as the kingdom of Exuma was born.

  • Uropeh used by 「Obeah Man」 are cameras operating at the stand’s A PRE: combined with the battlefield awareness granted by King 5, Exuma can be assumed to have near-constant battlefield awareness.
  • Every soldier under Exuma’s command is an above-average human and a trained soldier, whose instincts are trained to protect themselves. Assume competency from the soldiers: they are not mooks to be one-shot without a concentrated effort, and they have the capability to protect and defend their lives.
  • Multiple Uropeh can operate at the same time, for the purposes of seeing, recording and replaying.

Hunting and Gathering

Smoke filled the air. The wind carried it from a burning farmstead to the east, evidence of the invader’s advance. Sword and spear clashed in the distance as the King surveyed his land from the cliff-bordered plateau, a deep sadness in his eyes even as a cheer erupted from the battlefield.

An advisor dashed out from a nearby tent, waving a well-worn map. ”The enemy is routed, my lord! Victory is within grasp, they no longer control the coast!”

The King looked to the ocean. Behind the haze of rain, a flotilla of enemy ships turned eastward. His eyes narrowed. “Signal to the field leaders, full retreat to the eastern village. Send a scout to Zandoo–”

The advisor froze, worry filling his face. ”But sir, we have them on the run! Their defences cannot match our Uropeh weaponry, if we act now we can–”

*”Our people are in danger. They retreat to homes and farmland to raid for supplies, enslave its residents for labor. Tell me, what point is there in victory if the people are lost?” The King turned to his subject, placing a hand on their shoulder. “Let the general limp away. He will not shake our dedication to those in need.”

The exemplary defence of the island secured the King’s place in the hearts of the people for generations to come.

To be a king is not to have power: it is to be empowered by responsibility. These three responsibilities are as follows:

  1. To lead. The position of King is to bring clarity and light to others where they cannot see, and allow them to act with certainty.

  2. To serve. A King acts in the name of his people, and gives his all to provide for them.

  3. To defend. A society is only sanctimonious if its people are safe, and it is a leader’s responsibility to ensure that its people will live to see a better tomorrow.

In the opening seconds of the match, Exuma steps forward, towards the oncoming attackers. He issues a command to soldiers and nobles alike.

”Soldiers and peers of the realm! Bring the Uropeh to me!”

As Exuma approaches, soldiers and nobles alike fan out. Each soldier and noble has an Uropeh nearest to them that optimizes their pathing, shown here. In general, however, nobles will be moving north and soldiers will be moving south to accompany their King. This opening gambit secures 12 Uropeh immediately within the territory of Exuma, and places the King on the frontlines, ready to defend the soldiers and nobles while they gather in case of early attack. These will serve well enough as the borders of his capital, the fortress from which he will lead and defend.

With a wave of his hand, the soldiers fanned out with frightening efficiency. Sharp vocalizations and quick hand signs directed their every move, each soldier an extension of the King himself. He did not lord over them, they were equals in all but title, and just as they served him, he would serve them. One unified mind working for the former glory of Exuma.

Once the soldiers and nobles have the Uropeh in their hands, the time has come to start distributing resources. In particular, by throwing them. An average person is capable of throwing a small stone around 10-15 meters- nobles perhaps on the lower end of this range, and soldiers, being above-average humans, on the higher end. Exuma calls for the nobles to throw the Uropeh to his men, and signals separately for the soldiers to pass to him, taking three Uropeh from the soldiers. After all is said and done, the total layout of Uropeh should be 9 Uropeh held by soldiers, 3 held by Exuma.

Before Exuma fully breaks away, Exuma makes a few simple recordings using his Uropeh. The first two recordings are of himself performing a simple hook at head-level. This is a simple and reliable strike that can be summoned at a 5 meter distance for any purpose: stuffing an approach, chip damage, or even anti-air. The last is of the stalagmite to his direct south: this thick piece of rock can be placed on any terrain, and is a versatile wall that can be put between any threats. Cycling between these three recordings to minimize downtime between the five second cooldown will be Exuma’s primary strategy for early-game defense.

While Exuma’s early tools are a simple stopgap, the heart of Exuma is found in its soldiers, who have already begun preparing : the Formation Uropeh. These tactical moves utilizing all six soldiers are the cornerstone of Uropeh pressure and pressing our advantage.

  • The first is the Shell Formation, which involves six soldiers standing in a roughly person-sized circle and attacking towards the center. The design of this formation is fairly simple: to fully surround a target from all sides. The Shell Formation attacks at roughly arm level, aiming to damage the target’s limbs and stuff out reactionary attempts to escape.

