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Before I go, I'll ask my standard question:
Do you have a headcanon voice for the character? If so, what is it?
As with many R2 entries, the design is what got my attention in the first place. Hers is definitely an eyecatching design; and her colors pop in a way that really suits her style. Her facial expression on her portrait is priceless. My issues are within her in-game sprite. I honestly feel like they don't do her design justice. There's quite a bit of detail and shape missing in her spritework; and it does sort of negatively affect her aesthetic, in my personal opinion. Her animations, while definitely not bad, could use a little refining, as some of them are a bit stiff, which, as one would imagine, isn't great for a character that's intended to look (mostly) graceful. Ever a lack of grace can be more animated than what we think of as grace.
Initially, I didn't care for her. She felt like a fairly basic trap-based zoner with not a lot of combo potential or reliable kill moves. However, my process goes beyond just fooling around in practice. After battling some CPUs, my opinion on her style flipped upside down. I started using her flowers in (probably unintended) ways. I started using them, less for setups and trap, and more for bombarding an approaching enemy, stunning the and allowing to quickly carry them offstage and spike the life out of them. I use the flowers in a similar way I use a different entry's (Helios') sols (GIF of me using them can be found on my profile under "I Freakin' love Helios"). One thing these have over his sols is I get a reward for using them well, which I love. Her spike oddly satisfying to land; and I had a blast with her.
1. her up strong being able to appear from further out the longer it's held (think Toph up strong from all star brawl)
2. her having an option to detonate traps from afar. Maybe her down strong could detonate all traps currently onscreen into petals?
Regardless, I love the creative vision behind Tanya!