Styx - 5 points... SAILING AWAY WITH THE WIN, BY DECISION
S/F - Loss/Win/Loss
S/BJ - Win/Win/Win
S/P - Loss/Loss/Win
With Forsaken dropped from the results, Styx had the highest remaining score. It was 1 AM so we called it a win. Neither of had any mojo left to pull out of our hats.
Phobos - 5 points
P/F - Win/Win/Win
P/BJ - Loss/Loss/Loss
P/S - Win/Win/Loss
Black Joker - 5 points
BJ/F - Loss/Win/Win
BJ/P - Win/Win/Win
BJ/S - Loss/Loss/Loss
Forsaken - 3 points
F/BJ - Win/Loss/Loss
F/P - Loss/Loss/Loss
F/S - Win/Loss/Win
Match Notes:
Forsaken...
Magus' hover made a terrifying start in the tournament, relentlessly hounding Black Joker all across the Aerial Ruins with orbits and fierce short range barrages. I was getting attacked from above, below... just everywhere. Black Joker retreated to the tunnels for brief respite but couldn't turn the match around. The brutality was brought to a halt in the following rounds however, as Black Joker went on a blazing overboost-based offensive, mixing up single and supported single missile launches with dual GS jousts and feints. The buildings in Military District let Forsaken get his orbits into the game a little better, but the fighting destroyed too many buildings early on, and the broken-terrain advantage was lost... Black Joker came into his own again with the OB and shotguns to clinch the series.
Lacking overboost, Styx couldn't outpace his relentless opponent as the others had done, and went down twice... though the first battle was down to the wire and sealed by a lucky shot from Forsaken's grenade launcher. Forsaken's brutal gun combat abilities finally came to the fore and helped to bring up this competitor's score.
Black Joker...
Phobos proved to be surprisingly easy prey for the Black Joker. As the only AC NOT playing the machinegun-and-something game, BJ had shotgun jousting open as his high-damage option and long-range spam for chipping away the last of the opponent's AP. BJ's agility kept it almost totally safe from Phobos' triple missiles, and even dodged hi-acts often enough that decoys could handle the rest. Playing against Black Joker later, with Styx, I entirely forgot which AC I was against as his endless mixup of single and supported-single small missiles made me think I was dealing with Phobos' HA and TR missiles at the same time.
The resivoir homestage proved to be a good choice against Forsaken, where it let Joker really open up with the OB and trump Forsaken's fast ground speeds and dangerous machinegun.
Phobos...
Phobos was the heavy hitter of this battle, with a huge arsenal of missiles and the best gun-based accuracy and damage rate. The hi-act missiles were perfect for punishing ACs the moment they left themselves out of position to deploy decoys, particularly exploiting a horrible weakness on Forsaken's setup where it has no missile defense whatsoever during the OC's reload period.
Styx didn't have enough variety to attack Phobos on an angle where the larger AC wasn't simply better, the one loss to Styx was mainly due to a misjudgement where Phobos overboosted halfway across the arena to fetch a dropped missile pack only to find Styx and a couple waves of dual missiles hot on his tail.
Styx...
Styx was the Joker's undoing, though all the matches were terribly close... I believe the Aerial Ruins battle came down to 0042-0000 with both ACs in the red, spraying the last of their shotgun ammo to earn the final chicken-scratch. Styx' balance in favor of power over variety (that had been the Joker's saving grace against the previous opponents) saw a lot of super-hard 24/24 hits and relentless ambushes at machinegun ranges.
Against the more power-oriented opponents, Styx' lack of versatility hurt but the AC was never totally out of the running... some lucky or well-planned 24/24 ripostes could easily turn a match around, and the odd but functional handheld combo could sometimes hold on to the reversal until the end of the match.
EDIT: Couldn't resist "Sailing Away" reference. I tried, I tried, but I am just a man.