Quote (ThomasR @ May 17 2022 06:57pm)
Quick question, I've dueled loads before 2010 but not much since, and it was also gmpk while maining nec and druid so I have no clue what hammer vs hammer should be like in terms to character movement.
In a real HvH do people really jump on the opponent when they've already got a circle of hammers around them? I would think the best strategy would be to charge around in circles and find a good timing to namelock and jump on them if opponent decides to leave the safety zone of those hammers.
Jumping on opponent when they've got like 10 hammers swirling around them seems to be extremely risky (maybe not so much when you've got barb BO and druid summons around you). Genuinely curious.
You see how in their duel they spend 100% of the time on each others map, not moving at all 99% of the time? That's exactly what you don't want to do. They are practically both afk, in a tournament both of these guys would be dq'd immediately.
In a good HvH match you'll see both players desynch off the map constantly, you essentially want to lead your opponent into your hammers. Think of it like that old tron game in a way (you move in lines, throwing hammers and creating "walls" of hammers as you box them in and cut them off). You want to force the other guy into your path, this is easier said than done if both players are good because you'll have desynched and they won't have an accurate read of where you are while you might not have an accurate read of where they are if they also desynch. It gets pretty tricky, it's all about predicting your opponents movements. You generally only want to telestomp once they get fhr'd by one of your hammers and you get a namelock on them to finish them off.
I used to HvH with one of the best and sadly while I didn't beat him that often I learned a lot in the process and it was a ton of fun. I mostly competed on the ZvZ and SvS ladders back then though.