W4 Game Reviews, feat. dreaded Bo3
Will this break 10k words? I hope not...
Spammernoob vs rineko
Starting off easy with my own game. I load a BO team with defensive core of Eirin, Kanako (SR), Chimata (Defog), Junko, Seiga, and Mokou (Scarf). rineko has an offense team with defensive core of Kanako (SR), Kogasa (Defog?) , Alice, and Chiyari, Youmu, and Seija. I wanted to uses Seiga because it looked powerful, with solid 130 SpA, 120 Spe, and incredible rainbow coverage. Here, I opted for NP + Ice Beam + Flamethrower, though upon further thought, Seiga is too frail to reliably NP so 4a Ebelt or Choice + Trick is likely better. Scarf Mokou is speed control for Marisa, Soga, and others, and Junko is BU to break bulkier mons like Kanako, Chimata, Iku. Chimata is Physdef Leftovers to relieve pressure from Kanako when dealing with mons like Sukuna, and Kanako is Physdef with Glare + Wood Hammer because Para is broken, and Wood Hammer helps chip Soga which hard-walls the rest of the set. Meanwhile, rineko's team seems to be Physical offense spam looking to overwhelm Kanako and/or Chimata. Youmu's speed tier means a scarfer is not necessarily required. Alice is likely Physdef to check Sukuna, or offensive with Colbur. Kogasa looks like the Defogger and emergency special check. Kanako could be either Phys or SpDef, though it is more likely to by Physdef since Alice and Kogasa are both SpDef biased, even if Alice is Physdef invested. I still have no idea how to identify Kanako's 2 moves past EQ + SR, but I assume there is no Life Dew at least.
Going into this game, I didn't really know what Seija or Chiyari did, but I knew that both had physically leaning stats. Youmu is normally a Cirno support, but here I expected some SD set with STABs + 1. Since it is Phys spam with Seija and Chiyari, I know my Eirin will likely be useless, probably relegated to answering Alice for a bit before getting a Knock and being sac'd for momentum, or ideally getting a Nerve Poison para off. Chimata and . Sadly, Seiga is hard-walled by Kogasa w/o Tbolt (something I regret not loading), so I am relying a lot on Mokou to clean (pray Chiyari is chipped LOL), after Kanako, Junko, and Chimata trade down with the enemy team (preferably positively). I need Chimata to trade with some of rineko's Phys mons, but she definitely loses to Chiyari, so my goal is Chimata vs. Seija and Youmu, Kanako vs Chiyari and Kogasa (though Seija and Kogasa can go to either depending on the situation).
For leads, Kanako has a solid MU into rineko's, only really being forced out by threat of Alice Ice Beam, and setting SR on the rest (if they lead Alice, I go Eirin). Likewise for rineko, Kanako to trade SR immediately is not bad, esp. since Seija can punish my removal by getting an evasion boost. I don't really see a reason not to lead Kanako, unless Chiyari is not boots, in which case rineko should lead Alice to deny SR. I don't really see another option, but maybe Youmu can lead if she has Ice move. If she trades, Seiga would be much better, though sadly Kogasa still walls it since I'm not Tbolt.
I take my Kanako lead as rineko leads Kogasa. I was confused by this lead, but take the turn to throw off a free Glare, as Kogasa U-turns into Kanako. I click SR expecting to trade rocks, but get a lucky full para. I then aggressively switch to Seiga on SR, though this was relatively safe as I knew EQ was not getting clicked. I overthink this turn and click Dark Pulse even though I have Ice Beam, as rineko trades with EQ. Here, I expect rineko to stay in, as EQ 2HKO's Seiga and Dark Pulse does not 2HKO Kanako, so I click Ice beam as they switch to Kogasa and get a lucky (?) crit for 30%. I am walled, so I switch to Chimata, as I expect a U-turn or Play Rough and want to conserve Kanako's HP. rineko U-turns to Alice, and I Volt to Eirin to take minimal damage from Aura Sphere. More than likely, Alice is Colbur, as Leftovers aren't revealed, so I take a free Knock with Eirin as rineko switches in Kanako. I am too lazy to calc Psynoise, so I take a Chimata switch as rineko uses Glare, likely expecting the Chimata or Kanako. I am afraid of Seija switching in on Defog, and I know Kanako cannot touch Physdef Chimata (Thunder Punch does ~25%) so I decide to click Volt, as rineko goes Alice on a potential Make it Rain or Defog (is it Competitive? idk). I go Eirin again, and fire off another Knock, as I expect Knock + SR + Psynoise should kill Kanako at this range, as Alice reveals TR. In hindsight, this was obviously not Recover (surely STABs last), but I click Psynoise to deny Recover, as rineko clicks Psynoise as well for chip. I am surprised in chat here as Alice underspeeds my Eirin, though I guess it is expected if it is OTR. Eirin's Brain of the Moon minimizes damage she takes here, so she's able to remain healthy after taking 2 Psynoises and finishing Alice off with Knock Off. Here, I guess I can cope that 36% was out of range of 1 Knock, or my play stalled 1 turn of TR, or whatever...
2 turns remain of TR, and rineko sends out Kanako. Para'd Kanako outspeeds Eirin in TR, and I want to preserve the sac so I go Kanako on EQ. I think Chimata here was very obvious, so I wanted to cover a potential Chiyari double, as I didn't expect Glare to come out. On the next turn, I decide I need to preserve Kanako since it is easy to lose to a full para, so I go Chimata. Here, Volt is risk-free for me to spam, as I don't think Kanako has anything to hit Chimata, so I click it repeatedly. I figure rineko also wants to sac her Kanako here, so I just take the time to fully heal my Chimata with Leftovers, and take the kill with Make it Rain. rineko sends out Seija, and I don't really know what this is going to do (in hindsight, its obviously not SD), but I figure there's a reason it came in so I swap to Kanako on Overheat, taking 30. I really need to preserve Kanako for Kogasa (and Chiyari to an extent) so I switch to Eirin, now knowing Seija is special. Eirin tanks a +2 Dark Pulse and a +2 Overheat, but doesn't get the Nerve Poison para and dies to the +4 Dark Pulse. I am forced to go Mokou and Flare Blitz revenge, as I don't have faith Seiga can kill from 60 with a coverage move. I think here, rineko is forced to sac someone, as, even though Chiyari and Kogasa are both resists (and I am 100% clicking Blitz), Chiyari cannot tank 3 Flare Blitz (and is outsped at +1), and Kogasa is only at 47 after SR so likely cannot take 2. I'm not sure if sacing Seija is correct here, as she has a good MU into my remaining mons bar Mokou, but Chiyari and Youmu can maybe possibly beat Mokou? so it might be fine.
