Kill the Sorceress!

Chapter 2 - Vehicle I (Cannon I)

Phase ending: 2 total damage.

After the first cannon is dropped, safely board the vehicle between the Sorceress's attacks. The natural fleeing path of the Sorceress is attached to the specific vehicle, so the strategy used depends on which vehicle is boarded.

Cannon C - Fleeing Path (Natural)

At the moment the vehicle is boarded, both the Sorceress's coordinate position and her pivoting angle contribute to the determination of her fleeing path. In order to increase the predictability of this path, she should be centered in the arena and facing the vehicle before it is boarded (with exceptions in predictability and process mentioned later).

Standard Attack Strategies

If the cannon boarded is Cannon C, then aim between the center of the arena and the far edge of the arena without adjusting the pivoting angle of the cannon and begin shooting. As the first damage is given, gradually lead the Sorceress left and continue shooting until the end of the phase.

A diagram depicting the locations of interest in the arena for Cannon C's standard attack strategy. The cannon's drop point, the Sorceress's initial and final positions, and the ideal targets for the cannon shots are marked.
Cannon C - Attack Strategy (Standard)

If the cannon boarded is Cannon D, then aim at the far edge of the arena, pivot the cannon in the direction of the Sorceress's natural stopping point for Cannon D, and begin shooting. Continue shooting until the end of the phase.

A diagram depicting the locations of interest in the arena for Cannon D's standard attack strategy. The cannon's drop point, the Sorceress's initial and final positions, and the ideal targets for the cannon shots are marked.
Cannon D - Attack Strategy (Standard)

If the cannon boarded is Cannon E, then aim between the center of the arena and the far edge of the arena without adjusting the pivoting angle of the cannon and begin shooting. As the first damage is given, gradually lead the Sorceress forward (and then left) and continue shooting until the end of the phase.

A diagram depicting the locations of interest in the arena for Cannon E's standard attack strategy. The cannon's drop point, the Sorceress's initial and final positions, and the ideal targets for the cannon shots are marked.
Cannon E - Attack Strategy (Standard)
When the Sorceress uses her rushing attack, she approximates the center coordinate during her return. Generally, this won't significantly alter her natural fleeing path; but it can, particularly with Cannon E. In these cases, it is sometimes necessary to alter the base aiming strategies by adapting to the altered fleeing path.
Cannon E - Fleeing Path (Altered)

Adaptation: Rushing Attacks

If the Sorceress uses her rushing attack after the cannon has dropped, but before it has been boarded, it is usually necessary (or, at least, suggested) to dodge her attack by charging along the edge of the arena as she approaches. Instead of waiting for her to return to her inactive position at the approximate center of the arena, board the cannon directly after dodging her rushing attack. In this case, the first section of her fleeing path is generally consistent regardless of the cannon boarded.

If the cannon is boarded while the Sorceress is returning to the approximate center of the arena after an unsuccessful rushing attack, then aim at the far edge of the arena, pivot the cannon slightly left, and begin shooting. As the first damage is given, gradually lead the Sorceress forward and continue shooting until the end of the phase.

A diagram depicting the locations of interest in the arena for the rushing attack strategy. The cannon's drop point, the Sorceress's initial position, and the ideal targets for the cannon shots are marked.
Cannon I - Attack Strategy (Rushed)

End of Phase

After the second damage is given, the phase will end and the boarded vehicle will disappear. At this point, the Sorceress will stop moving for a moment. Anything shot before the end of the phase will remain an active shot.

This mechanic is not limited to the involuntary end of a phase. Rather, it is attached to the deboarding process of each vehicle. As such, it can be used voluntarily as a recovery for a misexecuted shot. Keep in mind, this is only an appropriate recovery if the shot directly before the deboarding will finish the phase if it connects.
General Vehicle - Attack Strategy (Deboard)