>>1766> First one, it's just obnoxious and not fun to play against.Interesting. It's both respectable stance and mad cuz bad moment.
> In my head, it fulfills the same role j236C does: a weird special that you throw out at random to mess with your opponent. The are other ways to use it, of course, but nothing only tengu drum could do.Now that's some blasphemy. Gust fan is cool and all, but it's mostly used in combos, while there is nothing Tengu Drum can't do.
Well almost, it doesn't graze. Tengu Drum is: third aerial move (what standard 22 mostly does), mixup after lvl2 (or combined with spellcards), crossup, fastasfuark move almost like Alice's trip wire laser (and only Aya's move with this property), on higher levels a trick move thanks to adjustable movement too. And after opponent gets acquainted with it, it gets some terror effect as well. All that for simple 22 too, fast to input and impossible to fail like DP.
I actually don't have enough cool Tengu Drum footage to illustrate all usages, but here are some webms to show terror, speed and bait potential.
If you feel like standard leveled 22 can be as useful and versatile, then I'm really looking forward to see that in practice, maybe I'm overlooking something.
> I feel like we play the game too differently to really learn from each other. At the very least we'll learn to counter each other's playstyles. Today I already felt like I've had easier time catching you compared to previous sets, though maybe I'm only side that has something to learn here.
> You constantly throw out bullets and try to approach, and I barely use bullets and prefer staying around half a screen away from my opponent, around the spacing where 66B can hit.Can't say about Aya mirrors yet, but passive Aya vs other characters sounds like complete nonsense to me, or something that would take titanic patience and long ass games. So if you manage to successfully run non-approaching Aya, especially vs other characters, I'll definitely be interested in seeing that.