rineko goes Chiyari to take advantage of Mokou and set up a DD, as I go hard Junko. If Kanako was full HP, I'd go Kanako ofc but I think she is too low to contest +1 Chiyari. I click EQ as I pray my no bulk Junko can take +1 Flare Blitz, as rineko elects to DD again (to outspeed Mokou?). EQ does 75, which is great for me as rineko is forced to Flare Blitz to trade +2 Chiyari for my Junko, which I'm glad to take. At this point, I think the game is mostly over, as rineko only has Kogasa and Youmu vs 4 mons, including a Scarf Mokou. Kanako has the bests spread of MUs here, as Seiga loses to both and Mokou loses to Kogasa (and I don't want to risk full paras with Chimata). rineko reveals screens Kogasa (why were these not clicked earlier) as I click EQ, and then reveal Wood Hammer (troll play). Last mon Youmu comes in, and I click Glare so Seiga can outspeed, as Youmu reveals Lum Berry and Ice Spinner (which doesn't kill). Kanako dies to the follow-up Shadow Claw (forced, as I threaten another Glare), and I go Chimata. I have brain damage and forget that I can Defog the screens, so I click Make it Rain for 40 as Youmu SDs. Here I panic, as I realize Drain Punch probably wins, then remember I can Defog the screens so Mokou can kill. I Defog the screens as Chimata tanks a Sacred Sword, then die to the second but Mokou cleans up with Flare Blitz. If rineko used SD vs Kanako, I probably lose since Chimata will die before I remember I can Defog (maybe not? idk the Mokou vs Youmu calc at all).
Kogasa and Kanako being chipped early basically opened up the path for Mokou to clean. Chiyari is an interesting punish for all the Scarf Mokou spam, though it feels a bit volatile since you always eat 2 Flare Blitzes if you try to set up vs it. The best punish is surely Clownpiece, and the second best is Utsuho maybe (probs best if you are skilled at keeping off SR), though neither really fit this team (Clown is probably pretty good at snowballing on screens, actually). Seija was very scary in the midgame but I was lucky it only got a kill on an already useless Eirin and 30% on my Kanako. I think if rineko decided to set screens earlier, the game would've been much different, though it's impossible to say how it would've played out. I relied a lot on trading damage to check the opposing mons, so screens may have allowed Seija / Chiyari to snowball in the midgame instead of being traded out.
QT vs big tony 2014
QT has balance team with Soga + Cirno bolt-beam offensive core, Lily (Defog) slow-pivot, Sukuna + Iku blanket-checks, and Yukari. big tony has a BO team with Ran + Zanmu + Hong Meiling Psychic / Dark / Fighting offensive core, Suwako (SR), Chimata (Defog), Raiko. For QT, I expect scarf Yukari, as Marisa would otherwise need to be checked by Soga speed tie. Soga feels like it could be CM here, though if it is Specs then I assume Iku is DD. For big tony, I expect one of the PFD core to be Scarf. Chimata and Raiko are probably defensive, and Suwako is probably SpDef. Raiko is probably needed here to check Sukuna, as otherwise big tony relies on Chimata, who can be exploded by Thunder Punch (what does Raiko even do).
QT has no SR setter that I can see, and likely Defog Lily. Tony has SR Suwako and Defog Chimata. This is nice for QT, as Lily can always deny SR from Suwako, which is valuable as Cirno appreciates no SR up. QT also has a strong MU with Sukuna, as it can outtrade most of big tony's team with the combination of Fairy move + Thunder Punch. I don't really see a nice wincon for big tony, but if QT opted for Spikes on Sukuna then it might give big tony a chance with whichever Scarfer he has. Suwako is a very nice defensive piece for big tony, though Cirno is dangerous with Freeze Dry.
For leads, QT can lead Cirno or Lily to immediately deny Suwako's SR. There's no hazards on this side (unless Sukuna Spikes, but that is not a good lead here) so QT should try to counterlead big tony's setter. big tony can lead Chimata to counterlead Cirno and Lily, and threatens a Volt Switch for immediate momentum. Thus, QT's best lead might be Soga, as if Chimata leads it is threatened out immediately, and if Suwako leads, QT can go straight to Lily to Defog (though big tony goes Chimata on Lily and gets the Volt Switch momentum...).
QT leads Soga, as big tony leads Hong Meiling. I think lead Hong Meiling telegraphs not DD, probably wants to U-turn T1 so probably Scarf. Alternatively, it could be SR, but this seems terrible when Suwako is on the team. QT has a very safe Lily switch. For big tony, the only clickable moves are U-turn and Knock. If big tony clicks U-turn, he can go Suwako on stay-in, or appropriate answer on switch (likely Chimata on Lily, then has to guess Volt / Make it Rain). If big tony clicks Knock Off into Lily, Lily gets a free Teleport for momentum. Big tony decides to click Knock Off, as QT decides to stay in to Volt (???) taking 95 and losing Specs. QT goes Cirno for offensive pressure, and Hong is forced out due to being locked into Knock. Cirno clicks Ice Beam as Raiko switches in and instantly explodes to a crit. big tony goes back to Hong (other option is Chimata, but lower pressure) and clicks Meteor Mash as QT brings in Lily, taking 90 from a crit (I did not know it got that). QT is threatened out and goes Yukari, as tony goes Ran expecting Iku switchin. I think Yukari is a fine switch to preserve Multiscale, but Iku is fine too since she can Recover -> go Lily on Suwako the next turn to get Regenerator. Yukari is a telegraphed Scarf, but big tony clicks U-turn for 65 as QT clicks Glare. I think Dark Pulse once is a fine click here, as Zanmu or Suwako are the safe switchins for big tony, and Suwako lets in Lily (Zanmu is a bit of a problem though, esp. if Lily is not max Speed). big tony decides to go into Hong as she is the only one that outspeeds Scarf Yukari, and clicks U-turn for free as QT goes Lily, and brings in Zanmu (Lily Regen denied).
