- One of the most mobile characters in the game with super jump and a variety of rolls/leaps
- Backroll offers a way to instantly reposition, while wall jump makes escaping corners easy
- Super jump lets him start air pressure from much further away and can be used to setup cross-ups or escape situations
- Rekkas offer good combo damage in many situations
- s. LP cannot be ducked and is plus on block, which can create very oppressive pressure for him. c. MK can also be confirmed from counter-hit.
- Great normals on the ground with c. FP, s. FP and slide
- Jump jab is an incredibly quick and long range air to air
- A very effective air grab due to his super jump arc
- Far s. FP is a great pre-emptive anti-air from closer up
- Level 3 tripwire super is safe on block
- Good meter build post custom
- One of the best V-ISM alpha counters in the game that lets him potentially setup customs
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- Lacks a meterless reversal
- Lacks any way to combo into any of his supers
- Has a tall/fat hurtbox that makes him susceptible to jab pressure from other characters
- Rekkas are very unsafe on block
- Grounded anti-airs are somewhat spacing-specific. b. FP is a key anti-air normal that's only available on V-ISM. s. MP isn't what it was in A2.
- Pogo (d. MK in the air) has a weird bounce after that prevents it from being the god jump-in/mobility tool it is in A2 or CvS2.
- Custom combos are very difficult and only do mediocre damage due to high scaling from rekkas
- Technically has an infinite, but is basically TAS-only
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