- Incredibly safe neutral
- One of the most oppressive corner traps in the game
- Very high guard crush potential with boom loops and f. RH
- f. FP controls a ton of horizontal space
- Booms are great at limiting the opponent's options and are difficult to react to
- Only character in the game with a forward dash. Great for pressuring after booms.
- Great customs with good meter build setups post-VC
- Punch grab and punch air throw both do full damage on tech
- Sobat is OTG during the animation and can crush/dodge lows
- Most supers are safe on block
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- Flashkick is air blockable
- Reactive anti-air isn't as strong as it initially appears, since c. FP has poor priority and must be done incredibly early
- Low damage on booms
- Mediocre activation range on the ground
- Has problems with characters that can reliably go under booms
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