- Good mobility - Fast walk speed, and moves like run/flip that let you move around quickly
- Good reach, far mk, far mp, and cr hk all have good distance
- Slide in general is incredibly oppressive against many characters
- Can combo into flip grab off counter-hit anti-airs, making it risky to jump at him
- Fantastic air grab that does full damage on tech
- Air elbow lets him change his jump trajectory
- Insane burst potential with level 3 kick super. Potentially round ending once it lands and can be confirmed into from a variety of ranges/situations
- Bushin chain does a lot of damage and leaves the opponent in an untechable state
- Gets huge mileage off walk cancelling from air elbow, depending on distance to the corner. Sometimes 50% damage or more, including stun afterwards
- Turn elbow is a strong anti-projectile option
- Great corner escape with wall jump and flip elbow
- Is able to combo after his kick throw, mid screen and in the corner
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- Reversal tatsu runs out of i-frames before the actual hit frames and loses to delayed normals
- Needs 3 bars to really be scary on the ground
- Awkward, floaty jump
- Bushin combos only hit on standing or very tall opponents
- Elbow only combos reliably off close normals unlike A2
- V ism options with CC are jank and unreliable, making A-ISM a better option with his amazing supers
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