- Strong neutral options; having fast and mobile approach options with 236X, dive kicks, teleport. Unique j.S that does not lose air momentum. IAD j.S leads to full combo and has much larger reach compared to IAD j.H
- Excels at close range; he can open up opponents easily due to having access to several lows, teleports and command grabs.
- Only assist in the game that causes a sliding knockdown. Can be used as a combo ender to give sliding knockdown.
- Can convert nearly any hit into a sliding knockdown with 1 bar. j. 214H is an excellent corner carry that allows him to set up to his high damage combos.
- Very high corner combo damage, solo and with assists. He can make excellent use of wallbounce with 236M to Dragon Rush without assist/meter in corner.
- Pairs well with assists and/or sparking to give exceptional high damage combos.
- Versatile supers, as they are very easy to combo into and deal high damage. Has level 5 finisher.
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- j.214H is his only sliding knockdown finisher and requires meter.
- Has trouble dealing with strong zoning. No beam and he instead has to rely on IAD j.S or IT to close gaps.
- Has no invincible DP. His only reversal is his Level 3 Super which is expensive, risky and unreliable.
- 5LLL overhead is very slow. Requires assist or strong conditioning of opponents to use overhead as a solid mixup.
- Assist lacks versatility, as it generally cannot be used to extend combos. Usually only optimal as pressure tool and a combo ender.
- Requires vanish to combo after many of his special moves (eg. Teleport Kick, Divine Void Strike, etc). Giving him a combo extender assist (beam, vegeta, etc) helps greatly.
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