- Strong neutral options; having a fast and mobile approach options with 236X and dive kicks.
- 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 with conversions that generally wouldn't be a sliding knockdown.
- Incredible ability to convert nearly any hit into a sliding knockdown. 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 with 236M and can extend combos with his dive kicks into assists.
- Versatile supers, as they are very easy to combo into and deal high damage. One of the few characters to have access to a level 5 finisher.
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- 214H is his only sliding knockdown finisher and has to use meter to use it.
- Has difficulty dealing with strong zoning. Due to him lacking a beam, he generally has to take risks in order to close the distance.
- No meterless reversal.
- High/low mixups is lacking due to his 5LLL overhead being very slow. Requires strong condition of opponents to use 5LLL as a solid mixup.
- Assist lacks versatility, as it generally cannot be used to extend combos. Usually only optimal as pressure and a combo ender.
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