- Has great options for every possible situation. Massive amount of variety with two stances
- Stance switching is usually instant and can be buffered ahead of time during moves.
- Different jump arc in each stance
- Can do big meterless damage with target combos starting from just about any button
- Supers have incredible range/speed
- Having at least 2 bars of super gives him access to massive damage off a variety of confirms on the ground or in the air
- Can actually deal with anti-air activates decently on A-ISM thanks to air super and whiffed air grab allowing him to land faster
- One of the most dangerous grabs in the game, since it combos into level 3 kick super near the corner
- Upkicks (waterfall) are great for everything: anti-airing, counter-poking, combos, strings, etc. They can even be safe on block when in the corner.
- Hands have incredibly fast startup and great damage/safety
- Strong high/low mix-up off safe jumps thanks to his 2 hit j. RH
- Great cross-up loop with upkicks
- Roll special goes under fireballs
- Long range overhead in crane stance
- c. LK in Crane puts the opponent in a juggle state and can be chained into
- ToD super is safe on block and will result in a dizzy and probably a round win if the opponent cannot land a hit in time
- Counter hit c. FP in Crane stance does an insane amount of damage for some reason. Up to 20% on some characters.
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- Lacks reliable custom combos
- Grounded hurtbox is fatter than it appears, making cross-ups easy on him
- Stance switching is not always instant after most jump-ins besides crane j. RH
- Upkicks aren't fully invincible
- Air super forces you to do the second kick follow-up, which can sometimes get you killed
- High execution/knowledge requirement to reach his full potential
- Would be a top 3 character without V-ISM making neutral more dangerous and hindering his air game
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