- One of the most oppressive characters on the ground and very difficult to out footsie
- s. RH and b. FP are two of the best pokes in the entire game
- b. FP is a do everything normal that covers practically the entire vertical space in front of her and is cancellable and confirmable on counter-hit to boot.
- c. FP is a god anti-air that combos into jab DP
- Her guard crush potential is one of the highest in the game due to b. FP strings and s. RH being as good as it is
- Both her fierce jump-ins have incredibly high priority and are difficult to anti-air consistently
- Easily confirmable BnBs into fierce DP
- Probably the best cross-up period in the game with j. MK
- The most dangerous cross-up loop in the game that's incredibly hard to block and can easily result in stun. Entire rounds have been won off a single sweep with her
- One of the longest range activations in the game along with a great set of custom combos
- Activate allows her to set up legitimate fireball traps, despite her lack of an invincible DP
- Good meter build at the end of VCs, meaning she will almost never be without at least 50% bar
- Wake-up tatsu can be used to partially escape cross-ups
- Decent corner escape with air tatsu
- Is shorter than she appears and can walk under certain moves.
- One of the most popular characters due to her strength, versatility and relative ease of use.
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- Tatsus are all very unsafe on block unlike A2 and CvS2
- No meterless reversal options
- No invincible DP also means she can't quite abuse her activates the way Akuma can
- Otoshi input overlapping with c. LK confirms into DP can result in some unfortunate mistakes
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