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097017.jpg
Blue Light Breeze
097017
(After some thought I decided to removed video, it felt inappropriate.)
>>549595
Ask her for a moment to gather yourself, or take a bow to gather time to think. You know those honor-strung Japanese monster-girls are always defeated by their own polite manners.
Desired Outcome: Conscious and subconscious recognition of you as alpha monster-girl. Use prudent manners in conversation and combat to satisfy the obligations of her cultural identity while being appropriately fierce and making it clear to her infernal instincts that you're top dog.
Deem
Static Assets
> Earth body
- Does not bruise or fatigue
- Takes minimal damage from lacerations, punctures and blunt trauma
- Must be reasonably heavy compared to flesh and bone
- Contact points on head, feet, elbows and knees made of stone, as well as other places on body for offense and defense.
- Wicked flexible. (magically self-adhered clay vs. limited hinge and socket joints with restricting sinews? Yes.)
> Girlishly Petite Stature
- Female body types have lower centers of gravity, which means more stability and are as a result harder knock off balance.
- small size means bit harder to hit.
- compact build, above average mass, density and low COG means your entire body can be used as a fulcrum, which gives you and advantage in the tossing, tripping and throwing department--especially considering Moriko's height and consequent mass distribution (being tall makes for an easier fall.)
Dynamic Assets
> Magic
- Be hesitant with this one, you don't know if it breaks any rules or might damage you further. If anything, use simply as a means to harden knuckles, outer forearms and shins.
> Environment
-Also a plus for you, but limited in application due to heart disease. Just lose the sandals, grip your toes into the earth and use it for support in defense and offense. Maybe you can do some limited earth-shape to push up against your feet like a spring to provide a little extra oomph for your blows?
Static Liabilities
> Dismal Physical Stats
> Can't Tussle for Poop
What you may lack in skill, experience or finesse you can try to make up for in spirit.
I know you might not be very shirty or stroppy, but try and find the fight in you. Close your eyes, meditate while playing 'eye of the Tiger Dungeon' or the rocky fanfare in your head over and over. Then open your eyes dramatically. Do something aesthetic that's rooted in your strengths. It may not faze Moriko due to her training with and against such tactics, but it can sure pump you up. Use mind over matter to keep you in the zone.
Dynamic Liabilities
> Unavoidable Extraneous Variables
> Moriko's Skill
> Misc. Demon Powers
Use your pulse/dungeon sense to keep an eye on your environment without looking at it and keeping your focus on her for psychological effect and... just keep steady and try not to be surprised
Moriko
Assets/Liabilites
> Big, Bad, bonebreaking bruiser (with a hammer)
Doesn't matter how pretty she is, she's going to be a hard hitter.
Response: be quick and get inside her center line where her long arms have a hard time clawing and swinging at something so close, then pellet her with a flurry of one-inch punches.
> Demon instincts/vitality/metabolism/biochemicals
Burst of strength, unnatural speed, ability to push body far beyond limits and stubborn indominable will are all trademarks of demon heritage.
Response: Balanced out by your own tirelessness and ability to take punishment, but be careful for a sudden, unexpected second wind. If at all possible, end the conflict with her concious surrender rather than have her fall back on contingency maneuvers and instinct and emergency reserves of energy.
> Tall & Strong w/ Long Arms
Means she'll have the strength and leverage to toss you around if you're not careful. She'll also have a helluva reach, 'specially with the hammer.
Response: Same as bonebreaking bruiser. Get into her front and center, pelt her lift her COG and get her in the air or wrastle her to your element: the ground. Maybe reach into the ground and merge your body with the floor to keep her pinned. Focus on holding core bendy points (waist, neck, shoulders, elbows, knees) and wrists (if possible) chained to the ground.
> Experienced and trained in a long standing traditional martial art and using an unconventional and relatively exotic weapon for the discipline
This gives her the benefits of century-perfected form and technique without the liability of being suceptible to discipline specific counters and predictability. Frudgebrunnying watch. out. Seperate her from her weapon at any chance that doesn't put you in exaggerated vulnerablilty.
Opportunities to take advantage of
> Hammer may hit homeruns, but for that power and that length takes a heck of a wind up-jump into that delay between blows.
> Long arm, long weapon in tight, constained space (tunnels) means it's going to eventually get interrupted by geological features or a wall. If it gets lodged, make sure it stays there.
Application and Tactics
Speaking of Psychology and eye placement, keep your eyes on her shoulders and hips; you can always tell when someones winding up a punch, hit or swing because it always starts in the shoulders and hips. Keep your eyes lowered, and make them look almost shy, frightened or humbled: hunch over a little bit to lessen chance to impact vitals (heart) and lessen target area. Keep looking like you've got your tails between your legs, being a little crouched has the double effect of being useful in combat and looking scared; the Omega wolf stance will goad the demon/animal instincts in her to take the opportunity to display dominance while telling the samurai there is an opportunity to strike fast and hard; all things wild hate frightened things and love to attack anything that looks like it's cowering. Arms up, thumbs on the outside of your balled fists (but not so close to your head that your fist can be impacted in a way that causes you to hit yourself in the head) and don't make eye contact throughout the encounter until the very second before you or she is about to deliver a key strike, then look her dead on in the eyes. This always freaks people out and give, even well trained combatants--only works for the first time though, so save it for when it counts. They'll always be like "the fudgebunny is this? She looks like she's freaking out but she's coming at me with all she's got. Why isn't she looking at me, why isn't she looking at me, why isn't sh--EEP!"
Never EVER underestimate the power of eye contact. See vid for example (warning, bit violent and bambis-mom sad)
Also, before I forget, use earthshape (if your senses tell you your up for that) to help you with your foot work and (indirectly and incidentally) make difficult terrain to detriment her's.
Ya know, Earth-bender style... and maybe set aside your clothes along with your sandals. Not only are they brand spanking new, but we don't want to wear them out /just/ yet, and they provide to many places where she can grab out sash, hood, skirt flaps or other such clothy projections; we need to go stream-line. That can add to the psychological aspect of combat: from a strict and uptightly conservative background, Moriko is not going to know what to think as we shed to fight, and we can use the shock effect of nudity like the Gauls, Picts and Celts sometimes did to our advantage. Plus, it's always nice to see classic Deem out and about.
> TL;DR
So Get into her center, toss her around, and stay in her hard-to-scratch spots and generally "Be like water loose mud, my friend". For further information see here http://en.wikipedia.org/wiki/Jeet_Kune_Do under 'principles'.
Wait... this is Deem we're talking about. We're doomed. Wave a white flag and pray for mercy.
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