- Air Maneuverability: Zelkin can air stall, air dash, and has strong air-to-air normals in the form of an extremely active j.K and a strong late j.A hitbox.
- Attack Before The Round: Because Zelkin's flight has a hitbox, he's allowed to hit the enemy before the round starts if they aren't blocking.
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- High Execution: Even sub-optimal Zelkin combos require flight cancelling to be effective, and messing up any angle on air dashes can leave Zelkin open for a combo.
- Polarized Range: Zelkin is best at close range, and though getting in isn't the hardest thing in the world for a character with an air dash at his disposal, it does mean that characters that do a decent job of keeping him out or simply out-footsieing him can give him a bit of trouble.
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