- Good grounded neutral with far reaching buttons.
- Command grab.
- Pressure tends to ignore opponent's 4S (Reflect), negating the pushback.
- Different invuln attributes on many of his specials.
- A command backdash to make any normal safe on block.
- Unique 4F airborne parry gives him a way around superdash.
- His level 3 ignores Sparking healing.
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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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