- A zoning game that can be converted into a strong offense when executed correctly
- Oppressive and simple damage routes that can be generally started halfway through any given round
- Forcing opponents to respect your fireball game when you have a chance to charge them up
- A fast divekick for clearing fireballs and changing midair trajectory
- Easy-to-manage multipurpose normal moves
- Obnoxiously good low-resource corner carry off of hitconfirms or otherwise, and even better corner carry when you're willing to dump resources
- The undisputed best answer to any fireball in the game in her Boosted SA2, equivalent to Cammy's SA3 and Shin Bison's Final Psycho Crusher
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- Committing to your fireball game to apply pressure safely
- Lacking large damage cashouts without access to empowered specials
- Lacking plus frames on block without Drive Rush
- Risking a punish on a blocked divekick due to not being able to make it safe
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