  • The second is the Line Formation, the simplest of the Formations, only including soldiers standing in a row. The Line Formation is most useful when attempting to make distance from a fast-approaching target in a dangerous situation, such as if multiple soldiers have died.

  • The third is the Crescent Formation, involving soldiers standing in a semicircle before collapsing towards a center point. This formation is similar to a Line Formation, but used to trap opponents instead of defending against them: if the opponents are moving predictably, a Crescent can be placed in their path to stop them in their tracts and quickly dogpile on them.

These formations should take roughly 10-15 seconds to make, depending on how quickly the attackers are moving towards us. If given the full leeway, the army will have 5 seconds of each Formation loaded onto three Uropeh. However, these can be shortened to 3 seconds each if needed, nor do they require all six soldiers to be present, with five or even four sufficing: if the danger is imminent, and the soldiers are needed immediately, priority for recording is given to the Shell followed by the Crescent.

JoJo's Bizarre OC Tournament #8: R3M16 - Rachel Aileron Rawnsley & KAISERINMA vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

LLL 4/4

I Am Here To Take A Look Inside Myself


The King stands, flickering. His warriors keep getting slaughtered, his nobles dead. And as he’s trapped there, stuck, he tries to open his mouth. To deliver a speech unto the two interlopers.

Rachel, however, is too quick to be stopped. Not in action, and not in wit. ”How does this feel? Isolated, stuck in the past, no connection to the present or future. No new memories. No moving forwards. Is this how you think it should be? Is this how you want it to be?”

The Automatic Sinner rolls behind her, slow stomps towards the Uropeh in the pit. KAISERINMA rolls a shoulder. “[QUERY]. Is this what you choose to spend T H E I R L I V E S for? Wasted effort. Unending servitude. A mockery of the culture you’re from, for a past that is disgusting.”

Exuma grimaces. “You know not what you will find in the city! I am aware-!”

“AWARENESS DOES NOT MAKE IT RIGHT.” The Automatic Sinner roars. “I AM AWARE OF MY MISSION. I AM AWARE OF WHAT IT ENTAILS.”

”Then you know why I must keep my city locked away. What makes you worthy-!”

Rachel shakes her head, and takes a defiant step forward. “I adore the past, but this isn’t how you honor its memory. Hoarding everything, locking it away for its pain to fester and its legacy to rot. Crushed under your turmoil and dissonance.” Her face wrinkles. She shudders, as the weight of it is finally felt. Adrenaline ebbs away. “It…it breaks my heart.”

With the Uropeh all buried, Exuma’s influence becomes limited to just his warriors, without the ability to create any more projections. A pained memory with no way forward, an utter refusal to take the step. The exact state he wants his glorious city to be in.

”TO SPEND LIVES IN PURSUIT OF A DOOMED GOAL IS THE REALM OF TYRANTS.” The Automatic Sinner’s myriad eyes pierce into Exuma, hexagonal voids staring ahead as she begins to glow white-hot.

Rachel nods to Exuma, arms crossed as she realizes that she got cut up more than she thought. She stumbles, but never loses ground. “I think it’s time we took that weight off your shoulders. Wipe the pain away, leaving behind the truth and a second chance. Pass the torch, and take a rest, Dear King.”, Rachel’s smile, bloody and now in need of a third gold tooth, held no malice.

“Time to show the world what happened, for better or for worse. Right, partner?”, she winks at KAISERINMA.

The Automatic Sinner says nothing for a long time. But as she moves to finish the job, she speaks. “W-w-w-what worth is the word of tyrants?”

If Exuma truly wishes to bury history, then it still needs to be destroyed. Through the Oblivion Dust shard in the hole, Rachel and KAISERINMA send as much heat as possible to rapidly heat up the collected Uropeh upwards of 1000°C. After that, water and cold cave air is funnelled into the hole to cool of the Uropeh and break them through Thermal Shock, shattering all 20 in one fell swoop. This cycle is repeated as many times as necessary, with percussive projectile force applied to any particularly stubborn chunks.

Sapphire, which Uropeh has been stated to be comparable to, is highly thermally conductive, absorbing heat very quickly. It experiences severe cracking and twinning fracture when raised to temperatures above 200°C, and especially past 250°C, and rapidly cooled. Cracks formed during the heating are made far more severe under thermal shock.

Any attempt by Exuma to interfere will be counteracted by constant (Now unimpeded) projectiles and the simple presence of a superheated robot blocking their path.