So far, it's been impressive how well big tony has done despite the massive bombs of Sukuna and Cirno that threaten a KO every time they enter. Soga is at 5% and Lily is stuck at 17% for one more switchin, which puts incredible pressure on QT to keep off SR to not lose to Hong Meiling CC spam. However, it is not a clean line for big tony, as setting SR with Suwako invites Lily to get Regen healing, so this will need to be played with some finesse. This is relevant here because QT now has the option of sacing Lily to bring in Cirno to trade a kill, or make a switch to Sukuna or Iku. If Lily is sac'd, Soga instantly dies to SR, so QT is forced to hard in against Suwako to trade, and only has Sukuna Dynamax + Iku Multiscale as options against Hong Meiling and Iku Multiscale will need to be aggressively leveraged (Cirno double) to not lose to Suwako. However, if Lily is preserved, QT can leverage Iku's Multiscale to force out Hong Meiling, and use the opening to heal Lily. I'm not sure how exactly the sac war would turn out if Lily is sac'd, but it would lead to a pretty short game from here and likely depend on if Chimata is SpDef or PhysDef.
Instead, QT decides to go Sukuna as Zanmu clicks Substitute. This seems a little suspect as Zanmu can EQ for major chip on Sukuna, which would instantly make this game very difficult (though taking the Lily preserve path is already difficult). Instead, big tony opts to put up Sub, and then Wicked Blow does 30 to Sukuna as it breaks sub with PRough. big tony is forced out into Chimata, as QT reveals Spikes, so it is not likely to be TPunch (usually Tpunch is run with Ice move). QT clicks Gigaton as Chimata volts out into Ran, and QT sacs Lily to Fire Blast to bring in Soga. This line feels relatively autopilot for big tony, but it is very difficult for QT. Unless the Gigaton was important for Cirno kill ranges, I think it is better to go hard Lily to get a Regen proc or sac to Make it Rain. If big tony Defogs the Spike, it is a happy Regen proc and QT can go Iku the next turn to force Chimata to Volt into Hong or Suwako, which puts big tony in a guessing game scenario. If Chimata instead Volts, Lily either secures a heal or Zanmu lets in Sukuna again and we loop a bit. If Chimata uses Make it Rain, it is kinda cope but Soga or Iku can come in and then hard to Cirno on Suwako and try to secure a kill. I think some scenarios are better than this one, but only if the chip on Chimata doesn't matter for Cirno (I can't be bothered to calc, esp. since idk the Cirno set... Specs maybe?).
big tony goes Zanmu on Shadow Ball, then tanks Tbolt and kills with Wicked Blow. QT has option to go Cirno here, which seems ideal to me. Instead, they go Iku and DD as Zanmu clicks Pain Split, healing from 11 to 58 while taking Iku to 57. I think this is the end of the game psychologically, as I would insta-tilt in this position. If Iku has Recover, it should be spammed until she is out of Wicked Blow range, then another DD clicked, but instead Dclaw is clicked on the Ran sac (indicating no Recover, though not a surprise for DD). big tony goes Hong, and collects a free kill with CC on Iku. QT is forced to Sukuna, and big tony goes Chimata on Prough. Chimata heals with Moonlight as QT reveals Sukuna has Wish. Sukuna continues to chip at Chimata in vain as Chimata volts to Suwako. QT goes Cirno (only option) on EP and eats 65, but scares big tony out with Freeze Dry. big tony decides to sac Zanmu as she loses to the rest of QT's team, then goes Hong to threaten another CC. QT switches in Sukuna and takes 63, sitting at 35 after Lefties (out of range of another CC if Dynamax). big tony takes the safe Chimata switch as QT burns Dynamax, and game is basically over. I fear QT had to aggro Cirno in here, as they are so behind they need to claw back sacs, but it might be too late. We know Chimata underspeeds Sukuna, so she can slow Volt into Hong Meiling for free and claim a kill. Instead, big tony decides to Make it Rain as Sukuna uses Wish (living on 1%). big tony opts to throw another Make it Rain as QT goes Yukari, barely tanking the -1. Yukari clicks Glare (def pointless atp) as big tony goes Suwako. EP finishes the 7% Sukuna, Suwako is sac'd to Cirno, Hong revenges, and Chimata is sac'd to reset Yukari's Intimidate so Hong can cleanly kill with a CC.
I am surprised that big tony won given the Fairy weakness vs triple Fairy, though no Tpunch on Sukuna made the MU harder since Chimata walled it and got free momentum. Hong sniped both its CC switchins immediately, making the game much easier for big tony. I think the critical turn was Zanmu vs Lily, as I think sac Lily -> Cirno would've simplified the game greatly (is this in big tony's favor? since he's ahead? but I would do it in QT's place since I have a small brain). Main questionable play from QT was T1, I think Hong is never SR on a team with Suwako so should accept losing momentum to U-turn and just go Lily (though ig Meteor Mash exists...) or maybe Sukuna... copium.
fiish vs DripLegend 2014
fiish has a Cirno team with Letty (Snow support), Iku, Suwako (SR), Kogasa (Defog), and VIVIT (Booster?) while Drip has a team with Sannyo, Takane, Joon, Tenshi, Reimu, and Luna. For fiish, Cirno is an obvious Slush Rush with Letty's Snow support. I don't think Letty has a pivot move, so fiish will rely on Suwako slow pivot or Eject Button / Pack to get Cirno in safely, or have Veil on Letty (seems bad). Since Cirno is so fast in Snow, VIVIT has the freedom to forgo Booster Energy and possibly play a pivot role, though Booster is very useful when Snow goes down as a mon sets up, as resetting weather often lets the sweeper get +2 and outspeed your Cirno. The team feels very Ground-weak, so I expect Iku to be Levitate, and Suwako is hopefully Physdef spread so team has better MU into Sukuna. I'll be honest, I have no clue what Luna and Takane do. Seeing Joon makes me think there is the possibility of hazard-stack, but who knows...
