- Great, long range normals in s. RH and c. RH
- Several of her kick normals low crush
- One of the best sweeps in the game
- One of the best jump-ins with j. LK and great air to airs in general
- c. MP is not quite what it was in A2, but is still very strong and high priority
- Soul spiral gives her a great combo option from many situations
- Soul throw can combo from any anti-air c. FP, resulting in very good damage off a punished jump
- Reflect is a great anti-projectile option
- Air grab does a lot of damage
- Level 1 Soul Illusion is incredibly versatile and can be used to set up unblockable loops and guard pressure. Can rack up a lot of damage/stun quickly.
- Great custom combos leading into potential infinites
- 1f activate that allows her to easily set up Valle VCs or link into customs in ways no one else can. Can even punish people's turnaround animations
- Can hit confirm into her activates due to spiral having a lot of range and her jabs being very plus on hit
- Can consistently get great damage off crouch cancel juggles due to her jump arc and solid air to airs
|
- Infinite is difficult to keep going and requires a re-activate at 50%
- c. FP has much worse priority than it appears and must be done close/early to work as anti-air, meaning she's better off using air to airs in many situations.
- Anti-air activation options aren't as strong as her grounded ones
- No meterless reversal option
- Has a fat upper body hurtbox, making cross-up loops easy on her
- Soul throw is useless as an actual anti-air
|