- Good neutral in the game, especially with proper assists.
- Some of the longest reaching normals in the game, with 5M and 5H making him scary at all ranges.
- Pressure tends to ignore opponent's 4S (Reflect), negating the pushback.
- Strong stances with good followups.
- A command backdash to make any normal safe on block.
- Unique parry makes throwing projectiles and using assists somewhat risky against him.
- Can convert stray hits into absurdly high damage with proper assists and when he has the resources to burn.
- All his supers hit fullscreen and can beat out almost any attack in the game, including other supers.
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- Limited options in and against air due to lack of aerial specials.
- With his low being his slowest normal, he can have difficulties opening up opponents without assists.
- Struggles to score a sliding knockdown with combo extensions, especially since a lot of his attacks spend the wallbounce.
- His parries can be a huge risk to throw out if baited, with the reward being much lower than a potential punish. Additionally, his ground parry is not invincible after being triggered, so it's possible to hit him before the followup strikes. Furthermore, his air parry is very limited and does not possess a hitbox.
- Stubby 2H and crossup protection gives him no mixup after a snapback.
- Most mixups are reactable, or easily evaded with jumping.
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