THE GREATEST PLAN! - 6/5/1/9/9
BREAK DASH - 7/7/4/2/10 (+2 ABR plow)
going w/ break dash's ABR plow here
TGP is surprisingly fast for a spinner and has decent enough control, but their weapon is fairly weak. their weapon being weedy may work in my favor because it doesn't seem to do much damage to my body, but turtleback's likely going to make a bee-line straight for my wheels in an attempt to slowly but surely chip away at it.
fortunately, i've got decent control and i'm going to have to prevent them from flanking me by ensuring that their spinner's always going to be eating my ABR plow, more or less. turtleback *may* start the fight facing ass-ahead in order to buy some time to spin up and try to juke me here in an attempt to get me to hit their hinged forks (or wedge if they go that config) instead of the spinner. so i'm going to have to keep that in mind.
i'm gonna have to use my drivetrain and acceleration to my advantage here, and box rush them--making sure that they're right into my plow to get their weapon stopped and pinned against the wall. i'm going to have to spend alot of time being aggressive and reigning control of the match, trying to keep them pinned against the arena's walls, especially against the big time hammers.
however, TGP doesn't seem invertible which means that i can flip them over with my lifting plow and try to get them to be counted instead. if that's not the case, i could get them flipped and stranded on their sides because their spinner also seems to be more or less at the same length of the mounting bracket of their forks--which means i can also secure the bag and get them counted out by that means.
that being said, i'm going to have to stay more towards the arena--avoid hazards unless i'm trying to ram them into the hammer corners or the drum, watch for monkey business on their part, y'know the deal by now
gl turtleback!