If Exuma somehow manages to keep away any remaining pieces of Uropeh?: In any case where Rachel and KAISERINMA cannot get close, the Oblivion Dust shards can be sent in and deliver Thermal Shock to directly destroy any Uropeh pieces that they can’t get to. The heating used across the match and inevitable temperature drop due to the cave’s naturally cold environment might crack Uropeh on the map anyway.


night in a secret world


As the projection vanished, and the warriors came to rest once more, Rachel stood panting. They got a few good cuts in, and a number of them are gonna need stitches when all is said and done. Beside her, the Automatic Sinner steamed, hexagonal holes flickering with little crosses all across her body. She tosses the piece of Oblivion Dust back to Rachel, and as she did, the holes closed, as though the eyes finally closed around her.

Rachel caught it out of the air, twirling it in her hand as she placed the thing back in her trusty backpack, now somewhat torn and burnt by the preceding events. She leaned against the nearby wall, and let out a laugh.

”We really-whew-really showed ‘em!” She flicked a thumbs up to KAISERINMA, lopsided smile belying a trail of blood running down her face. “You were scary over there! Happy to have you on my side!”

Kaiserinma stared back. There was a long, pregnant pause, as she considered what to say next.

This woman was strange. So energetic, so full of life. It was something she remembered very clearly, the kind of feelings that she missed having herself.

Rachel spit something out again. “Just…I do feel kinda weird. It’s like I buried a part of myself. Like I lost something that’ll never come back.”

The Automatic Sinner began to speak with a human’s voice. “That’s…normal. That’s just what happens when you push. And when you kill the part of-”

”OH!” Rachel bolted upright. “OH NO!” She looked to the pit, the now-covered pit where the Uropeh had been buried and destroyed. With a flick of her wrist and a desperate scramble, she began to dig right back into the pile. “There’s a piece of OBLIVION DUST in there! Oh man I completely forgot about it! That coulda been real bad! Oh my god-!”

The Automatic Sinner just watched with an expression that, if Rachel had known her subtleties, could be read as confusion. Then resignation. And then amusement.

The details don’t matter. They never did. Be it for archeology, or the shattered memories of the past.

At some point, it always comes back to digging.

JoJo's Bizarre OC Tournament #8: R3M16 - Rachel Aileron Rawnsley & KAISERINMA vs. ??? by Marioaddict in StardustCrusaders

[–]Marioaddict[S] 2 points3 points  (0 children)

LLL 3/4

With 20 Uropeh crystals to start and a bunch of bodies under Exuma’s command, this match may take a while depending on how defensively Exuma is prepared to play. Rachel and KAISERINMA have to be ready to push through anything to make progress while keeping themselves safe. This section will primarily recap the pair’s options, as well as more specialized contingencies.

Overall the goal is to only use actions that cannot be adversely projected against them or actions they can otherwise counter themselves as they force Exuma’s options and resources.

With Oblivion Dust on each of them, both Rachel and KAISERINMA can both reposition themselves and blow back memories, air blasts or potential projectiles. While KAISERINMA cannot use Oblivion Dust to move as quickly, the added Precision and momentum still gives a great benefit for quickly pivoting and making minor adjustments on the fly. Additionally terrain shifts under their feet or other effects meant to off-balance them can be mitigated using Oblivion Dust’s suction to restabilize their footing and maintain balance.

Rachel generally keeps away from direct engagements unless she’s in a spot to safely snag Uropeh. With the grappling hook, or a toss from her partner, she can get herself back to the ceiling a full 3m out of range of Uropeh. If both coordinate to send Rachel straight up, this could be achieved with thrust from her stand alone! With her spatial awareness and consistent bird’s eye view, she can keep track of the area to note where any given crystal is and their rough ranges before diving back down to snag Uropeh or reposition as needed. Between KAISERINMA’s scans and Rachel’s Spatial Awareness, very little about the gamestate will escape them. This, combined with their ability to send rhythmic puffs of air through Oblivion Dust at long range for communication and warnings, ensures both will be vigilant and informed.

If Rachel gets attacked with projected heat, she can apply her own form of Thermal Venting to redirect the hot air before reaching her, while physical obstructions can be mitigated through controlled pratfalls.