For hazards, fiish has Suwako SR + Kogasa Defog (unless its Defog Iku...), while Drip has Tenshi SR (?) + Luna? Reimu? Defog. From the MU, I doubt Drip will be able to set SR easily, which is good for fiish as Cirno is likely Specs, not HDB (and Letty is Icy Rock). Tenshi can only really set vs VIVIT kinda, and Iku kinda (not without losing a lot of HP due to low SpDef), and Kogasa can easily come in immediately to threaten it out. Drip does have Joon to block Defog, though Wave Crash is a free click into Tenshi anyways and Joon does not appreciate taking 2 of them. Meanawhile, Suwako has solid MU into most of Drip's team, so SR are likely to go up at some point, though their impact will be relatively low. Luna can probably remove more easily than Reimu, so hopefully that is the removal for Drip. For wincons, Cirno is the obvious one for fiish. Drip has one Ice resist in Joon, and her poor SpDef makes her liable to getting blown up by Cirno Blizzard anyways. fiish's goal will be to position Cirno to claim kills as often as possible, ideally by chipping Drip's team into Blizzard range with various pivots and/or hazards. On the other hand, Drip relies more on attrition, esp. with Sannyo and hazards, and doesn't have a clear wincon on preview. If Joon is Scarf, there is a chance (small) that she can pressure hard enough to slowly pick off components of fiiish's team. If Reimu is CM, it is possible to set up vs Suwako and possibly snowball, assuming VIVIT is not Physical or is dealt with, and Kogasa is dealt with as well. Ideally, Drip's line should be to pressure Suwako with Sannyo chip + Joon, then aim to wear down Kogasa so CM Reimu can win, though this is awkward as Suwako is Reimu's easiest setup fodder but it is also protecting Kogasa from having to answer Joon (maybe VIVIT can do it instead).
For leads, fiish can either lead Suwako or Letty, though I kinda prefer Suwako since SR can set up Cirno to secure some KO ranges, and delaying Snow until needed is nice as it means Snow lasts until a later turn. For Drip, Sannyo or Takane seem OK, though Sannyo covers Letty better and can get chip on Suwako immediately. I'm not sure what set Takane is. I know she can deny SR from Suwako, though I'm not sure if there is anything to be done vs Letty if fiish leads it. Tenshi can be led to try to catch Letty, though Suwako owns it so hard I wouldn't bother...
fiish leads Suwako while Drip leads Tenshi. Throwing away Tenshi t1 seems OD, so even though SR or EQ on opposing SR is tempting, Drip takes safe switch to Takane as fiish U-turns immediately to Cirno and threatens a Freeze-dry kill. fiish clicks the safe Freeze-dry as Drip is forced to Joon and takes 35, and Recovering to full as fiish goes Suwako. fiish clicks EQ instead of SR for some reason as Drip goes Reimu. fiish clicks Scald, which seems pointless into status immunity, as Reimu uses CM, then deals 28 to Suwako on the slow U-turn into VIVIT.
This next turn is kind of interesting. Drip has +1 Reimu in against VIVIT. VIVIT threatens Electric STAB or Missile. Reimu can stay in and Aura Sphere, switch to Tenshi, or Takane. If VIVIT uses Double Shock on Reimu, Reimu should explode unless fully Physdef. However, if Drip decides to switch in Tenshi, she lives Missile and can force up SR which can't be removed due to Joon. If VIVIT uses Missile into Reimu, she likely explodes to Aura Sphere, but the chip should put it in range of most things on fiish's team, and can't really Recover on anything except Suwako. Takane is a safe option that covers both Electric STAB and Missile, and can U-turn the following turn at the cost of her own HP. Drip opts for the safe Takane midground as VIVIT uses Double Shock for 38. VIVIT U-turns out into Letty the next turn. reducing Takane's Synthesis healing to 25%. Takane being low means the next time VIVIT comes in, she can likely secure a kill, as no one else on Drip's team switches in well to VIVIT. fiish now aims to safely bring in Cirno ASAP, while Drip aims to prevent this. fiish pivots in Iku as Takane misses a Leaf Storm, and clicks Fiery Dance (no boost) as Takane U-turns into Tenshi (good time to force SR). The Leftovers healing telegraphs Iku is Levitate, which is not surprising given this build. Iku does 27 to Tenshi with Revelation Dance and takes 47 back from Mighty Cleave, indicating Tenshi is AV (I think). Iku does another 27 to Tenshi as Drip predicts the VIVIT with EQ, and whiffs into Levitate. I guess this is not a terrible click, as it is clear Iku is getting outtraded by Tenshi, but Suwako is also a safe switch as Tenshi's best move to hit it is Sacred Sword. Iku is out of range of Mighty Cleave now, while Tenshi is in range of 2 Revelation Dances, so Drip takes the switch to Luna Child to immune the Rev Dance, and clicks Night Daze into a VIVIT switch-in, revealing VIVIT's Leftovers. VIVIT clicks Missile as Drip pivots in Joon, then clicks Missile again as Joon throws a Toxic. Joon realistically always has Fire coverage to not be walled by (non-Sukuna) Steel-typpes, so clicking Missile again seems dangerous. Double Shock should secure a large amount of damage, or U-turn can be clicked to pivot out into Suwako who should wall Joon. Drip clearly clicked Toxic expecting Suwako, but now that Toxic is revealed, Suwako is less likely to come in. Drip uses Recover, likely expecting a Double Shock, as fiish instead U-turns to Kogasa to get a Surprise proc. fiish then U-turns back to VIVIT expecting Toxic, and takes 43 from Flamethrower instead. fiish now U-turns into Suwako in a second Flamethrower, and U-turns again as Drip sacs Takane. Takane was already low, so being sac'd for momentum is not bad; additionally, if fiish gets greedy w/ SR or attacking that turn, Takane should be able to regain momentum easily against Suwako, as Takane forces Suwako out, likely into Letty, and Drip can take a U-turn into one of his offensive threats (Tenshi? Joon?). Since Drip has second choice, fiish decides to just go Letty to set Snow. This seems fine, as Letty gives value regardless of having to switch next turn. The alternative is Suwako to set SR, but this gives Drip the opportunity to set up with Reimu, which is dangerous. Drip chooses to go Tenshi, and uses SR as Letty kills with Blizzard. Turns out if was not AV after all, Iku is either minimal SpA invest or Tenshi has a lot of SpDef.
fiish is ahead 6-4, but Sannyo and Joon are both full HP to tank 1 Blizzard, and fiish's only answer to Joon is Suwako (who can be set up on by Reimu). This situation seems favored for fiish, but the game still is relatively close, especially since SR now puts Cirno and Letty on a timer. Game should come down to how much resources Drip can extract from fiish before Cirno gets an in vs. Reimu or Luna. Joon and Sannyo can both force out Cirno from full, but this means Drip needs to sac each time, so only can force her out 3 times max. On the other hand, fiish has struggled to safely get Cirno in all game, so it likely won't come to that.
