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27:50: Great rub grab from sass to get out. We had our blocks set, but I think sass needed to take the boost directly down and roll off of that 45 degree tile and try to sneak it in before 42 got there. Problem I have with taking that neutral into the other 45 degree tile is that it doesn't send you towards the flag and it kills all of your momentum to juke around the OD. Alternatively, since 42 broke off from chasing you and crowman went to play anti, you could have waited on the neutral boost and potentially grabbed our pup which was spawning in like 3 seconds.
28:08: Literally the exact same thing, you had the same route I talked about open but you tried to hit it off that 45 degree tile again.
28:34: I blew the contain because I thought I had return, but he pixeled by me. Rather than going at a 20 degree angle and going for the return, I should have just went up and to the right to stay ahead and contain.
Also, one thought. Sacko left anti as soon as duckson spawned, but that led to a slight gap in our anti which they got a grab with. We've all been doing this, but I think we should decide if we should wait like 2 seconds before leaving anti or something so they don't get a free grab. Also me and sass should have communicated better to say it was a cap, but I don't think we had enough time for that. Giving up that free grab led to a cap for them. IMO, it's better to wait the two seconds for the other person to spawn. The upside is that they don't have a chance of getting a free grab, and the only downside is that our third chaser arrives in base like two seconds later.
29:40: Me and sacko delayed the return so that they didn't have a handoff, but our issue was that we didn't really have anywhere to go from there. They made the smart play to bomb sacko into the spike and then get the free grab past one. We should probably only delay if the bomb isn't up. Also @ offense that's a really great handoff that you guys should try to use. If one of you is going to the spike lane and their chasers are containing over there and the bomb is up, you can just bomb all three of the people in that lane. It basically guarantees a free out, because you're probably going to kill your partner and one of their defense. But you take the bomb directly off the wall behind flag, allowing you to have the flag and momentum heading out of base when you're already miles past the guy who died. If by chance you don't kill your partner, well, now he has a free out past two and has a teamboost up to boost into base with. More importantly though, it just creates chaos for the defense and that increases the chance that they will make mistakes.
29:57: https://ibb.co/D8py3yh <-- this is really good OD formation from us. There's three lanes to cap on jardim for the fc on that boost. 1: Up and around the top side, which i'm blocking off. 2: Directly in, whether it be rolling off the slanted tiles above the boost or just boosting in, which duck is covering. 3: Taking boost into either bomb or the middlemost island and roll under the flag, which sass is covering. There's literally nothing FC can do there. However, their defense can push for bomb and try to clear a lane, so sass should be blocking them away from the bomb. If they are going to hit it, we should try to slide forwards a bit towards the FC so that they have less angle to work with.
30:00: Jesus christ I spoke too soon. We're fucking dorks. Alright so IMO duckson shouldn't have pushed out to try and return the FC, because it gives him the slanted tiles route directly into flag see here: https://ibb.co/2Zp3dmW Also I don't even know why I grabbed but that was retarded.
31:15: Alright, so we didn't go for the left pup. They got a tag from that, which we were frantically trying to defend against. Sass was coming into red lane, and sacko bombed, which killed sass. Probs better to just let yourself die to the tag but i'm sure sacko knows that. Then i hit that snipe (dab btw) and then they were out again since we didn't have anti (duck spawned and started to walk out of base, and they got a free grab. not anything we can really do about that). I stayed alive and kissed because i'm really just an offensive god. why am i playing defense? help? oh yeah manips. anyways.
31:45: So duckson makes a great juke to get out, and he's coming in blue. Their offense takes the neutral boost and starts to roll out of base, but sass has it covered. However sacko thought they were going to get out, so he dropped the block on gramps, and then gramps got the return on duckson when he was rolling in to cap. I think i'm being too nitpicky here but sacko should have just held the block on gramps. Even if sass didn't have the return, we'd still need to have anti, so there's really no good reason to drop the block. More just an instinct though. As our chemistry gets better this will improve.
32:05: I overcommited and didn't hold my side on gramps, then I struggled to try and cut him off and he bombed me into the spike, killing me. That put him out past two. It didn't turn into anything but it could have easily.
32:40: Double flaccid hurts us here. We then had four spawning in base, so their lucky bomb out went from being past 2 to past 4 because of the double flaccid. I saw the attempt though, I would have gone for it also @sass. What really hurt us was that duck and sass went to go for the teamboost play, but the issue was that we then had nobody ahead because you guys were both headed towards teamboost. Especially with bomb up for them, priority for us should be making sure they don't get out past four rather than setting up the grab.
35:15: Oh man, we really need to stop grabbing incessantly on OD. This is just getting out of hand
36:00: Duckson you know what you did
36:45: Small thing, but sass, line up that snipe more before taking it. You tried to just control your momentum, but you missed the snipe. We had like 10 seconds of the clock, so with sacko holding the contain you had plenty of time to set it up better. Hitting that snipe would have given us another cap.
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