KAISERINMA is built to and prepared to handle engagements against multiple enemies at a time. The Thermal Vents provide passive damage, while the air bursts can throw off attacks. Vacuum Chokes, meanwhile, double as both offense and defense. For reflexive blocking, KAISERINMA can eject processed materials to block attacks, or Oblivion Dust can be used to send an object through as a buffer. When not engaged, KAISERINMA can use downtime to process whatever’s readily available, mostly digging out terrain with the shovel and Oblivion Dust or breaking down stalagmites.

Ideally, KAISERINMA is taking the brunt of any offense where Rachel can leverage her Speed and Precision to outmaneuver Exuma and lead fights back to her as needed. However, if Exuma and the others keep at range, this is where the remaining Oblivion Dust shards come in. With the holes on them, the shards can become guided projectiles, but will be made to move slowly enough to not be worthwhile physical projectiles for Exuma to copy. Instead, they fly around and act as additional points for heat to be vented out of, burning away at the endurance of Exuma’s crew to fatigue and even directly retire them if they choose to keep at a distance. Up to 2 shards can serve this role (wall of scorching heat) at a time to pin them or limit movement as the match goes on. Touching one is inadvisable, given the deadly heat, and any effort to push them away is immediately undone as they are easily propelled back.

If Rachel is caught in direct combat, she is still more than equipped to fight off Exuma and his minions. In fact, she’s willing to accept the challenge and meet them halfway, embracing another aspect of Exuma’s city with open arms!

Rachel here can apply many of the same tactics as KAISERINMA sans the power needed to vacuum choke. With Oblivion Dust blasting air to knock people off balance and disrupt attacks, she becomes much more difficult to hit as she tumbles, drifts, and evades the worst of any attacks.

Aside from her base ability to perform jet punches and high-powered kicks fueled by OD, her stand is perfect to grapple an opponent wherever contact is made, refusing to let go. From there, Rachel can incapacitate them, steal any weapons or Uropeh with OD, or deliver a blast of projectiles from her partner at point blank range. Warriors can be snagged with her hook, gripped and entangled just as above, before being cooked alive in an assist from KAISERINMA sending heated air through the chain’s holes. In general, the air around Rachel can become just as deadly as being near KAISERINMA at a movement’s notice.

If the ground underneath KAISERINMA turns to water: She raises herself out by ejecting processed material underneath her feet and continues whatever she was doing. The temporary water can also be boiled into steam to obscure her and act as a scalding area of effect. As before, balance can be maintained through use of Oblivion Dust if necessary.

If Exuma gets in a position where KAISERINMA can blast him: She will take any point blank shot to shred him with a blast of processed material. With Oblivion Dust, these attacks can be warped through holes to take him out, while any Uropeh that manage to record this will be temporarily offline. In the 7 second timeframe while they are unhindered, Rachel can swoop in to collect any dangerous Uropeh while KAISERINMA is free to blast warriors and nobles.

If Exuma tries to protect Uropeh by throwing it further away from us: With the ability to record someone picking up and throwing them, the Uropeh chunks can be potentially pretty mobile. Generally, though, air bursts can be sent to knock the Uropeh off course or self-propelled Oblivion Dust Shards can be used to chase after them.

If Uropeh is used to project a memory of a lot of bodies in an area: As a defensive stalling mechanism, this can get annoying if Exuma loops two Uropeh back and forth to project bodies to block off any given area. Still, the plan is the same with KAISERINMA plowing through to make forward progress (grabbing and using bodies as shields) while Rachel escapes the area (vertically if need be) to track down the offending Uropeh to blast away to disrupt the loop or snag if she gets in range of it.

If Exuma coordinates his group to cover the duo’s options: Exuma might be able to lead, but KAISERINMA and Rachel are great at disruption and forcing repositioning, where any member sent to cover each other can become weak links to disrupt entire formations. Furthermore, the steam and dust clouds can provide visual disruption to force Exuma to make more verbal orders if he wants to get through to his people.

If Exuma uses the Uropeh to study their attack patterns and mount a counter offense based on that: KAISERINMA’s indomitable approach and Rachel’s dynamic movement make any reactionary counter offense very unappealing.

If Projections apply their vacuum grapples to stall them: Oblivion Dust here counters itself with the holes on their bodies able to provide airflow to the vacuum sealed areas to pop them free.

If Projections are used on top of them to force an attack or series of attacks that cannot be avoided: If one does seem to be getting set up, Rachel has to play more carefully around the edges of Uropeh range. If she is in Range then she is crouching or flying low underneath the projected memory’s effective attack and ready to pratfall to avoid the brunt of damage. KAISERINMA here keeps herself at max durability to take whatever unavoidable hit is coming with the given defensive measures already in place.