vs
Tanto: 8/7/3/0/12
He's probably using the twin wedges. He's probably hoping they'll fit right between my forks. Maybe they do. Maybe they don't, though I think its doubtful. Either way, he's gonna have a really hard time precisely controlling the angle and position we meet at for every hit, and I'm gonna make that even harder for him with my ground clearance, mobility, and 'squirminess'. J-hook immediately and then go right for his front corner. His speed edge is pretty small. Whenever I get under him, his wedge takes 3 (corner) damage, which bends it immediately and makes it not-ground scraping. I chuck him 7 feet too, in an arena with two large, low-wall OOTA zones. He doesn't have a lot of room for error. He needs to survive for three minutes in there with Black Dog or do the predictable thing and get it to the haz0rds.
Use my speed, good wedge which he'd be nuts to go head-to-head against, and unpredictability to keep from being smothered and crowded into the damaging hazard. Don't be drawn there. Hook free if he's pushing me there. Overall, when we're about to hit, if he's trying to angle in and get me to oversteer or gyro lift before, start anticipating it. Charge straight in to catch him while he's swinging outward. Not a lot of 6 speed spinners and ones that actually hit hard nowadays. That'll catch him by surprise. Sometimes wait until he's just starting to swing back inward and reverse so he overshoots a little at an angle. Charge forward into him. I shouldn't need to do this too many times, though. Once he takes a couple of hits to the wedges, this becomes Minotaur's drum vs Blacksmith's wedge. The bag of tricks is there as a contingency.
Be aggressive whenever I'm spun up. If I need to retreat to buy spin up time, do it in reverse. Throw in off-speed approaches and variation to try to get him to accelerate hard and wheely. Capitalize. If flipped, gyro back over. Don't flip myself OOTA or something dumb like that. Offset my mediocre control by keeping most movements linear or not reliant on being precise (e.g. if my goal is to hook and swing my drum into his front corner, it doesn't matter if I swing it too far).
GL
Use my speed, good wedge which he'd be nuts to go head-to-head against, and unpredictability to keep from being smothered and crowded into the damaging hazard. Don't be drawn there. Hook free if he's pushing me there. Overall, when we're about to hit, if he's trying to angle in and get me to oversteer or gyro lift before, start anticipating it. Charge straight in to catch him while he's swinging outward. Not a lot of 6 speed spinners and ones that actually hit hard nowadays. That'll catch him by surprise. Sometimes wait until he's just starting to swing back inward and reverse so he overshoots a little at an angle. Charge forward into him. I shouldn't need to do this too many times, though. Once he takes a couple of hits to the wedges, this becomes Minotaur's drum vs Blacksmith's wedge. The bag of tricks is there as a contingency.
Be aggressive whenever I'm spun up. If I need to retreat to buy spin up time, do it in reverse. Throw in off-speed approaches and variation to try to get him to accelerate hard and wheely. Capitalize. If flipped, gyro back over. Don't flip myself OOTA or something dumb like that. Offset my mediocre control by keeping most movements linear or not reliant on being precise (e.g. if my goal is to hook and swing my drum into his front corner, it doesn't matter if I swing it too far).
GL