Zero wrote:I think that people are taking the interior of Big Ben from the Great Mouse Detective or something. There's room to move and fight and it's not as if they'll be fighting atop moving gears or something.
Zero's strategy would be to shift into a very large and solid form and stay still. Without any ranged attack Zoe would be required to come in for the kill and even with the power of reducing friction on her side, simple physics would still make Zero hard for her to move. Meanwhile, Zero has reach and power on her side.
This is a comic book, of course a
clock tower is hazardous! ^_^
I dunno exactly how many strategy/counter-strategy posts we're allowed, but since I went first, I'm just gonna toss a few things in here.
Thing the first: if Zero's game plan is "wait for her to come to me", well, that could easily end in a stalemate. Of course, I'm not kidding anyone with that when personalities come into play, Zoe's way too brash and aggressive to just sit back. Even so, I'm sayin'..
Thing the second: Zoe's power
does have range in an environment like this. If Zero sits back and waits for Zoe to attack, that just gives Zoe all the time she needs to set up traps or hazard zones. Even if we totally take out the classical clock tower hazards, Zoe could simply plant a hand on the floor and grease up the entire area around Zero. At that point, throwing something at Zero to make him/her move would make him/her slip and fall, with no way to stand up with the floor, walls, poles, etc. totally slick. So the longer Zero waits, the easier it is for Zoe to incapacitate.
Moral of the story: When fighting inside a giant clock, time is of the essence