Drip sends in Joon to threaten Letty. Letty doesn't threaten Joon with anything, so she is safe to throw a Toxic as fiish goes Kogasa (this seems troll, Kogasa is probably walled). Kogasa eats 50 from Make it Rain as Defog reveals Joon's Abiility Shield, and fiish reveals not reading sheet. fiish U-turns out to Suwako as Joon clicks Make it Rain again for minimal damage. fiish clicks EQ fearing Toxic, as Drip takes a switch to Reimu. I think the EQ is fine here? since Suwako is appreciated to trade into Sannyo. I have been mentioning that Reimu takes advantage of Suwako for a while now, and here she gets a CM on the U-turn, forcing fiish to VIVIT. VIVIT throws Double Shock, dealing 90 and dying to Aura Sphere, indicating max Physdef Reimu. I think before, Drip was more cautious due to potential boosting item, but after Leftovers revealed, he knows Double Shock doesn't kill. fiish has the option of Iku, Kogasa, and Cirno. Kogasa is easily walled by Joon, Iku should be walled by Luna, and Cirno is unreliable, as she relies on Blizzard to 2HKO Joon or Sannyo, which is not ideal. I think Iku is the nicest in here, as doubling to Letty on Luna to set up Cirno is a nice possible line. fiish instead chooses to go Kogasa and click Wave Crash on the obvious Joon switch, but only does 28 which is very dire. fiish U-turns to Iku as Joon recovers, then does 50 with Fiery Dance (no boost) as Joon throws off a Toxic. Drip goes Luna to wall Iku, as fiish reveals the second Defog to clear SR. This is the perfect opportunity to Letty in -> Suwako -> U-turn Cirno, but fiish elects to go Suwako first, going down to 44 to slow-pivot in Letty, then going back to Suwako as Drip switches in Joon. Drip makes the smart call to Recover here as Suwako U-turns, as EQ is never getting clicked into potential Reimu. fiish is forced into Iku and throws a Fiery Dance into Luna, doing a whole 14... walled... fiish pivots Suwako on Moonblast, then U-turns into Cirno as Luna Moonlights for 25 in Snow... Cirno is now set up to a kill... 20 turns since the last kill. Sannyo is sac'd, and Joon is forced in.
At this point, fiish is up 5-3, but Iku and Kogasa are both Toxic'd, and Suwako is at 40. For Drip, Luna and are both low, and Joon is full HP. Ideally for fiish, a mon is sac'd (like Kogasa, Iku in and Fiery Dance boost to victory. The unfortunate issue is that Luna takes 14, so Discharge does 21 unboosted... 2 Discharge won't kill and gives her a chance to heal while Iku ticks out, and Fiery Dance needs the 50% boost and good rolls to deny Moonlight. fiish takes this line, sacing Kogasa as Drip doubles to Reimu expecting Suwako. fiish can't risk Reimu Recovering, so clicks Wave Crash as Drip goes into Joon. Drip clicks Recover to stay out of Cirno Blizzard range if Kogasa decides to suicide, as fiish smartly clicks U-turn into Suwako. Drip clicks Toxic as Suwako clicks U-turn fearing Reimu. If Suwako EQs on Reimu, Reimu clicks Recover on U-turn to Cirno, and fiish can click Freeze Dry, and play the long game to burn Junko's 3 remaining Recovers (which is possible) to set up Moonblast sweep, or risk Blizzard acc. I think this is not a terrible line? and if Joon stays in fiish wins on the spot. fiish decides to go to Iku to click Fiery Dance as Drip goes Luna, and misses the boost, which is disastrous. Luna now threatens the Moonlight, so fiish goes Letty to deny full value, and Drip doubles to Reimu on this. Reimu only takes 50 from Blizzard, so can easily Recover-stall Letty. fiish goes Cirno on another Recover and forces the Luna sac. fiish tries to sac Kogasa again as Drip doubles back to Reimu, eats 50 from Prough and Recovers to full as Kogasa dies of poison. fiish goes Cirno and 2HKOs Joon with Blizzard, but Snow ends as Reimu comes out.
Reimu proceeds to dodge 2 Blizzards, set up to +2, and win. 70% accuracy moment.
Drip kinda lucked out multiple times, with no SpA boost from Iku vs Luna, Blizzard miss, and no EQ from Suwako on 2 times vs Joon. If fiish just used calc instead of Blizzard w/ Letty on T47 the game was won, but no way I would've used calc there (I'm lazy af). The fact that the game went to T61, even though Cirno had no good switchins and was able to secure a kill every time it came in, is because fiish did not have enough slow pivots to get her in safely. Only Suwako could do it, and she had her own deal of problems to worry about. This is a case for using Eject Button and / or Teleport Lily on Cirno teams to get her in more reliably to spam Blizzards and win. The fact that Joon pressured fiish so hard is dire, as imagine how much worse the game would have gone if Drip had a Sukuna...
Drip is a fucking lucker and this game kinda makes me mad, but he played to his outs ig (Reimu cheese...)
The dreaded Bo3...
I'll just give some thoughts on Bo3 before I get to the games. I used to be better at Bo3, often losing G1 and winning G2 G3, but now I'm washed and always win G1 lose G2 G3... I think G1 going for aggressive MU fish is probably a good line, and then G2 G3 play safe if you lost G1, and G2 play aggro if you won G1. I often don't reuse in Bo3, but I think if you have a particularly strong team you can occasionally reuse as a surprise.
Bo3 is a much better format than Bo1, and I'll gladly Bo3 anyone in future weeks if they want (building this tier is fun).
about15gals vs fififlutters G1
about has a Ghost-spam offense with Murasa + Soga breakers, Suwako (SR), Chimata (Defog?), Iku, Clownpiece support. fifi has an Utsuho team with Suwako (SR), Chimata (Defog?), Iku (Defog?), Yukari, Kasen. For about, double Ghost breakers seems a bit soft into Rumia, though Clownpiece can take advantage of Rumia and is generally difficult to deal with. Chimata is the main Sukuna answer I assume, though most of the team can take a hit and trade with Sukuna. There is possibility Iku is DD for about to supplement the special Clown + Soga, though special helps break for Soga so it is not too bad either. Murasa or Chimata could be scarf, but Chimata likely isn't to preserv good Sukuna MU, so it is either Murasa scarf or slow team that copes w/ tie vs Marisa (can get away with it with Clown + Iku + Murasa tbh, esp. if Iku is DD). For fifi, the team is very slow, so Scarf Yukari is pretty telegraphed. Double removal with Iku + Chimata is likely given Utsuho. This means the primary breaking power is Utsuho + Kasen, so we could see Kasen BU... more than likely just 4a though. Utsuho is probably 3a Roost with STABs + Dazzling, that set is the most consistent in my experience.
