- Very high damage with meter and assists.
- Excels at grappling the opponent with quick grabs, anti-air grabs, OTG grabs, you name it. H Gigantic Fury is particularly egregious.
- Long combos allow his assists to refresh mid-combo and potentially use them.
- Solid supers that enable a lot of DHC potential, such as Base Goku's Super Spirit Bomb and four way mixups off of Gigantic Charge.
- Many common scramble situations are heavily slanted in his favor due to the armor on some of his moves.
- Very good long range game. Solid 5S, j.S cannot be superdashed and is all-around amazing, Eraser Blow is armored and recovers extremely quickly, and a beam.
- Generally insane range on all of his normals.
- Surprisingly useful autocombo that can never miss, and helps him with his slide knockdowns.
- All of his assists are amazing for controlling space in neutral. Assist B, in particular, is excellent at shutting down opponents in the air.
- Ridiculous corner carry thanks to midscreen j.S loops, j.2H, and 214S. Can easily drag the opponent from corner to corner.
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- Extremely unorthodox combo routes and playstyle compared to nearly every other character. Requires high execution and lots of labbing to optimize.
- Big frame, meaning he gets hit by certain moves a lot easier than other characters do.
- Normals are on the slower side, along with holding the crown for slowest 5L in the game at TEN FRAMES.
- Struggles to get slide knockdowns without assists. Some combo routes in the corner can end in a sliding knockdown at the cost of damage.
- Quite meter/assist hungry to get conversions off of his grabs midscreen, or knockdowns.
- Not a single one of his normals is safe on block, and the specials that make him safe can usually be reflected.
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