- Super fast walk speed
- One of the shortest characters in the game and can walk under many attacks
- Great range on her sweep
- Rekkas are insanely safe and can create nearly endless pressure strings in neutral
- Multiple options for ending rekka strings, making it difficult for the opponent to counter safely
- Kick ender to rekka strings has low crush properties and counts as being airborne
- One of the most dangerous cross-up loops in the game
- Has one of the most versatile sets of custom combos with many leading to potential infinites
- Can land OTG setups off sweep like Akuma
- Grounded and airborne punch grabs do full damage on tech and can lead to OTG activations
- Can combo into command grab off from blockstun during activates, potentially ending rounds off a sweep depending on distance to the corner
- Strong anti-air with s. FP and c. FP
- Huge damage off crouch cancel juggles with rekka enders
- Counters have extremely large windows and can be used at the end of rekka strings
- s. LP pressure is incredibly effective against taller characters
- Wake-up DP+K can be used to partially escape cross-up strings
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- Rekka strings can leave you vulnerable to activates and supers if not used carefully
- Damage on individual rekkas is fairly low
- No meterless reversal option
- Rekka start-up has a very large hurtbox that makes it more interruptible than it appears
- Counter leaves you a sitting duck if you guess wrong with it
- Infinite is very difficult on P2 side
- Whiffed grabs build very little meter compared to most characters
- OTG setups require tight execution. A knowledge/execution-heavy character in general
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