- Maybe the most oppressive ground game in A3
- Slide is ridiculously safe with a silly hurtbox
- b. FP has a ton of range and is incredibly difficult to whiff punish
- s. FP does a ton of guard damage
- b. MP is a short range but very high priority normal than be used to buffer fierce scrapes
- Lots of great anti-air options
- Good air grab that does full damage on tech
- Gets great oki off successful slides
- Daikyo burning is great for punishes and off cross-ups, which can result in massive damage/corner carry
- Strike invincible tengu glitch gives him a legitimate reversal in certain situations
- Backroll allows him to escape many pressure and oki setups after being knocked down
- The single longest activate range in the entire game. Can whiff punish just about anything with activates
- Can force guard crush situations with activate off blocked jump-ins even mid-screen
- Has untechable infinite setups off all his customs
- Jump jab is high priority and difficult to anti-air
- Hop grab can be used to partially escape cross-ups
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- Block strings aren't the best as his jabs don't have a ton of frame adv on block
- No meterless reversal option in a lot of situations
- Very tall/fat hurtbox, making him susceptible to a lot of standing combos and guard crush pressure
- Normals are awkward and take some getting used to
- No DP option-selects means he has to be more careful about when he activates
- c. FP must be done fairly early as anti-air or it gets beat out by high priority jump-ins
- Infinite requires very good crouch cancel execution and a re-activation at 50%
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