- Good mobility - Fast walk speed, and his bushin run/flip let you get around the screen quickly
- Good reach and priority with grounded normals
- Slide in general is incredibly safe and 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 (air d. MP) lets him change his jump trajectory
- Insane burst damage potential with bushin chain and juggles off 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
- Shoulder is a strong anti-projectile option
- Great corner escape with wall jump and flip
- Is able to combo after his kick throw, mid screen and in the corner
- One of the most damaging meterless tech roll punishes in the game with close LK into bushin chain
- Unusually thin hurtbox makes him difficult to cross-up.
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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
- Anti-airs are inconsistent in some match-ups
- Bushin chain only hits on standing or very tall opponents
- High execution requirement: Picky timing on Bushin chains/juggles, proximity cancels, etc
- Shoulder only combos reliably off close normals unlike A2
- Thin hurtbox makes him awkward to cross-up
- Alpha counter is not the best and sometimes whiffs on moves with low hurtboxes
- V-ISM options are jank and unreliable, making A-ISM a better option with his amazing supers
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