For hazards, both players have Suwako with SR, so neither can really set SR without trading. Obviously, fifi needs SR off more than about, as there is an Utsuho on their team. Chimata has a poor MU into Suwako unless it is Trick Scarf, in which case it can cripple Suwako by disabling its slow pivot capabilities and making SR a major momentum sink. If fifi's Iku is Multiscale, removing SR will be very annoying as Suwako can easily pivot back in to reset SR immediately. For threats, fifi's Utsuho is very powerful in midgame, as nothing switches in well. Kasen is kept a bit in check by Clownpiece, though Clown gives entries for Utsuho which is very dangerous. about's 2 Ghosts are also extremely threatening, since fifi has no Ghost resist. If Murasa is scarf, she outspeeds Yukari scarf in endgame which is big in the MU. Both Suwakos will be very annoying. and likely end up trading, as nothing enjoys switching in to Suwako (though fifi can threaten it much more immediately with Kasen; about just has to cope with slow chip). fifi has better trading capabilities since their mons are bulkier, so it comes down to how efficiently fifi can force trade-downs from about before getting too chipped and losing to ghosts. I do remember another game where I expected Scarf Murasa and it was revealed to not be Scarf though, so maybe that is the case here, in which case Scarf Yukari is about to farm.
For leads, fifi can only really lead Kasen to deny SR, or scarf Trick Yukari (or Chimata?). I don't really like tossing Scarf immediately in this MU, but crippling Suwako is so important for keeping off SR (and winning) that it should be worth it. about can lead Suwako, but Kasen is so obvious that Clown is not a bad lead. Clown immediately threatens Wisp, and doubling to Suwako t1 on Suwako / Utsuho is great. I don't think fifi can afford to lead Suwako and trade SR t1, so I think Clown lead is ideal.
fifi leads Kasen as expected, and about leads Murasa. I calc'd and max Atk Polt from Murasa actually OHKOs Kasen... fifi goes into Chimata (physdef) as about doubles into Clownpiece (or is fearing Scarf?). This play is very confusing to me as Polt seems relatively free (unless miss) and Clown is obvious invitation for Suwako. fifi goes Suwako on Torch Song, and about decides to stay in to Wisp as Suwako does 90 with Scald. Clown is sac'd (???) to get 26 with Moonblast, and Murasa is brought back in. Wave Crash is clicked into Chimata, doing 55 which reveals CB Murasa (so slow team). fifi opts to sac Chimata, chipping Murasa to 30 with Helmet + recoil. This makes t1 extremely confusing, as Poltergeist would have easily killed Kasen and 2HKO'd Chimata. Why was this not clicked? Murasa's ability sets rain, so fifi can only go Iku or Scarf Yukari to revenge. fifi opts for Iku, and about absorbs a Draco with Suwako. about opts to U-turn instead of setting SR as fifi pivots in Kasen to get the Wicked Power charge. So far, this game has been extremely confusing from about, as they have not only given up a free kill with Polt T1, but also pointless Clown sac and not taking a free SR set vs Iku (esp. after Chimata down). about opts to go into Chimata, and fifi opts to go Suwako instead of trading damage (fears potential Hurricane?) and easily tanks Make it Rain, and takes advantage of about's rain to fire a Scald into about's Suwako, dealing 50% and burning. about can now trade HP on Suwako with Scald, or throw up SR (likely not staying up since Suwako is in 2HKO range of Iku). fifi makes an aggressive switch to Utsuho expecting SR, as about instead U-turns to Murasa. fifi decides to sac Utsuho to Wave Crash, trading out with Murasa.
Here, the game is 4-4, with both Suwakos low. Hazard control is no longer a priority for fifi as Utsuho is down. Both players have Iku Multiscale preserved (unless about is using Swift Swim on ultra greed). For speed control, Yukari Scarf should outspeed about's team and threaten 2HKOs on everything with unresisted Dark Pulse. Kasen is oddly nice as she should be able to trade with any one mon on about's side, maybe not Chimata. Both Ikus are in a nice position with Suwakos low, though fifi's Iku is Draco which means it cannot snowball, which may be a problem in lategame. In the double-down scenario, Soga is unviable to send as she immediately loses momentum to Yukari. Suwako is tempting to take advantage of rain, but Kasen is annoying for about's Suwako. I could see arguments for any of fifi's mons to come out here, but Chimata and Iku only for about. fifi opts for Suwako as about selects Chimata. This should be a poor MU for Chimata in general. fifi fires off a Scald, which is risk-free as worst-case it breaks Iku Multi, but about reveals Trick Scarf. This situation is not ideal for Suwako, as it can't lock into a move that beats both Chimata and Iku.
Suwako spams Scald as Chimata dies, rain ends, and about brings in Iku. fifi switches in Iku as about's Iku spins. I guess the Spin Iku is expected as Chimata is not Defog. I'm not sure why Iku's Multiscale was tossed here, maybe fearing DD? but Scald burn chance is scary for DD Iku, so I do not see an issue with staying to spam. fifi then sacs Suwako to Revelation Dance, and brings in Yukari. Iku crits Rev Dance for 68 (46 without crit) as Yukari breaks Multiscale with Dark Pulse, doing 28. This indicates Yukari does not 2HKO with Dark Pulse, but also Iku shoulldn't normally 2HKO with Rev Dance. fifi then sacs Iku and goes Kasen, aiming to trade Kasen for Iku and try to win with Scarf Yukari. Kasen tanks Fiery Dance and misses HJK, and about cleans with Iku.
The luck in the last 5-ish turns was horrific, but this could have been averted if fifi sac'd Suwako and preserved Iku's Multiscale. about kind of threw the earlygame, but getting chip into Suwako ended up being nice, and Iku spin allowed them to win lategame by going over the top of scarf Yukari. fifi felt ahead after the Utsuho v. Murasa trade, though I underestimated Iku cheese ability. I feel like fifi would've been ahead still if Iku Multiscale wasn't thrown but...
about15gals vs fififlutters G2
Going into G2, I expect a safer team from fifi and possibly more aggressive MU fish from about. Instead, I see another Utsuho team...
fifi has Utsuho supported by Iku + Lily (likely double removal), Tenshi (SR), Rumia for Pursuit, and Alice. about has Aki (SR), Komachi, Iku, Alice, Rumia, and Clownpiece. Both teams look relatively slow, so both Rumias look like Scarf. For fifi, Iku is likely just Spin + Multiscale to support Utsuho. For about, Iku feels like Levitate to not lose to Hurricane Kanako. It is either Spin, or Court Change Komachi + DD Iku (seems nice as team lacks a bit of power).
