- 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
- Bull horn (TAP) forces the opponent to play differently and can make them second guess themselves
- You can charge up to 4 bull horns at once and release them individually by letting go of only one button
- Finals can be charged in only 13 seconds
- Charged finals do insane amounts of damage/stun
- Great, reliable customs with good damage and potential infinite setups
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- Bull head is incredibly unsafe and is an awful move outside of combos
- Bull horns are unsafe on hit 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
- 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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