- Has a decent set of long-range normals on the ground
- s. FP is one of the best preemptive anti-airs in the game
- Great jump-ins, particularly j. LK and splash
- Good air to airs
- Decent command grabs that recover fairly quickly on whiff. Can choose whether to throw them forward or backwards
- Bull horn (TAP) forces the opponent to play differently and can make them second guess themselves
- Bull horn is a very rewarding early anti-air
- Whiffed grabs recover fast and are good for building meter
- Late whiffed air grab makes him land faster and can be used to bait activates on occasion
- You can charge up to 4 bull horns at once and release them individually by letting go of only one button
- Final TAPs can be charged in only 13 seconds and do insane damage/stun
- Great, reliable customs with good damage and potential infinite setups
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- Large hurtbox making him susceptible to jab pressure
- Bull head is incredibly unsafe and is an awful move outside of combos
- Bull horns are unsafe on block if done too close without enough charge
- Bull horn invincibility is not as good as it was in A2.
- Reactive anti-air is awful. c. FP gets beat by most jump-ins and late bull horn can be option-selected (f. RH is a decent close-range anti-air on V-ISM)
- Gets bullied hard by a lot of characters due to his large size and poor mobility/anti-air
- Characters with strong lows can practically ignore his bull horn, since it has no low invincibility
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