- Unique mid dodge mechanic allows him to punish or ignore many moves other characters can't
- Some of the best customs in the game with a long activation range for punishing from a distance
- One of the best corner traps in the game with criminal upper/rock strings
- Huge damage/stun off crouch cancel juggles near the corner
- Rocks offer a unique zoning option due to their high arc
- Hopkick has a great hitbox, recovers very quickly and can be used to call out lows
- Good array of anti-air options from many ranges
- Great air grab that does full damage on tech. Grounded kick grab also does full damage on tech.
- One of the fastest jumps in the game with j. RH having a ton of priority
- One of the easiest infinites to setup and maintain
- Invincible bad spray glitch can occasionally escape some dangerous situations
|
- Normals are generally pretty awful for footsies
- Tall/fat hurtbox
- Smallest guard bar in the game due to having his dodge. Can easily end up in a guard crush loop with no options left because he got swept once or twice. This means room for error is VERY low in some match-ups.
- Gets blown up hard by smaller characters with strong lows that ignore his dodge. His bad match-ups are bad.
- Several smaller characters can easily walk under most of his best defensive tools
- Very meter dependent in a lot of match-ups
- Can't control when he dodges during blocks, which can be exploited by some characters
- A glass cannon who's a very feast or famine character
|