For hazards, about has Aki setter and Komachi or Iku removal, while fifi has Tenshi setter and Iku + Lily removal. fifi's goal is to keep off SR for Utsuho, so Tenshi setting is not a priority, especially since about's team is pretty resistant to SR. Aki will likely never stick SR, as Lily comes in to Defog for free every time, and Utsuho can also switch in on Aki to instantly claim a kill. Utsuho has a very strong MU here for fifi, getting a free switch vs Clown and Aki, and also being able to outtrade Rumia and Alice. Iku and Komachi cannot switch in on the wrong moves either (Iku can't switch in on anything really) so it is really quite dangerous for about. For about, Levitate Iku should be able to win with some setup if Lily is gone and Iku's Multiscale is broken, but this is difficult as they will need to contend with Lily's Regenerator and constant Utsuho pressure.
For leads, about is pressured by potential Utsuho lead to lead Iku or Komachi. Otherwise, Utsuho instantly snipes a kill if it is using 3a + Roost (BB + Flamethrower + Dgleam). Komachi is awkward as it can be heavily chipped by Rumia, making it unable to check Utsuho later, but Iku commit early when it is the primary wincon seems unwise. For fifi, Utsuho is an easy lead, though Lily can also be led to have a positive MU into Iku and Komachi. In this case, Lily only has a poor MU into Alice and Clown, and Clown is an easy switch-in for Utsuho. Alice is a bit more annoying, as fifi needs to correctly pivot Rumia or Utsuho in on some hard reads (or go their own Alice), but it is not that bad overall. I'd expect Lily or Utsuho lead from fifi, and probably Komachi lead from about (maybe Iku but unlikely).
fifi leads Utsuho as about leads Aki. Utsuho threatens an immediate kill, so about switches in Komachi, taking 33 from Fusion Flare. Perhaps there is no Brave Bird, or it just doesn't do much into Physdef Komachi. fifi switches to Rumia as about goes Iku. I am not really sure what the thought process here was, to be honest. about decides to preserve Iku to check Utsuho later, and switches in Clown as fifi goes Tenshi, possibly expecting about to trade. fifi takes the free switch to Utsuho on Clown, as about decides to go into Aki. fifi catches the Iku switchin with Dazzling Gleam, but only does 44 and Iku reveals Leftovers. The second Dgleam doess 46, confirming Levitate, and also bulky Iku, as standard offensive takes a lot more (60-80?). Iku spins to outspeed Utsuho, then wastes some Recovers as fifi continues to Dgleam. 3 Recovers later, about pivots to Clown, hoping to Encore Utsuho into Dgleam, but fifi doubles into Alice. I suppose fifi wanted to take advantage of Iku spamming Recover to get a free click with Alice, though I feel like spamming Gleam to waste Recovers is not bad. This is a winning MU for Clown if it has SpDef invest, and a losing MU if not, as Clown likely gets 3HKO with Torch Song, but needs bulk to avoid 2HKO from offensive Alice. Both players stay in to trade, and Alice 2HKOs Clown with Psynoise + Flash while barely avoiding the 2HKO.
about sends in Rumia (no Dark Aura) which telegraphs Dark Border + BU, so fifi switches in Lily as Rumia clicks BU to preserve a sac. BU Rumia was something I was considering on preview, as about's team is lacking a bit of breaking power, but it was also a bit slow so I discounted it. I don't think there is any other possible Scarf on about's team, so Utsuho now outspeeds the about's entire, which is dangerous. Rumia can safely BU again due to Dark Border, as Lily uses Nature's Madness, then Moonlights to full as fifi U-turns to Utsuho. This is actually kind of dire as Dark Border halves the damage of Dgleam and Fusion Flare, and Brave Bird (if she has it) is attacking into +2Def. about Knocks for 56 as Dgleam does 23, then opts to kill Utsuho as Fusion Flare does 26, not risking the crit (though the HP would be nice). I think clicking Moonlight here was surely correct, as even if Utsuho clicks Roost, it is easy for Rumia to BU more to threaten >50% damage with Knock, and Rumia can sit on Utsuho forever as she is maybe getting 5HKO'd after Leftovers. Realistically, Rumia can probably end this interaction at +6 with 80% HP if about wanted to more often than not. Instead, Rumia ends up at 36 and is picked off by Draco Meteor from Iku.
about goes Alice on the -2 Iku and sets Spikes as fifi switches in their Alice. Spikes Alice should win this interaction, as I don't think Alice runs coverage for other Alice, but I am surprised fifi clicks Psynoise instead of Recover, and about clicks Flash Cannon instead of setting more Spikes. fifi's Alice can still throw off Psynoises vs Komachi and Iku if she's at 50, and about's Alice is not really immediately threatened so setting Spikes seems relatively free (there is Rumia, I guess...). fifi takes the free switch to Rumia, and clicks Knock, exploding about's Alice. Realistically, there is no Rumia Knock switch, so about sacs Alice to bring in Aki. Aki is surprisingly good here since Utsuho is gone, and gets an Apple Acid on the Lily switchin. about decides to set SR here, which seems a bit pointless as it just gives more Defog value, as Lily uses Nature's Madness. Aki Synths on the Defog, Apple Acids again on Nature's Madness, and now Lily U-turns to Rumia on expected Synth as Aki instead clicks EP. Rumia Knock only does 35, and Aki Synths twice to full as fifi is forced back into Lily. Aki can't sit forever vs Lily as she only has 5 Synth pp left, so about goes Iku on Nature's Madness, and Lily is no Fairy STAB so she is forced to U-turn out to Iku on Recover. This seems pretty aggressive, but fifi's Iku still has Multiscale and likely outspeeds about's, so the only disaster scenario is if about clicks Spin (and is Fiery Dance + Rev Dance, no Elec STAB, which I don't think is common). fifi Fiery Dances to try to catch Aki, as about pivots to Komachi, and then sacs it to a Tbolt the following turn.
I think the game has been over for a while now (since Alice went down?), as Aki has not been able to break Lily at all, and about's Iku and Komachi both lose to fifi's Iku. Komachi dying just speeds this up. Even if about gets a Spin with Iku, she is likely not getting past Tenshi, as we saw in previous replays Tenshi outtrades Iku heavily and likely burns through her Recover PP before running out of Morning Sun PP.
about goes Aki, and fifi pivots Lily to click Nature's Madness + U-turn into Rumia to burn another Synth. Realistically, Iku would win if she got a safe switch, but fifi is limited by her Lily being too fast. Lily pivots in again and Nature's Madness into Iku, then U-turns into Rumia as Iku clicks spin. Iku is so slow she underspeeds Rumia, and dies to Knock, and about15gals forfeits as there is not enough Synth pp to break Lily + 3 sacs.
