- Fast walk speed
- Incredibly mobile and difficult to pin down or keep cornered, making him a great hit and run character
- Devil reverse is very versatile for everything from meter build to positioning
- Teleport is near instant and invincible on frame 1
- Jump arc is fast with high priority jump-ins
- s. MK is a great footsie tool
- Slide is safe from max range
- Good anti-air with s. FP
- Great air grab due to his long jump arc
- Fireball has slow recovery but has a decent hitbox and can be used to set up traps
- Good reward off crouch cancel juggles
- Recent developments have given him much better V-ISM options
- Level 3 psycho crusher is one of the best anti-air supers in the game
- Level 1 and 2 kick supers are completely safe on block
- Bounces weirdly during juggles, which can mess up people's VCs without adequate practice
- Unique A-ISM alpha counter that teleports him behind the opponent
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- Jump arc is fast but also moves further than normal, which can sometimes be a disadvantage, given that he has no cross-up
- Lacks reliable BnBs without meter
- Very fat hurtbox. Susceptible to jab pressure and standing combos.
- Scissor kick is incredibly unsafe on block unless done from max range
- Scissor kick will not combo against crouching opponents in most situations
- Head stomp is heavily punishable on hit by some characters
- Being hit out of devil reverse/stomp puts him in a juggle state
- A-ISM alpha counter can occasionally bug out and not move him anywhere
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