Utsuho surprisingly did less than I expected thanks to Dark Border BU Rumia, but Rumia also did less than I expected because she wasn't preserved. I think about15galls had a good chance of winning if Moonlight was clicked instead of Knock on t17, and Alice not being sac'd t21 was also vital to not losing (apparently Aki could switch in after all), since otherwise Lily trolls the rest of the game for free. Interesting game, Utsuho looked broken on preview 2 games in a row and barely trades in both, so maybe this mon is actually a fraud.
about15gals vs fififlutters G3
Final game of Bo3 with everything on the line, I expect to see standard Kanako Sukuna Iku from both...
fifi loads Marisa Balance with Kanako (SR), Iku, Chimata (Defog), Rumia, and Star Sapphire (who?) about has a standard Cirno offense with Youmu for Chilly, Kanako (SR), Sukuna, Komachi, and Iku. I don't think Cirno can get away with just Court Change as removal, so I expect spin Iku from about. It feels like fifi needs Physdef Helmet Chimata to answer Sukuna well and Scarf Rumia speed control, but then the team's breaking power is reliant on Marisa, which is a loss against Rumia teams. I have no clue what Star Sapphire does, and she looks like she has 0 stats even though somehow she has 500 BST. Mayby it is just Physdef Chimata, Scarf Rumia, and Cosmic Power + Stored Power Sapphire... fifi's Kanako is likely Wood Hammer since the team looks weak to Suwako otherwise.
For hazards, about has probably Iku removal and Kanako setter, while fifi has probably Chimata removal and Kanako setter. fifi wants to maintain SR to pressure Cirno, and about's ability to keep SR off heavily hinges on whether Iku is Multiscale or Levitate. However, even if Iku is Multiscale, about still threatens hard Cirno on Kanako. Cirno has 0 switch-ins on fifi's side, which seems like a death sentence for fifi, but remember the similar situation in DripLegend vs fiish where Cirno could not cone in safely. about seems to have a similar issue with no slow pivots, so hopefully an Eject Button exists somewhere to give a free in. Interestingly, I think fifi is actually incentivized to click EQ with Kanako over SR, as about's only switchin to EQ is Kanako (if Iku is Multiscale). If I'm right about fifi's Kanako being Wood Hammer, about should be able to outtrade it with their own Kanako, hopefully, but if not, it might be bad.
For leads, about should lead Iku if she is Levitate. Levitate Iku has a good MU into Chimata and Kanako, and nothing really switches in to 1v1 her except Sapphire. This is a bit dangerous into Marisa though, as she can threaten Light of Ruin and force in Komachi, who can subsequently be trappd by Rumia. For fifi, Chimata seems like a solid lead to cover Cirno + Youmu + Kanako, though loses to the aforementioned Iku (has to go Sapphire, but this seems OK).
fifi leads Chimata as expected as about leads Youmu to set snow immediately. about fears Scarf Make it Rain, so hard switches to Sukuna as fifi Volts to Marisa. fifi goes back into Chimata as about burns Dynamax immediately to Max Knuckle, doing 18. This indicates Chimata is Physdef max, and since no Leftovers revealed, likely is Helmet as well. Sukuna sets Spikes as Chimata Moonlights, then Spikes again on Defog. Sukuna throws off a Gigaton for 41 as Chimata slow-volts into Marisa, and about decides to predict U-turn (or pray for miss?) and stays in, instantly exploding to Fire Blast. about has a solid Marisa answer in Komachi, so this seems a bit suspect but Sukuna might be giga walled by Chimata after losing +1 boost so it is not like this is a hyper throw. Life is a bit harder vs Rumia, Star Sapphire, Iku kinda but realistically Sukuna only gets up a Spike and pivots out on Chimata Defog every time at best.
about goes Youmu and clicks Sacred Sword, sadly dealing only 27 to Chimata and taking Helmet in return. about does not try for the roll / crit, instead bringing in Iku on an obvious Moonlight. Iku can likely make some progress, as it is not really abused for momentum by anything on fifi's team (no Suwako) though SpDef Kanako is a problem, as is SpDef Sapphire. fifi decides to go Kanako, and threatens a 50/50 on EQ / SR. about pivots in Kanako as fifi reveals the expected Wood Hammer, and then switches to Star Sapphire as Kanako sets SR (surprised no Cirno double from about).
Star Sapphire OHKOs Kanako with Tera Starstorm, then OHKOs Youmu as she tanks a Shadow Claw. Perhaps Sukuna needed to be preserved...about goes into Cirno to revenge 25% Sapphire, as fifi sacs Chimata and brings in Marisa. about goes Komachi on Double Edge but can't do anything as Marisa U-turns to Rumia, who proceeds to 2HKO Komachi. Cirno comes back in, and fifi sacs Saffire to bring in Marisa, who OHKOs Cirno with Double Edge. about brings in last mon Iku, who tanks Light of Ruin with Multiscale and gets +1/+1 with Spin + Fiery Dance while killing Marisa. +1 Draco kills Kanako, but Rumia tanks the next Draco and finishes Iku.
Overall awkward game for about. Sukuna burning Dynamax early when fifi had a safe answer in Physdef Chimata was probably a misplay, as Komachi was relativly safe into Marisa. Worst case Rumia is pivoted in, but Komachi demonstrated she could tank a Knock Off and Recover to scout the Rumia, then switch to Sukuna or trade as necessary. The game was over after Youmu died, as about lost both sources of speed control in snow Cirno and Youmu herself and folded to Marisa. Star Sapphire was stronger than I expected, though part of that was due to Sukuna getting sac'd early. I think if about didn't have something on Kanako to hit Chimata (pref. Glare) it was likely doomed, but with Glare anything is possible. Also, Marisa + Rumia is really a nasty combo...
Fun week, though I'm kinda behind given we're on W6. This dodged the 10k word count due to some short games, even though we were on pace for it earlier... I'm not sure if I should be happy or sad.
Something interesting to look at is Rev Dance vs Draco on Iku. I feel like I've seen Draco backfire more times than it's helped this week, though I haven't iinvestigated it carefully. Maybe we should stop using Draco on Iku...